WorldWideScience

Sample records for media users designers

  1. Testing Universal Design of a Public Media Website with Diverse Users.

    Science.gov (United States)

    Chen, Weiqin; Kessel, Siri; Sanderson, Norun C; Tatara, Naoe

    2016-01-01

    Testing with users can identify more issues than other testing methods. Many researchers have argued for the importance of user testing in Universal Design. However, testing Universal Design with diverse users poses many challenges. In this paper we will share our experience with testing the Universal Design of a public media website with real users. We discuss the challenges faced and lessons learned in the process.

  2. How Social Media ChangesUser-Centred Design - Cumulative and Strategic User Involvement with Respect to Developer–User Social Distance

    OpenAIRE

    Johnson, Mikael

    2013-01-01

    The aim of user-centred, participatory, and lead-user design approaches is to raise the quality of products and services through methods that aid developers in user involvement. In the lite-rature, the design context is often assumed to be 'one-off projects', which limits the applicabi-lity of the guidelines for further service design after market launch. Other challenges concern-ing social media include ambiguities in the role of informal engagement, the abstraction pro-cesses between millio...

  3. Baking Gender Into Social Media Design: How Platforms Shape Categories for Users and Advertisers

    Directory of Open Access Journals (Sweden)

    Rena Bivens

    2016-10-01

    Full Text Available In recent years, several popular social media platforms have launched freeform custom gender fields. This decision reconstitutes gender categories beyond an oppressive binary only permitting “males” and “females.” In this work, we uncover many different user-facing gender category design strategies within the social media ecosystem, ranging from custom gender options (on Facebook, Google+, and Pinterest to the absence of gender fields entirely (on Twitter and LinkedIn. To explore how gender is baked into platform design, this article investigates the 10 most popular English-speaking social media platforms by performing recorded walkthroughs from two different subject positions: (1 a new user registering an account, and (2 a new advertiser creating an ad. We explore several different spaces in social media software where designers commonly program gender—sign-up pages, profile pages, and advertising portals—to consider (1 how gender is made durable through social media design, and (2 the shifting composition of the category of gender within the social media ecosystem more broadly. Through this investigation, we question how these categorizations attribute meaning to gender as they materialize in different software spaces, along with the recursive implications for society. Ultimately, our analysis reveals how social media platforms act as intermediaries within the larger ecosystem of advertising and web analytics companies. We argue that this intermediary role entrusts social media platforms with a considerable degree of control over the generation of broader categorization systems, which can be wielded to shape the perceived needs and desires of both users and advertising clients.

  4. Cancer prevention and control interventions using social media: user-generated approaches.

    Science.gov (United States)

    Cavallo, David N; Chou, Wen-Ying Sylvia; McQueen, Amy; Ramirez, Amelie; Riley, William T

    2014-09-01

    Social media are now used by a majority of American internet users. Social media platforms encourage participants to share information with their online social connections and exchange user-generated content. Significant numbers of people are already using social media to share health-related information. As such, social media provide an opportunity for "user-generated" cancer control and prevention interventions that employ users' behavior, knowledge, and existing social networks for the creation and dissemination of interventions. These interventions also enable novel data collection techniques and research designs that will allow investigators to examine real-time behavioral responses to interventions. Emerging social media-based interventions for modifying cancer-related behaviors have been applied to such domains as tobacco use, diet, physical activity, and sexual practices, and several examples are discussed for illustration purposes. Despite some promising early findings, challenges including inadequate user engagement, privacy concerns, and lack of internet access among some groups need to be addressed in future research. Recommendations for advancing the field include stronger partnerships with commercial technology companies, utilization of rapid and adaptive designs to identify successful strategies for user engagement, rigorous and iterative efficacy testing of these strategies, and inclusive methods for intervention dissemination. ©2014 American Association for Cancer Research.

  5. Mechanism Design for Incentivizing Social Media Contributions

    Science.gov (United States)

    Singh, Vivek K.; Jain, Ramesh; Kankanhalli, Mohan

    Despite recent advancements in user-driven social media platforms, tools for studying user behavior patterns and motivations remain primitive. We highlight the voluntary nature of user contributions and that users can choose when (and when not) to contribute to the common media pool. A Game theoretic framework is proposed to study the dynamics of social media networks where contribution costs are individual but gains are common. We model users as rational selfish agents, and consider domain attributes like voluntary participation, virtual reward structure, network effect, and public-sharing to model the dynamics of this interaction. The created model describes the most appropriate contribution strategy from each user's perspective and also highlights issues like 'free-rider' problem and individual rationality leading to irrational (i.e. sub-optimal) group behavior. We also consider the perspective of the system designer who is interested in finding the best incentive mechanisms to influence the selfish end-users so that the overall system utility is maximized. We propose and compare multiple mechanisms (based on optimal bonus payment, social incentive leveraging, and second price auction) to study how a system designer can exploit the selfishness of its users, to design incentive mechanisms which improve the overall task-completion probability and system performance, while possibly still benefiting the individual users.

  6. User-Generated Social Media Events in Tourism

    OpenAIRE

    Mariné Roig, Estela; Martín Fuentes, Eva; Daries Ramón, Natalia

    2017-01-01

    Social media and mobile technologies have revolutionised communication and particular attention has been given to user-generated content (UGC) and the formation of online communities; however, little attention has been given to tourist events entirely generated by users through social media. This paper aims to define and characterise the phenomenon of tourism user-generated events (UGEs) through social media around the user's new empowered role and to assess user-generated social media events...

  7. The Ethics of User Experience Design

    DEFF Research Database (Denmark)

    Vistisen, Peter; Jensen, Thessa

    Design has in recent years been an increasing area in focus when developing digital interactive systems and services (Kolko 2010). Given the specific nature of material involved in designing digital media as ‘the material without qualities’ (Lowgreen & Stolterman 2007), and namely its total lack...... that the chosen point-of-view corresponds with the users, and thus ensures that the designed user experience actually is preferable for the user (Schauer & Merholz 2009). However, there has been a lack of discussions surrounding the ethical dimension of creating and maintaining an empathic point......-centered design process. Exemplifying the differences and ethical implications for the designer in the interaction with the user through the design of interactive digital systems. Finally the article discusses the need to understand design as a development of empathy for a given user or group of users by giving...

  8. The Ethics of User Experience Design

    DEFF Research Database (Denmark)

    Vistisen, Peter; Jensen, Thessa

    2013-01-01

    Design has in recent years been an increasing area in focus when developing digital interactive systems and services (Kolko 2010). Given the specific nature of material involved in designing digital media as ‘the material without qualities’ (Lowgreen & Stolterman 2007), and namely its total lack...... that the chosen point-of-view corresponds with the users, and thus ensures that the designed user experience actually is preferable for the user (Schauer & Merholz 2009). However, there has been a lack of discussions surrounding the ethical dimension of creating and maintaining an empathic point......-centered design process. Exemplifying the differences and ethical implications for the designer in the interaction with the user through the design of interactive digital systems. Finally the article discusses the need to understand design as a development of empathy for a given user or group of users by giving...

  9. Challenges with social media for user involvement

    OpenAIRE

    Ståhlbröst, Anna

    2012-01-01

    Integrating social media into the innovation process can offer great opportunities for organizations striving for user involvement. Due to the spread of social media in all types of user groups it is, today, possible to engage users all around the world in innovation activities simultaneously. But even if social media usage in innovation activities offers great opportunities, it can be challenging to know how to use it to engage users in these processes. In this paper, the purpose is to discu...

  10. Social Media Resources for Participative Design Research

    OpenAIRE

    Qaed, Fatema; Briggs, Jo; Cockton, Gilbert

    2016-01-01

    We present our experiences of novel value from online social media for Participative Design (PD) research. We describe how particular social media (e.g. Facebook, Pinterest, WhatsApp and Twitter) were used during a five-year project on learning space design by the researcher and interested teachers across all research phases (contextual review, user studies, PD action research). Social media were used to source and share comments, photographs and video documentation, supporting participation ...

  11. Innovation Management, Lead Users and Social Media

    DEFF Research Database (Denmark)

    Ernst, M.; Brem, Alexander; Voigt, K.-I.

    2013-01-01

    Purpose — With the rise of social media, the practice of innovation management is changing rapidly as well. While the opening up of corporate innovation processes can be observed in literature as well as in practice (commonly known as “Open Innovation”), we draw the reader’s attention...... to the strategic potential of social media in innovation management. For this, a conceptual framework will be introduced. Design/methodology/approach — In this chapter, we compare established concepts of knowledge management to potentials of social media in this field, which offer more efficient and promising ways...... social media applications is developed and introduced. Originality/value — The unique conceptual framework derived in this chapter is enriched with a discussion of the challenges resulting from the implementation of Lead-User integration along with social media in corporate innovation management...

  12. User-Generated Social Media Events in Tourism

    Directory of Open Access Journals (Sweden)

    Estela Marine-Roig

    2017-12-01

    Full Text Available Social media and mobile technologies have revolutionised communication and particular attention has been given to user-generated content (UGC and the formation of online communities; however, little attention has been given to tourist events entirely generated by users through social media. This paper aims to define and characterise the phenomenon of tourism user-generated events (UGEs through social media around the user’s new empowered role and to assess user-generated social media events’ online socialness. It is also our aim to provide a useful mixed-methodology analysis framework for UGEs in relation to social media and to highlight their interest for organisations. The methodological approach includes a quantitative model to store, analyse and compare events’ online socialness, which is combined with qualitative, participant observation at the events. This approach is applied to the analysis of three Instagram meetups organised by a specific online community at Catalan ski resorts. The paper’s results show the differential characteristic of tourism UGEs: user initiative and empowerment, full organisation and structure, great social media use and UGC production, brand dissemination, attraction capacity, strong online community bond and faithfulness. With UGEs, an event management paradigm shift occurs as organisations are no longer the main initiators and controllers of the event.

  13. Event-based user classification in Weibo media.

    Science.gov (United States)

    Guo, Liang; Wang, Wendong; Cheng, Shiduan; Que, Xirong

    2014-01-01

    Weibo media, known as the real-time microblogging services, has attracted massive attention and support from social network users. Weibo platform offers an opportunity for people to access information and changes the way people acquire and disseminate information significantly. Meanwhile, it enables people to respond to the social events in a more convenient way. Much of the information in Weibo media is related to some events. Users who post different contents, and exert different behavior or attitude may lead to different contribution to the specific event. Therefore, classifying the large amount of uncategorized social circles generated in Weibo media automatically from the perspective of events has been a promising task. Under this circumstance, in order to effectively organize and manage the huge amounts of users, thereby further managing their contents, we address the task of user classification in a more granular, event-based approach in this paper. By analyzing real data collected from Sina Weibo, we investigate the Weibo properties and utilize both content information and social network information to classify the numerous users into four primary groups: celebrities, organizations/media accounts, grassroots stars, and ordinary individuals. The experiments results show that our method identifies the user categories accurately.

  14. Event-Based User Classification in Weibo Media

    Directory of Open Access Journals (Sweden)

    Liang Guo

    2014-01-01

    Full Text Available Weibo media, known as the real-time microblogging services, has attracted massive attention and support from social network users. Weibo platform offers an opportunity for people to access information and changes the way people acquire and disseminate information significantly. Meanwhile, it enables people to respond to the social events in a more convenient way. Much of the information in Weibo media is related to some events. Users who post different contents, and exert different behavior or attitude may lead to different contribution to the specific event. Therefore, classifying the large amount of uncategorized social circles generated in Weibo media automatically from the perspective of events has been a promising task. Under this circumstance, in order to effectively organize and manage the huge amounts of users, thereby further managing their contents, we address the task of user classification in a more granular, event-based approach in this paper. By analyzing real data collected from Sina Weibo, we investigate the Weibo properties and utilize both content information and social network information to classify the numerous users into four primary groups: celebrities, organizations/media accounts, grassroots stars, and ordinary individuals. The experiments results show that our method identifies the user categories accurately.

  15. The Role of Social Media User Experience as a Mediator for Understanding Social Media User Behavior in Indonesia’s Museum Industry: Literature Review

    Science.gov (United States)

    Sundjaja, A. M.; LumanGaol, F.; Budiarti, T.; Abbas, B. S.; Abdinagoro, S. B.; Ongowarsito, H.

    2017-01-01

    Social media has changed the interaction between the customer and the business, social media has proven to provide new opportunities in facilitating access to information, efficiency and ease of interaction between customers and businesses that are distributed geographically dispersed. Ease of interaction to improve access to information about products, services, and prices have proven to have a positive impact for consumers. The purpose of this article is to develop a conceptual model to test the effect of user motivation, user expectations, and online community involvement to the intention of behavior that is mediated by the use of social media museum experience. This article is a literature study on exploration of social media user experiences museum in Indonesia. Authors searched and examined 85 articles from google scholar with the following keywords: motivation, expectations, online communities, user experience, social media, Technology Acceptance Model, Experiential Marketing, Uses and Gratification Theory. Proposed data collection techniques are literature study, survey and observation. The sample used in this research is 400 respondents of social media users that follow the social media managed by Indonesia’s museum. The sampling technique are systematic sampling. We use Structural Equation Model with AMOS for analyze the data.

  16. Visual design for the user interface, Part 1: Design fundamentals.

    Science.gov (United States)

    Lynch, P J

    1994-01-01

    Digital audiovisual media and computer-based documents will be the dominant forms of professional communication in both clinical medicine and the biomedical sciences. The design of highly interactive multimedia systems will shortly become a major activity for biocommunications professionals. The problems of human-computer interface design are intimately linked with graphic design for multimedia presentations and on-line document systems. This article outlines the history of graphic interface design and the theories that have influenced the development of today's major graphic user interfaces.

  17. Recommending access control decisions to social media users

    OpenAIRE

    Misra, Gaurav; Such, Jose M.

    2017-01-01

    Social media has become an integral part of the Internet and has revolutionized interpersonal communication. The lines of separation between content creators and content consumers have blurred as normal users have platforms such as social media sites, blogs and microblogs at their disposal on which they can create and consume content as well as have the opportunity to interact with other users. This change has also led to several well documented privacy problems for the users. The privacy pro...

  18. Disentangling the Factors Driving Users' Continuance Intention towards Social Media

    DEFF Research Database (Denmark)

    Li, Hongxiu; Li, Lirui; Gan, Chunmei

    2018-01-01

    dimensions to be gained from social media usage, namely hedonic value (enjoyment), information value (information documentation and information sharing), media value (media appeal), and social value (social interaction), which are measured via a survey questionnaire. Our findings reveal seven distinct...... configurations of causal conditions for inducing continuance intention towards social media among Chinese users. Particularly, the frequency of social media usage combined with perceptions of enjoyment were found to be core conditions reinforcing users' continuance intention towards social media. In turn......Building on perceived value theory, this study employs fuzzy set Qualitative Comparative Analysis (fsQCA) to derive configurational models that embody causal conditions for predicting users' continuance intention towards social media. From reviewing extant literature, we advanced four value...

  19. A User-centered Model for Web Site Design

    Science.gov (United States)

    Kinzie, Mable B.; Cohn, Wendy F.; Julian, Marti F.; Knaus, William A.

    2002-01-01

    As the Internet continues to grow as a delivery medium for health information, the design of effective Web sites becomes increasingly important. In this paper, the authors provide an overview of one effective model for Web site design, a user-centered process that includes techniques for needs assessment, goal/task analysis, user interface design, and rapid prototyping. They detail how this approach was employed to design a family health history Web site, Health Heritage . This Web site helps patients record and maintain their family health histories in a secure, confidential manner. It also supports primary care physicians through analysis of health histories, identification of potential risks, and provision of health care recommendations. Visual examples of the design process are provided to show how the use of this model resulted in an easy-to-use Web site that is likely to meet user needs. The model is effective across diverse content arenas and is appropriate for applications in varied media. PMID:12087113

  20. Predicting the Industry of Users on Social Media

    OpenAIRE

    Pappas, Konstantinos; Mihalcea, Rada

    2016-01-01

    Automatic profiling of social media users is an important task for supporting a multitude of downstream applications. While a number of studies have used social media content to extract and study collective social attributes, there is a lack of substantial research that addresses the detection of a user's industry. We frame this task as classification using both feature engineering and ensemble learning. Our industry-detection system uses both posted content and profile information to detect ...

  1. Collective Innovation Practice through User-centred Design Thinking

    DEFF Research Database (Denmark)

    Poulsen, Søren Bolvig; Lassen, Astrid Heidemann; Wandahl, Søren

    2012-01-01

    thinking with its principles and mind-set can facilitate a common and collaborative effort within a value chain towards a joint innovative practice. Design thinking is unfolded through existing literature and it’s virtue as a facilitating and joining approach is tested through the application within...... the research project Innodoors. It is concluded user-centred material through the video media can enable practitioners from a value chain to establish a common understanding of innovation paths – potential directions for innovation. In addition it is concluded that design thinking can be adapted...... innovation has added significant aspects to the field of innovation management (e.g. Chesbrough, 2003) and companies can innovate with user collaboration or amplified notion of user together with hybrid collaborative constellations and new ways of working (von Hippel 2005). This paper examines how design...

  2. User Defined Structural Searches in MediaWiki

    DEFF Research Database (Denmark)

    Bouvin, Niels Olof; Albertsen, Johannes

    2008-01-01

    Wikipedia has been the poster child of user contributed content using the space of MediaWiki as the canvas on which to write. While well suited for authoring simple hypermedia documents, MediaWiki does not lend itself easily to let the author create dynamically assembled documents, or create pages...

  3. THE ROLE OF USER GENERATED CONTENT IN «NEW» MEDIA RESEARCH

    Directory of Open Access Journals (Sweden)

    Dmitry Igorevich Kaminchenko

    2014-11-01

    Full Text Available Purpose/subjectInvestigation of the role of user generated content in understanding of «new» media.Method/methodologyStructural and functional method is in the base.Results of workThe «new» media technologies meaning is considerated from the position of user created content. The concrete features of this content that display in functioning of «new» media are noticed in the article.Application of resultsResearch results may be useful in the future investigation of a phenomenon of «new» media.ConclusionsUnderstanding of the phenomenon of new media was deepened in the base of this features of user generated content. The author draws attention to the process of this content features showing in the political meaning of new media.

  4. User habits of smartphone owners in terms of consumption of media content

    OpenAIRE

    Kimla, Lukáš

    2017-01-01

    The thesis "User habits of smartphone owners in terms of consumption of media content" aims to expertly uncover a deeper description of user habits of today's smartphone users, and focus primarily on aspects of the consumption of media content on these devices, such as applications, games, web browsing, news, audiovisual content and social networks. The purpose is to give a complete picture of today's smartphone users as consumers of new technological media and to reveal the spectrum of influ...

  5. Remixing to Design Learning: Social Media and Peer-to-Peer Interaction

    Science.gov (United States)

    Casey, Gail; Wells, Muriel

    2015-01-01

    Social and participatory media offer opportunities to interact and share user-generated content. After some investigation and research, the authors are in their initial stages of using such media to provide a pathway for thinking about learning design in higher education. Using the concept of remixing, the authors aim to creatively blend and…

  6. User-centered design

    International Nuclear Information System (INIS)

    Baik, Joo Hyun; Kim, Hyeong Heon

    2008-01-01

    The simplification philosophy, as an example, that both of EPRI-URD and EUR emphasize is treated mostly for the cost reduction of the nuclear power plants, but not for the simplification of the structure of user's tasks, which is one of the principles of user-centered design. A user-centered design is a philosophy based on the needs and interests of the user, with an emphasis on making products usable and understandable. However, the nuclear power plants offered these days by which the predominant reactor vendors are hardly user-centered but still designer-centered or technology-centered in viewpoint of fulfilling user requirements. The main goal of user-centered design is that user requirements are elicited correctly, reflected properly into the system requirements, and verified thoroughly by the tests. Starting from the user requirements throughout to the final test, each requirement should be traceable. That's why requirement traceability is a key to the user-centered design, and main theme of a requirement management program, which is suggested to be added into EPRI-URD and EUR in the section of Design Process. (author)

  7. Marketing E-Commerce by Social media using Product Recommendations and user Embedding

    Science.gov (United States)

    Ramalingam, V. V.; Pandian, A.; Masilamani, Kirthiga

    2018-04-01

    MarketingE-CommercebySodal media is the best way to improve marketing and business widely.The major issues faced with E-commerce and Social media interfacing is cold- start cross-site problem. The cold-start problem occurs at a situation when user is not having the history of purchase records.For the user who does not have a history of purchase records, we have introduced a method of finding the users’ interested product without knowing any of the demographic information of the user. The product is recommended on basesof visits i.e., the item which is most likely to be visited by the users occur in the hit list. This product is rated at the top position for the users to purchase. The e-commerce with social media sites uses the strategy of user embedding and product recommendations. The product recommendations are achieved by incorporating LatentDirichlet Allocation(LDA), Re Ranking and Collaborative Filtering algorithms. The proposed framework can enhance the recommendation system by embedding products and users. This shows the potential of solving cold-start cross-site problem across the e-commerce and social media sites and enhances the marketing strategy.

  8. A Multi-User Model for Effectively Communicating Research Through Electronic Media

    Science.gov (United States)

    Hinds, J. J.; Fairley, J. P.

    2003-12-01

    Electronic media have demonstrated potential for data exchange, dissemination of results to other scientists, communication with community interest groups, and education of the general public regarding scientific advances. Few researchers, however, receive training in the skills required to capture the attention of the broad spectrum of Internet users. Because different people assimilate information in different ways, effective communication is best accomplished using an appropriate mix of photographs, graphics, tables, and text. In addition, effective web page design requires a clear, consistent organizational structure, easily-navigated layout, and attention to details such as page printability, downloading time, and minimal page scrolling. One of the strengths of electronic media is that the user can chose an appropriate level of involvement for his or her interest. In designing a web page for the multidisciplinary NSF/EPSCoR "Biocomplexity in Extreme Environments" project, we divided potential users into three categories based on our perception of the level of detail they required: 1) project participants, 2) non-participants with technical backgrounds, and 3) the general public. By understanding the needs and expectations of potential viewers, it was possible to present each group with an appropriate balance of visual and textural elements. For example, project participants are often most interested in raw data, which can be effectively presented in tabular format. Non-participants with technical backgrounds are more interested in analyzed data, while a project overview, presented through photographs and graphics with minimal text, will be most effective for communicating with the general public. The completed web page illustrates one solution for effectively communicating with a diverse audience, and provides examples for meeting many of the challenges of web page design.

  9. Brand interactions and social media: enhancing user loyalty through social networking sites

    OpenAIRE

    Nisar, T.M.; Whitehead, C.

    2016-01-01

    This paper aims to investigate how user loyalty can be achieved and maintained through social networking sites. More specifically, we intend to test the relationships between brands, user loyalty and social media. The research thus provides insights into user-brand relationships through social media and argues how loyal customers can be through social networking websites. Although there are considerable numbers of studies about loyalty; there exists very limited work studying user loyalty thr...

  10. Knowledge, Attitudes, and Beliefs Toward Organ Donation Among Social Media Users.

    Science.gov (United States)

    Hajjar, W M; Bin Abdulqader, S A; Aldayel, S S; Alfardan, A W; Alzaidy, N I

    2016-09-01

    Organ transplantation is the optimal treatment for end-stage organ diseases. The demand for organs has exceeded the available supply, which becomes a major obstacle worldwide. Identifying the factors affecting this gap will help in overcoming this obstacle. The purpose of the work was to study the knowledge, attitudes, and beliefs of organ donation and to determine the knowledge of brain death among social media users. A cross-sectional study was conducted among social media users living in Saudi Arabia. A pre-designed self-administrated questionnaire was distributed online randomly on social media networks in 2015. Of the total 1368 participants, only 913 met the criteria. Most respondents were between 18 and 29 years of age (61.2%) and living in the central region of Saudi Arabia (64.5%). The majority of respondents received their information from television (57%) and social media (50%) networks; 46.4% of respondents knew that the religious fatwa allowed organ donation; 51% of respondents were willing to donate their organs; 46.5% considered the brain-dead to be deceased, whereas 37.7% considered it a coma; 33.3% did not know if someone who was brain-dead would ever wake up; on the other hand, 323 (35.4%) said yes. Our study showed that the vast majority of our sample had enough information about organ donation. On the contrary, they had minimal knowledge about brain death. Moreover, a fair percentage of the participants had positive attitudes toward organ donation. Also, the media had a significant effect on the information about organ donation and brain death. Copyright © 2016 Elsevier Inc. All rights reserved.

  11. Software Architecture Design for Spatially-Indexed Media in Smart Environments

    Directory of Open Access Journals (Sweden)

    SCHIPOR, O.-A.

    2017-05-01

    Full Text Available We introduce in this work a new software architecture design, based on well-established web communication protocols and scripting languages, for implementing spatially-indexed media in smart environments. We based our approach on specific design guidelines. Our concept of spatially-indexed media enables users to readily instantiate mappings between digital content and specific regions of the physical space. We present an implementation of the architecture using a motion capture system, a large visualization display, and several smart devices. We also present an experimental evaluation of our new software architecture by reporting response times function of changes in the complexity of physical-digital environment.

  12. Play-Personas: Behaviours and Belief Systems in User-Centred Game Design

    Science.gov (United States)

    Canossa, Alessandro; Drachen, Anders

    Game designers attempt to ignite affective, emotional responses from players via engineering game designs to incite definite user experiences. Theories of emotion state that definite emotional responses are individual, and caused by the individual interaction sequence or history. Engendering desired emotions in the audience of traditional audiovisual media is a considerable challenge; however it is potentially even more difficult to achieve the same goal for the audience of interactive entertainment, because a substantial degree of control rests in the hand of the end user rather than the designer. This paper presents a possible solution to the challenge of integrating the user in the design of interactive entertainment such as computer games by employing the "persona" framework introduced by Alan Cooper. This approach is already in use in interaction design. The method can be improved by complementing the traditional narrative description of personas with quantitative, data-oriented models of predicted patterns of user behaviour for a specific computer game Additionally, persona constructs can be applied both as design-oriented metaphors during the development of games, and as analytical lenses to existing games, e.g. for evaluation of patterns of player behaviour.

  13. Young Children as Media Users and Consumers

    DEFF Research Database (Denmark)

    Johansen, Stine Liv

    2008-01-01

    a very early age, also becoming consumers in their own right. Through media, children are exposed to a wide range of consumer goods,not only through traditional spot commercials, but especially through different kinds of merchandise related to program content. This process, the paper argues, takes place...... in a complex socialization, in which the child through daily interactions with family members and media texts learns how to act and behave as a competent media user......This paper presents some main results from the PhD-project ‘Toddlers watching TV'1. Young children, aged 1½ to three, are in this project understood and examined as active participants in the process of becoming regular viewers of both public service and commercial television, and thereby, from...

  14. Techno-experiential design assessment and media experience database: A method for emerging technology assessment

    OpenAIRE

    Schick, Dan

    2005-01-01

    This thesis evaluates the Techno-Experiential Design Assessment (TEDA) for social research on new media and emerging technology. Dr. Roman Onufrijchuk developed TEDA to address the shortcomings of current methods designed for studying existing technologies. Drawing from the ideas of Canadian media theorist Marshall McLuhan, TEDA focuses on the environmental changes introduced by a new technology into a user's life. I describe the key components of the TEDA methodology and provide examples of ...

  15. Exploring opportunities to support mental health care using social media: A survey of social media users with mental illness.

    Science.gov (United States)

    Naslund, John A; Aschbrenner, Kelly A; McHugo, Gregory J; Unützer, Jürgen; Marsch, Lisa A; Bartels, Stephen J

    2017-10-20

    Social media holds promise for expanding the reach of mental health services, especially for young people who frequently use these popular platforms. We surveyed social media users who self-identified as having a mental illness to learn about their use of social media for mental health and to identify opportunities to augment existing mental health services. We asked 240 Twitter users who self-identified in their profile as having a mental illness to participate in an online survey. The survey was in English and inquired about participants' mental health condition, use of social media for mental health and interest in accessing mental health programs delivered through social media. Respondents from 10 countries completed 135 surveys. Most respondents were from the United States (54%), Canada (22%) and the United Kingdom (17%) and reported a psychiatric diagnosis of either schizophrenia spectrum disorder (27%), bipolar disorder (25%), major depressive disorder (16%) or depression (20%). Young adults age ≤35 (46%) were more likely to use Instagram (P = .002), Snapchat (P social media (P social media, especially to promote overall health and wellbeing (72%) and for coping with mental health symptoms (90%). This exploratory study demonstrates the feasibility of reaching social media users with mental illness and can inform efforts to leverage social media to make evidence-based mental health services more widely available to those in need. © 2017 John Wiley & Sons Australia, Ltd.

  16. Designing Users : The Social Construction of Users in Product Design

    OpenAIRE

    Kadanoff, David Bradley

    2014-01-01

    The technological systems in our society are widespread and structured in complex ways. To comprehend the construction of these systems, it is necessary to understand who has opportunities to influence them and how. Previous scholarship in the sociology of technology has provided some analysis of the roles of designers and users in constructing technology. However, this research tends to oversimplify the nature of design work and portrays designers and users in isolation, having little- to-no...

  17. Media Choice for Intra-School Communication: The Role of Environment, User, and Medium

    Science.gov (United States)

    Caspi, Avner; Blau, Ina

    2011-01-01

    The influence of media richness, media attentional load, social influence and users' prior experience with media on selection of media to transmit different messages to peers within an educational organization was tested. Media were discriminated by all potential variables. Support was found for the role of prior experience and social influence in…

  18. Designing Users/Designing Innovation

    DEFF Research Database (Denmark)

    The paper addresses issues of user conceptualisation and representation in the processes of designing and innovating artifacts and use-practices. It is informed by early as well as more recent insights from technology studies within the new sociology of technology (e.g. Akrich 1995, Bijker & Law...... and competencies. Characteristic of these projects are the interplay between the social and the technical dimensions in the process of product development, and the students are expected to apply socio-technical methodologies in their strategies. The students’ need to inform the design through iteratively...... themes ranging from user-oriented design to product redesign and workspace design, etc. It is expected that some of the insights gained from these projects may be related outside of the immediate context of the classroom, to inform the notion of competencies in engineering design and sociotechnical...

  19. Methodological proposal for the analysis of user participation mechanisms in online media

    Directory of Open Access Journals (Sweden)

    Jaime Alonso, Ph.D.

    2012-01-01

    Full Text Available This paper presents the results of an analysis of user participation mechanisms, particularly those based in Web 2.0 technologies and applications, based on a sample of fourteen relevant Spanish online media, including the websites of newspapers, radio stations, and television channels. This analysis was conducted in October and November 2010 as part of the research subproject La evolución de los cibermedios en el marco de la convergencia digital. Tecnología y distribución (The evolution of online media in the context of digital convergence. Tecnology and distribution. The study is based on a taxonomy of the different user participation mechanisms, which distinguishes between those that are integrated within the media’s news sections and those that are independent spaces. The analysis also examines the form in which these mechanisms are managed by the media in function of the role they are assigned. Finally, the study aims to compare the different online media and to show examples and trends in the field of user participation.

  20. Social media fundamentals, models, and ranking of user-generated content

    CERN Document Server

    Wyrwoll, Claudia

    2014-01-01

    The increasing amount of user-generated content available on social media platforms requires new methods to find, evaluate, and to compare. To this day, existing ranking approaches to user-generated content do not allow for evaluation across platforms by exploiting its metadata. User-generated content, such as blog postings, forum discussions, shared videos etc. does however contain information that can be used for its evaluation independent of specific search interests. Claudia Wyrwoll presents a query- and language-independent ranking approach that allows for global evaluation of user-genera

  1. User Behavior in Mass Media Websites

    Directory of Open Access Journals (Sweden)

    Manuel GÓMEZ ZOTANO

    2016-06-01

    Full Text Available Mass media websites can be worthy to understand user trends in web services. RTVE, the National Broadcaster in Spain is a sample of such kind of service. Trend points to a shorter user interaction over the last three years, and a more straight access to content. Besides the number of pages consumed in a visit is becoming smaller as well. This article reviews these trends with data obtained from public sources, and analyze the distribution of web pages in the client layer and the corresponding distribution observed in the server layer. The two distributions can be characterized by Zipf-like distributions and ?, the degree of disparity in the popularity distribution, is calculated for both. In all cases ? is higher to one implying a huge concentration of popularity on a few objects.

  2. User-generated content? Get Serious! Understanding the interactions between organizations and customers on social media

    NARCIS (Netherlands)

    Moser, C.; van Eijkeren, A

    2016-01-01

    This study examines interactions between customers and organisations on social media by investigating how user-generated content influences interactions between organisations and customers on social media. In compliance with existing perspectives on user-generated content, a total of seven

  3. Probabilistic measure of factors contributing to social media practices among Facebook users

    Directory of Open Access Journals (Sweden)

    Jandryle U. Trondillo

    2016-01-01

    Full Text Available Social media is the most popular tool to communicate and interact with people nowadays and offers easy access to connect with people anywhere in the globe. This study was conducted to develop a construct about social media practice and explore the probabilistic measure of the factors contributing to social media practices among selected Facebook users. Data was gathered utilizing a structured online survey form from selected 162 online Facebook users who consented to participate in this study. Most of the respondents are male, from 21 to 30 age group, employed and with average social media use of 1 to 4 hours in a day. Out of 30 items in the structured questionnaire, 19 items where retained with eight new factors that served as construct for social media practice (KMO= Bartlett's test of Sphericity= 2109.530, p=0.000,<0.01. Proposed model was significant 99% (p=0.002,<0.01, chi-square of 19.25 which can explain 6.4% to 13.3% of the variation in social media practice. Eight new components were found to simulate respondent’s social media practices. Social media practice varies between males and females while characteristics of age, occupational status and average number of hours spent in social media in a day have no variation.

  4. Opinion Mining for User Generated Design by Social Networking Service and Japanese Manga

    Directory of Open Access Journals (Sweden)

    Anak Agung Gede Dharma

    2013-09-01

    Full Text Available The growth of Social Networking Service (SNS has created a new potential in marketing. While users communicate and interact via SNS, the list of their conversation, which is called casual data can be used to determine their needs or aspirations. SNS can be very useful for product/service developers, especially when developing new ideas or simply evaluating the feasibility of their existing products/services. Furthermore, SNS provides a unique system that enables expressive and two-way communication between its users. SNS is known for its effectiveness in delivering fresh news and information, thus it can be used as promotional media. Although several online services that utilize SNS and casual data have been provided, the purpose of those services is still unclear and ineffective. In those services, users were only asked for their opinions without receiving sufficient feedbacks. Therefore, to solve these problems we propose an innovative way of utilizing SNS and casual data in designing user generated design XE "user generated design" . In our proposed system, users can directly contribute to the product/service development process in an interesting way. We designed an online service, which allows users to posts manga that describes their original idea. While contributing to the product/service development, they can also benefit from expressing their hobbies and receiving feedbacks from other users.

  5. Public Reactions to Celebrity Cancer Disclosures via Social Media: Implications for Campaign Message Design and Strategy

    Science.gov (United States)

    Pavelko, Rachelle L.; Myrick, Jessica Gall; Verghese, Roshni S.; Hester, Joe Bob

    2017-01-01

    Objective: The aim of this study was to analyse social media users' reactions to a celebrity's cancer announcement in order to inform future cancer-related campaigns. Design: A content analysis of Facebook users' written responses to the actor Hugh Jackman's 2013 post announcing his skin cancer diagnosis. Setting: Facebook's application…

  6. Designing Microblog Direct Messages to Engage Social Media Users With Suicide Ideation: Interview and Survey Study on Weibo.

    Science.gov (United States)

    Tan, Ziying; Liu, Xingyun; Liu, Xiaoqian; Cheng, Qijin; Zhu, Tingshao

    2017-12-12

    While Web-based interventions can be efficacious, engaging a target population's attention remains challenging. We argue that strategies to draw such a population's attention should be tailored to meet its needs. Increasing user engagement in online suicide intervention development requires feedback from this group to prevent people who have suicide ideation from seeking treatment. The goal of this study was to solicit feedback on the acceptability of the content of messaging from social media users with suicide ideation. To overcome the common concern of lack of engagement in online interventions and to ensure effective learning from the message, this research employs a customized design of both content and length of the message. In study 1, 17 participants suffering from suicide ideation were recruited. The first (n=8) group conversed with a professional suicide intervention doctor about its attitudes and suggestions for a direct message intervention. To ensure the reliability and consistency of the result, an identical interview was conducted for the second group (n=9). Based on the collected data, questionnaires about this intervention were formed. Study 2 recruited 4222 microblog users with suicide ideation via the Internet. The results of the group interviews in study 1 yielded little difference regarding the interview results; this difference may relate to the 2 groups' varied perceptions of direct message design. However, most participants reported that they would be most drawn to an intervention where they knew that the account was reliable. Out of 4222 microblog users, we received responses from 725 with completed questionnaires; 78.62% (570/725) participants were not opposed to online suicide intervention and they valued the link for extra suicide intervention information as long as the account appeared to be trustworthy. Their attitudes toward the intervention and the account were similar to those from study 1, and 3 important elements were found

  7. Following User Pathways: Cross Platform and Mixed Methods Analysis in Social Media Studies

    DEFF Research Database (Denmark)

    Hall, Margeret; Mazarakis, Athanasios; Peters, Isabella

    2016-01-01

    is the mixed method approach (e.g. qualitative and quantitative methods) in order to better understand how users and society interacts online. The workshop 'Following User Pathways' brings together a community of researchers and professionals to address methodological, analytical, conceptual, and technological......Social media and the resulting tidal wave of available data have changed the ways and methods researchers analyze communities at scale. But the full potential for social scientists (and others) is not yet achieved. Despite the popularity of social media analysis in the past decade, few researchers...... challenges and opportunities of cross-platform, mixed method analysis in social media ecosystems....

  8. A DESIGN OF SOCIAL MEDIA ANALYSIS SYSTEM BASED ON MOBILE PLATFORMS

    OpenAIRE

    Alaybeyoglu, Aysegul; Yavuz, Levent

    2017-01-01

    Alongwith the developing technology, social media technologies have becomewidespread and the number of internet users has increased rapidly. In addition,social media platforms have become very popular and the number of active socialmedia users has increased considerably. As a result of the increased use ofsocial media, there has been a trend towards mobile platforms. In this paper, adesign of a social media analysis system is developed using mobile platformsbased on Android. By this way, impo...

  9. Search-User Interface Design

    CERN Document Server

    Wilson, Max

    2011-01-01

    Search User Interfaces (SUIs) represent the gateway between people who have a task to complete, and the repositories of information and data stored around the world. Not surprisingly, therefore, there are many communities who have a vested interest in the way SUIs are designed. There are people who study how humans search for information, and people who study how humans use computers. There are people who study good user interface design, and people who design aesthetically pleasing user interfaces. There are also people who curate and manage valuable information resources, and people who desi

  10. Comparing writing style feature-based classification methods for estimating user reputations in social media.

    Science.gov (United States)

    Suh, Jong Hwan

    2016-01-01

    In recent years, the anonymous nature of the Internet has made it difficult to detect manipulated user reputations in social media, as well as to ensure the qualities of users and their posts. To deal with this, this study designs and examines an automatic approach that adopts writing style features to estimate user reputations in social media. Under varying ways of defining Good and Bad classes of user reputations based on the collected data, it evaluates the classification performance of the state-of-art methods: four writing style features, i.e. lexical, syntactic, structural, and content-specific, and eight classification techniques, i.e. four base learners-C4.5, Neural Network (NN), Support Vector Machine (SVM), and Naïve Bayes (NB)-and four Random Subspace (RS) ensemble methods based on the four base learners. When South Korea's Web forum, Daum Agora, was selected as a test bed, the experimental results show that the configuration of the full feature set containing content-specific features and RS-SVM combining RS and SVM gives the best accuracy for classification if the test bed poster reputations are segmented strictly into Good and Bad classes by portfolio approach. Pairwise t tests on accuracy confirm two expectations coming from the literature reviews: first, the feature set adding content-specific features outperform the others; second, ensemble learning methods are more viable than base learners. Moreover, among the four ways on defining the classes of user reputations, i.e. like, dislike, sum, and portfolio, the results show that the portfolio approach gives the highest accuracy.

  11. User interface design considerations

    DEFF Research Database (Denmark)

    Andersen, Simon Engedal; Jakobsen, Arne; Rasmussen, Bjarne D.

    1999-01-01

    and output variables. This feature requires special attention when designing the user interface and a special approach for controlling the user selection of input and output variables are developed. To obtain a consistent system description the different input variables are grouped corresponding......When designing a user interface for a simulation model there are several important issues to consider: Who is the target user group, and which a priori information can be expected. What questions do the users want answers to and what questions are answered using a specific model?When developing...... the user interface of EESCoolTools these issues led to a series of simulation tools each with a specific purpose and a carefully selected set of input and output variables. To allow a more wide range of questions to be answered by the same model, the user can change between different sets of input...

  12. Health care social media: expectations of users in a developing country.

    Science.gov (United States)

    Amrita; Biswas, Dhrubes

    2013-01-01

    Affordability, acceptability, accommodation, availability, and accessibility are the five most important dimensions of access to health services. Seventy two percent of the Indian population lives in semi-urban and rural areas. The strong mismatched ratio of hospitals to patients, rising costs of health care, rapidly changing demographics, increasing population, and heightened demands in pricing for technological health care usage in emerging economies necessitate a unique health delivery solution model using social media. A greater disease burden lies in the health care delivery in developing country like India. This is due to the lack of health care infrastructure in the majority of semi-urban and rural regions. New techniques need to be introduced in these regions to overcome these issues. In the present scenario, people use social media from business, automobiles, arts, book marking, cooking, entertainment, and general networking. Developed and advanced countries like the United States have developed their communication system for many years now. They have already established social media in a number of domains including health care. Similar practice incidences can be used to provide a new dimension to health care in the semi-urban regions of India. This paper describes an extended study of a previous empirical study on the expectations of social media users for health care. The paper discusses what the users of social media expect from a health care social media site. Multiple regression analysis was used to determine the significance of the affect of four factors (privacy, immediacy, usability, and communication) on the usage of health care social media. Privacy, immediacy, usability, and communication were the independent variables and health care social media was the dependant variable. There were 103 respondents who used the online questionnaire tool to generate their responses. The results from the multiple regression analysis using SPSS 20 showed that

  13. The innovation effect of user design: Exploring consumers' innovation perceptions of firms selling products designed by users

    NARCIS (Netherlands)

    M. Schreier (Martin); C. Fuchs (Christoph); D.W. Dahl (Darren)

    2012-01-01

    textabstractThe authors study consumer perceptions of firms that sell products designed by users. In contrast with the traditional design mode, in which professional designers employed by firms handle the design task, common design by users involves the firm's user community in creating new product

  14. The Effect of Bad News and CEO Apology of Corporate on User Responses in Social Media.

    Directory of Open Access Journals (Sweden)

    Hoh Kim

    Full Text Available While social media has become an important platform for social reputation, the emotional responses of users toward bad news have not been investigated thoroughly. We analyzed a total of 20,773 Twitter messages by 15,513 users to assess the influence of bad news and public apology in social media. Based on both computerized, quantitative sentiment analysis and in-depth qualitative analysis, we found that rapid public apology effectively and immediately reduced the level of negative sentiment, where the degree of change in sentiments differed by the type of interactions users engaged in. The majority of users who directly conversed with corporate representatives on the new media were not typical consumers, but experts and practitioners. We extend the existing cognitive model and suggest the audiences' psychological reaction model to describe the information processing process during and after an organizational crisis and response. We also discuss various measures through which companies can respond to a crisis properly in social media in a fashion that is different from conventional mass media.

  15. The Effect of Bad News and CEO Apology of Corporate on User Responses in Social Media.

    Science.gov (United States)

    Kim, Hoh; Park, Jaram; Cha, Meeyoung; Jeong, Jaeseung

    2015-01-01

    While social media has become an important platform for social reputation, the emotional responses of users toward bad news have not been investigated thoroughly. We analyzed a total of 20,773 Twitter messages by 15,513 users to assess the influence of bad news and public apology in social media. Based on both computerized, quantitative sentiment analysis and in-depth qualitative analysis, we found that rapid public apology effectively and immediately reduced the level of negative sentiment, where the degree of change in sentiments differed by the type of interactions users engaged in. The majority of users who directly conversed with corporate representatives on the new media were not typical consumers, but experts and practitioners. We extend the existing cognitive model and suggest the audiences' psychological reaction model to describe the information processing process during and after an organizational crisis and response. We also discuss various measures through which companies can respond to a crisis properly in social media in a fashion that is different from conventional mass media.

  16. The Effect of Bad News and CEO Apology of Corporate on User Responses in Social Media

    Science.gov (United States)

    Cha, Meeyoung; Jeong, Jaeseung

    2015-01-01

    While social media has become an important platform for social reputation, the emotional responses of users toward bad news have not been investigated thoroughly. We analyzed a total of 20,773 Twitter messages by 15,513 users to assess the influence of bad news and public apology in social media. Based on both computerized, quantitative sentiment analysis and in-depth qualitative analysis, we found that rapid public apology effectively and immediately reduced the level of negative sentiment, where the degree of change in sentiments differed by the type of interactions users engaged in. The majority of users who directly conversed with corporate representatives on the new media were not typical consumers, but experts and practitioners. We extend the existing cognitive model and suggest the audiences’ psychological reaction model to describe the information processing process during and after an organizational crisis and response. We also discuss various measures through which companies can respond to a crisis properly in social media in a fashion that is different from conventional mass media. PMID:25951231

  17. Users, Uses, and Effects of Social Media in Dietetic Practice: Scoping Review of the Quantitative and Qualitative Evidence.

    Science.gov (United States)

    Dumas, Audrée-Anne; Lapointe, Annie; Desroches, Sophie

    2018-02-20

    Social media platforms are increasingly used by registered dietitians (RDs) to improve knowledge translation and exchange in nutrition. However, a thorough understanding of social media in dietetic practice is lacking. The objective of this study was to map and summarize the evidence about the users, uses, and effects of social media in dietetic practice to identify gaps in the literature and inform future research by using a scoping review methodology. Stages for conducting the scoping review included the following: (1) identifying the research question; (2) identifying relevant studies through a comprehensive multidatabase and gray literature search strategy; (3) selecting eligible studies; (4) charting the data; and (5) collating, summarizing, and reporting results for dissemination. Finally, knowledge users (RDs working for dietetic professional associations and public health organizations) were involved in each review stage to generate practical findings. Of the 47 included studies, 34 were intervention studies, 4 were descriptive studies, 2 were content analysis studies, and 7 were expert opinion papers in dietetic practice. Discussion forums were the most frequent social media platform evaluated (n=19), followed by blogs (n=13) and social networking sites (n=10). Most studies targeted overweight and obese or healthy users, with adult populations being most studied. Social media platforms were used to deliver content as part of larger multiple component interventions for weight management. Among intervention studies using a control group with no exposition to social media, we identified positive, neutral, and mixed effects of social media for outcomes related to users' health behaviors and status (eg, dietary intakes and body weight), participation rates, and professional knowledge. Factors associated with the characteristics of the specific social media, such as ease of use, a design for quick access to desired information, and concurrent reminders of use

  18. Finding Influential Users in Social Media Using Association Rule Learning

    Directory of Open Access Journals (Sweden)

    Fredrik Erlandsson

    2016-04-01

    Full Text Available Influential users play an important role in online social networks since users tend to have an impact on one other. Therefore, the proposed work analyzes users and their behavior in order to identify influential users and predict user participation. Normally, the success of a social media site is dependent on the activity level of the participating users. For both online social networking sites and individual users, it is of interest to find out if a topic will be interesting or not. In this article, we propose association learning to detect relationships between users. In order to verify the findings, several experiments were executed based on social network analysis, in which the most influential users identified from association rule learning were compared to the results from Degree Centrality and Page Rank Centrality. The results clearly indicate that it is possible to identify the most influential users using association rule learning. In addition, the results also indicate a lower execution time compared to state-of-the-art methods.

  19. Opinion Mining for User Generated Design By Social Networking Service and Japanese Manga

    Directory of Open Access Journals (Sweden)

    Anak Agung Gede Dharma

    2011-12-01

    Full Text Available The growth of Social Networking Service (SNS has created a new potential in marketing. While users communicate and interact via SNS, the list of their conversation, which is called casual data can be used to determine their needs or aspirations. SNS can be very useful for product/service developers, especially when developing new ideas or simply evaluating the feasibility of their existing products/services. Furthermore, SNS provides a unique system that enables expressive and two-way communication between its users. SNS is known for its effectiveness in delivering fresh news and information, thus it can be used as promotional media. Although several online services that utilize SNS and casual data have been provided, the purpose of those services is still unclear and ineffective. In those services, users were only asked for their opinions without receiving sufficient feedbacks. Therefore, to solve these problems we propose an innovative way of utilizing SNS and casual data in designing user generated design. In our proposed system, users can directly contribute to the product/service development process in an interesting way. We designed an online service, which allows users to posts manga that describes their original idea. While contributing to the product/service development, they can also benefit from expressing their hobbies and receiving feedbacks from other users.

  20. Practical speech user interface design

    CERN Document Server

    Lewis, James R

    2010-01-01

    Although speech is the most natural form of communication between humans, most people find using speech to communicate with machines anything but natural. Drawing from psychology, human-computer interaction, linguistics, and communication theory, Practical Speech User Interface Design provides a comprehensive yet concise survey of practical speech user interface (SUI) design. It offers practice-based and research-based guidance on how to design effective, efficient, and pleasant speech applications that people can really use. Focusing on the design of speech user interfaces for IVR application

  1. Designing for user engagement

    CERN Document Server

    Geisler, Cheryl

    2013-01-01

    Designing for User Engagement on the Web: 10 Basic Principles is concerned with making user experience engaging. The cascade of social web applications we are now familiar with - blogs, consumer reviews, wikis, and social networking - are all engaging experiences. But engagement is an increasingly common goal in business and productivity environments as well. This book provides a foundation for all those seeking to design engaging user experiences rich in communication and interaction. Combining a handbook on basic principles with case studies, it provides readers with a ric

  2. Designing with video focusing the user-centred design process

    CERN Document Server

    Ylirisku, Salu Pekka

    2007-01-01

    Digital video for user-centered co-design is an emerging field of design, gaining increasing interest in both industry and academia. It merges the techniques and approaches of design ethnography, participatory design, interaction analysis, scenario-based design, and usability studies. This book covers the complete user-centered design project. It illustrates in detail how digital video can be utilized throughout the design process, from early user studies to making sense of video content and envisioning the future with video scenarios to provoking change with video artifacts. The text includes

  3. Eye tracking in user experience design

    CERN Document Server

    Romano Bergstorm, Jennifer

    2014-01-01

    Eye Tracking for User Experience Design explores the many applications of eye tracking to better understand how users view and interact with technology. Ten leading experts in eye tracking discuss how they have taken advantage of this new technology to understand, design, and evaluate user experience. Real-world stories are included from these experts who have used eye tracking during the design and development of products ranging from information websites to immersive games. They also explore recent advances in the technology which tracks how users interact with mobile devices, large-screen displays and video game consoles. Methods for combining eye tracking with other research techniques for a more holistic understanding of the user experience are discussed. This is an invaluable resource to those who want to learn how eye tracking can be used to better understand and design for their users. * Includes highly relevant examples and information for those who perform user research and design interactive experi...

  4. Users, Uses, and Effects of Social Media in Dietetic Practice: Scoping Review of the Quantitative and Qualitative Evidence

    Science.gov (United States)

    2018-01-01

    Background Social media platforms are increasingly used by registered dietitians (RDs) to improve knowledge translation and exchange in nutrition. However, a thorough understanding of social media in dietetic practice is lacking. Objective The objective of this study was to map and summarize the evidence about the users, uses, and effects of social media in dietetic practice to identify gaps in the literature and inform future research by using a scoping review methodology. Methods Stages for conducting the scoping review included the following: (1) identifying the research question; (2) identifying relevant studies through a comprehensive multidatabase and gray literature search strategy; (3) selecting eligible studies; (4) charting the data; and (5) collating, summarizing, and reporting results for dissemination. Finally, knowledge users (RDs working for dietetic professional associations and public health organizations) were involved in each review stage to generate practical findings. Results Of the 47 included studies, 34 were intervention studies, 4 were descriptive studies, 2 were content analysis studies, and 7 were expert opinion papers in dietetic practice. Discussion forums were the most frequent social media platform evaluated (n=19), followed by blogs (n=13) and social networking sites (n=10). Most studies targeted overweight and obese or healthy users, with adult populations being most studied. Social media platforms were used to deliver content as part of larger multiple component interventions for weight management. Among intervention studies using a control group with no exposition to social media, we identified positive, neutral, and mixed effects of social media for outcomes related to users’ health behaviors and status (eg, dietary intakes and body weight), participation rates, and professional knowledge. Factors associated with the characteristics of the specific social media, such as ease of use, a design for quick access to desired

  5. Smashing UX design foundations for designing online user experiences

    CERN Document Server

    Allen, Jesmond

    2012-01-01

    The ultimate guide to UX from the world's most popular resource for web designers and developers Smashing Magazine is the world's most popular resource for web designers and developers and with this book, the authors provide the pinnacle resource to becoming savvy with User Experience Design (UX). The authors first provide an overview of UX and chart its rise to becoming a valuable and necessary practice for narrowing the gap between Web sites, applications, and users in order to make a user's experience a happy, easy, and successful one.Examines the essential aspects of User Experience Design

  6. How Social Media Users Negotiate Self-Censorship in the Online Public Sphere

    OpenAIRE

    Scott, Jes

    2015-01-01

    Research about the public sphere and social media often focus on what is being posted, rather than examining what is being omitted or why. The aim of this research is to explore this gap by providing ethnographic, qualitative research on how social media users negotiate self-censorship while engaging in the online public sphere.

  7. The Media Trade in Virtual Design

    OpenAIRE

    Innella, Giovanni; Rodgers, Paul

    2013-01-01

    As media attention has become a dominating force within the design economy, visibility became the combustible that fuels the current design industry. Designed objects were once real products, but are now often prototypes, props to be exhibited and photographed, whose role is to fill space in the media, raise the media profile of their creators and convey the name of brokers, sponsors and partners. As a result celebrated design objects are now rare pieces that are highly visible in the virtual...

  8. Sexual and gender minority's social media user characteristics: Examining preferred health information.

    Science.gov (United States)

    Park, Hyojung; Rodgers, Shelly; McElroy, Jane A; Everett, Kevin

    2018-01-01

    The authors examined the influence of social media involvement on health issues in sexual and gender minorities (SGMs). Demographic and technological characteristics of social media users and nonusers were identified, and the influence of social media involvement on these factors was assessed for its potential to influence health information needs and preferences. A survey of 2,274 SGM individuals revealed that age, sexual orientation, number of Internet access points, and use of smartphones predicted levels of social media involvement. Results suggest that a broader range of traditional and nontraditional communication channels is needed to meet a diversity of health information needs in SGMs.

  9. Designing end-user interfaces

    CERN Document Server

    Heaton, N

    1988-01-01

    Designing End-User Interfaces: State of the Art Report focuses on the field of human/computer interaction (HCI) that reviews the design of end-user interfaces.This compilation is divided into two parts. Part I examines specific aspects of the problem in HCI that range from basic definitions of the problem, evaluation of how to look at the problem domain, and fundamental work aimed at introducing human factors into all aspects of the design cycle. Part II consists of six main topics-definition of the problem, psychological and social factors, principles of interface design, computer intelligenc

  10. User Interface Design in Medical Distributed Web Applications.

    Science.gov (United States)

    Serban, Alexandru; Crisan-Vida, Mihaela; Mada, Leonard; Stoicu-Tivadar, Lacramioara

    2016-01-01

    User interfaces are important to facilitate easy learning and operating with an IT application especially in the medical world. An easy to use interface has to be simple and to customize the user needs and mode of operation. The technology in the background is an important tool to accomplish this. The present work aims to creating a web interface using specific technology (HTML table design combined with CSS3) to provide an optimized responsive interface for a complex web application. In the first phase, the current icMED web medical application layout is analyzed, and its structure is designed using specific tools, on source files. In the second phase, a new graphic adaptable interface to different mobile terminals is proposed, (using HTML table design (TD) and CSS3 method) that uses no source files, just lines of code for layout design, improving the interaction in terms of speed and simplicity. For a complex medical software application a new prototype layout was designed and developed using HTML tables. The method uses a CSS code with only CSS classes applied to one or multiple HTML table elements, instead of CSS styles that can be applied to just one DIV tag at once. The technique has the advantage of a simplified CSS code, and a better adaptability to different media resolutions compared to DIV-CSS style method. The presented work is a proof that adaptive web interfaces can be developed just using and combining different types of design methods and technologies, using HTML table design, resulting in a simpler to learn and use interface, suitable for healthcare services.

  11. A user credit assessment model based on clustering ensemble for broadband network new media service supervision

    Science.gov (United States)

    Liu, Fang; Cao, San-xing; Lu, Rui

    2012-04-01

    This paper proposes a user credit assessment model based on clustering ensemble aiming to solve the problem that users illegally spread pirated and pornographic media contents within the user self-service oriented broadband network new media platforms. Its idea is to do the new media user credit assessment by establishing indices system based on user credit behaviors, and the illegal users could be found according to the credit assessment results, thus to curb the bad videos and audios transmitted on the network. The user credit assessment model based on clustering ensemble proposed by this paper which integrates the advantages that swarm intelligence clustering is suitable for user credit behavior analysis and K-means clustering could eliminate the scattered users existed in the result of swarm intelligence clustering, thus to realize all the users' credit classification automatically. The model's effective verification experiments are accomplished which are based on standard credit application dataset in UCI machine learning repository, and the statistical results of a comparative experiment with a single model of swarm intelligence clustering indicates this clustering ensemble model has a stronger creditworthiness distinguishing ability, especially in the aspect of predicting to find user clusters with the best credit and worst credit, which will facilitate the operators to take incentive measures or punitive measures accurately. Besides, compared with the experimental results of Logistic regression based model under the same conditions, this clustering ensemble model is robustness and has better prediction accuracy.

  12. Social media design for dummies

    CERN Document Server

    Warner, Janine

    2014-01-01

    Learn to design professional and effective social media profiles! Whether you're trying to attract a new employer or get new fans to notice your brand, your social media profiles need to distinguish you from the masses. Packed with the secrets behind the hottest Facebook timelines, Twitter backgrounds, and LinkedIn profiles, this fun-but-straightforward guide shows you how to create eye-catching social media profiles with a professional, cohesive design. Includes online resources and downloadable templates that allow you to make your own profiles quick and easyReveals techniques for making a

  13. A framework for designing complex media facades

    DEFF Research Database (Denmark)

    Halskov, Kim; Ebsen, Tobias

    2013-01-01

    Spatial, low-resolution media facades integrated into buildings pose specific design challenges. We provide a conceptual framework for addressing how content for a media façade may be designed taking into account the specific qualities of the display of media façade interfaces: scale, shape, pixel...... configuration, pixel shape, and light quality. We address how these qualities of the interface may be investigated using a repertoire of design tools in different modalities ranging form physical models over mixed reality models to virtual representations. As the main case we present and discuss five design...... tools used in the design of the media façade of a 300 metres long low-resolution curvilinear media façade part of the Danish pavilion at the Expo 2010 in Shanghai....

  14. Factors explaining user loyalty in a social media-based brand community

    Directory of Open Access Journals (Sweden)

    Louis M. Potgieter

    2017-02-01

    Full Text Available Background: Marketers are interested in taking advantage of the capabilities of social media-based brand communities to develop long-term relationships with their customers. This research investigated the usage of a South African Facebook page to understand user attitudes and attendant pressures on users related to social norms and user loyalty. Objectives: The research investigated the extent to which perceived value, service quality and social factors influenced the customer’s intention to continue using a global motor vehicle firm’s social media-based online brand community (OBC. Method: We used an online voluntary survey to collect data from social media-based brand community members. In total, 303 responses were collected over a period of 4 weeks from a population of 3100 members. We analysed the relationship between trust, perceived responsiveness, perceived usefulness, perceived ease of use, social norms and the members’ intention to continue using the firm’s OBC. 293 usable observations were subjected to descriptive, correlation and regression analysis. Results: The age of the respondents varied from 18 to 58 years with a mean age of 32 years. Of these, 60% were men and 40% women. About 86.7% of the respondents reported having at least some form of tertiary education. The results of the multiple regression analysis indicate that service quality factors such as trust (25.5% and social influence factors such as social norms (12.5% explain a greater part of the variance in OBC continuance intention compared with utility factors such as perceived usefulness (18.2%. The effects for responsiveness and ease of use were not statistically significant. Conclusion: Social media-based brand communities are playing an important role in enhancing the overall trust relationship, value offering, sociality, knowledge and information sharing between customers and firms. Practitioners should note that the loyalty of customers using a firm

  15. Social media for health promotion in diabetes: study protocol for a participatory public health intervention design.

    Science.gov (United States)

    Gabarron, E; Bradway, M; Fernandez-Luque, L; Chomutare, T; Hansen, A H; Wynn, R; Årsand, E

    2018-06-05

    Participatory health approaches are increasingly drawing attention among the scientific community, and could be used for health promotion programmes on diabetes through social media. The main aim of this project is to research how to best use social media to promote healthy lifestyles with and within the Norwegian population. The design of the health promotion intervention (HPI) will be participatory, and will involve both a panel of healthcare experts and social media users following the Norwegian Diabetes Association. The panel of experts will agree on the contents by following the Delphi method, and social media users will participate in the definition of the HPI by expressing their opinions through an adhoc online questionnaire. The agreed contents between both parties to be used in the HPI will be posted on three social media channels (Facebook, Twitter and Instagram) along 24 months. The 3 months before starting the HPI, and the 3 months after the HPI will be used as control data. The effect of the HPI will be assessed by comparing formats, frequency, and reactions to the published HPI messages, as well as comparing potential changes in five support-intended communication behaviours expressed on social media, and variations in sentiment analysis before vs during and after the HPI. The HPI's effect on social media users' health-related lifestyles, online health behaviours, and satisfaction with the intervention will be assessed every 6 months through online questionnaires. A separate questionnaire will be used to assess the panel of experts' satisfaction and perceptions of the benefits for health professionals of a HPI as this one. The time constraints of today's medical practice combined with the piling demand of chronic conditions such as diabetes make any additional request of extra time used by health care professionals a challenge. Social media channels provide efficient, ubiquitous and user-friendly platforms that can encourage participation

  16. Designing for User Engagment Aesthetic and Attractive User Interfaces

    CERN Document Server

    Sutcliffe, Alistair

    2009-01-01

    This book explores the design process for user experience and engagement, which expands the traditional concept of usability and utility in design to include aesthetics, fun and excitement. User experience has evolved as a new area of Human Computer Interaction research, motivated by non-work oriented applications such as games, education and emerging interactive Web 2.0. The chapter starts by examining the phenomena of user engagement and experience and setting them in the perspective of cognitive psychology, in particular motivation, emotion and mood. The perspective of aesthetics is expande

  17. User-Centred BCI Videogame Design

    OpenAIRE

    Loup-Escande , Emilie; Lotte , Fabien; Loup , Guillaume; Lécuyer , Anatole

    2015-01-01

    International audience; This chapter aims to offer a user-centred methodological framework to guide the design and evaluation of Brain-Computer Interface videogames. This framework is based on the contributions of ergonomics to ensure these games are well suited for their users (i.e., players). It provides methods, criteria and metrics to complete the different phases required by ae human-centred design process. This aims to understand the context of use, specify the user needs and evaluate t...

  18. Identifying User Needs and the Participative Design Process

    Science.gov (United States)

    Meiland, Franka; Dröes, Rose-Marie; Sävenstedt, Stefan; Bergvall-Kåreborn, Birgitta; Andersson, Anna-Lena

    As the number of persons with dementia increases and also the demands on care and support at home, additional solutions to support persons with dementia are needed. The COGKNOW project aims to develop an integrated, user-driven cognitive prosthetic device to help persons with dementia. The project focuses on support in the areas of memory, social contact, daily living activities and feelings of safety. The design process is user-participatory and consists of iterative cycles at three test sites across Europe. In the first cycle persons with dementia and their carers (n = 17) actively participated in the developmental process. Based on their priorities of needs and solutions, on their disabilities and after discussion between the team, a top four list of Information and Communication Technology (ICT) solutions was made and now serves as the basis for development: in the area of remembering - day and time orientation support, find mobile service and reminding service, in the area of social contact - telephone support by picture dialling, in the area of daily activities - media control support through a music playback and radio function, and finally, in the area of safety - a warning service to indicate when the front door is open and an emergency contact service to enhance feelings of safety. The results of this first project phase show that, in general, the people with mild dementia as well as their carers were able to express and prioritize their (unmet) needs, and the kind of technological assistance they preferred in the selected areas. In next phases it will be tested if the user-participatory design and multidisciplinary approach employed in the COGKNOW project result in a user-friendly, useful device that positively impacts the autonomy and quality of life of persons with dementia and their carers.

  19. Design of SIP transformation server for efficient media negotiation

    Science.gov (United States)

    Pack, Sangheon; Paik, Eun Kyoung; Choi, Yanghee

    2001-07-01

    Voice over IP (VoIP) is one of the advanced services supported by the next generation mobile communication. VoIP should support various media formats and terminals existing together. This heterogeneous environment may prevent diverse users from establishing VoIP sessions among them. To solve the problem an efficient media negotiation mechanism is required. In this paper, we propose the efficient media negotiation architecture using the transformation server and the Intelligent Location Server (ILS). The transformation server is an extended Session Initiation Protocol (SIP) proxy server. It can modify an unacceptable session INVITE message into an acceptable one using the ILS. The ILS is a directory server based on the Lightweight Directory Access Protocol (LDAP) that keeps userí*s location information and available media information. The proposed architecture can eliminate an unnecessary response and re-INVITE messages of the standard SIP architecture. It takes only 1.5 round trip times to negotiate two different media types while the standard media negotiation mechanism takes 2.5 round trip times. The extra processing time in message handling is negligible in comparison to the reduced round trip time. The experimental results show that the session setup time in the proposed architecture is less than the setup time in the standard SIP. These results verify that the proposed media negotiation mechanism is more efficient in solving diversity problems.

  20. Designing a placebo device: involving service users in clinical trial design.

    Science.gov (United States)

    Gooberman-Hill, Rachael; Jinks, Clare; Bouças, Sofia Barbosa; Hislop, Kelly; Dziedzic, Krysia S; Rhodes, Carol; Burston, Amanda; Adams, Jo

    2013-12-01

    Service users are increasingly involved in the design of clinical trials and in product and device development. Service user involvement in placebo development is crucial to a credible and acceptable placebo for clinical trials, but such involvement has not yet been reported. To enhance the design of a future clinical trial of hand splints for thumb-base osteoarthritis (OA), service users were involved in splint selection and design of a placebo splint. This article describes and reflects on this process. Two fora of service users were convened in 2011. Service users who had been prescribed a thumb splint for thumb-base OA were approached about involvement by Occupational Therapy (OT) practitioners. A total of eight service users took part in the fora. Service users discussed their experience of OA and their own splints and then tried a variety of alternative splints. Through this they identified the active features of splints alongside acceptable and unacceptable design features. Service users focused on wearability and support with or without immobilization. Fora discussed whether a placebo group ('arm') was an acceptable feature of a future trial, and service users developed a potential design for a placebo splint. This is the first project that to involve service users in placebo design. Service users are increasingly involved in product and device design and are ideally placed to identify features to make a placebo credible yet lacking key active ingredients. The future trial will include research into its acceptability. © 2013 John Wiley & Sons Ltd.

  1. Substance use and sexual risk behaviors among Peruvian MSM social media users.

    Science.gov (United States)

    Young, Sean D; Nianogo, Roch A; Chiu, ChingChe J; Menacho, Lucho; Galea, Jerome

    2016-01-01

    Peru is experiencing a concentrated HIV epidemic among men who have sex with men (MSM). Substance use (alcohol and drug use) has been found to be associated with HIV-related sexual risk behaviors. A recent surge in the number of social media users in Peru has enabled these technologies to be potential tools for reaching HIV at-risk individuals. This study sought to assess the relationship between substance use and sexual risk behaviors among Peruvian MSM who use social media. A total of 556 Peruvian MSM Facebook users (ages 18-59) were recruited to complete a 92-item survey on demographics, sexual risk behaviors, and substance use. We performed a logistic regression of various sexual risk behaviors (e.g., unprotected sex, casual sex) on substance abuse, including alcohol, adjusting for potential covariates. Drinking more than five alcoholic drinks a day in the past three months was associated with an increased odds of having unprotected sex (vaginal and anal) (aOR: 1.52; 95% CL: 1.01, 2.28), casual sex (1.75; 1.17, 2.62), and sex with unknown persons (1.82; 1.23, 2.71). Drug use was not significantly associated with sexual risk behaviors. Among Peruvian MSM social media users, findings suggest that alcohol use was associated with increased HIV-related sexual risk behaviors.

  2. Designing Social Media into Higher Education Courses

    OpenAIRE

    Thapanee Seechaliao

    2015-01-01

    This research paper presents guiding on how to design social media into higher education courses. The research methodology used a survey approach. The research instrument was a questionnaire about guiding on how to design social media into higher education courses. Thirty-one lecturers completed the questionnaire. The data were scored by frequency and percentage. The research results were the lecturers' opinions concerning the designing social media into higher education ...

  3. Studying User Income through Language, Behaviour and Affect in Social Media.

    Science.gov (United States)

    Preoţiuc-Pietro, Daniel; Volkova, Svitlana; Lampos, Vasileios; Bachrach, Yoram; Aletras, Nikolaos

    2015-01-01

    Automatically inferring user demographics from social media posts is useful for both social science research and a range of downstream applications in marketing and politics. We present the first extensive study where user behaviour on Twitter is used to build a predictive model of income. We apply non-linear methods for regression, i.e. Gaussian Processes, achieving strong correlation between predicted and actual user income. This allows us to shed light on the factors that characterise income on Twitter and analyse their interplay with user emotions and sentiment, perceived psycho-demographics and language use expressed through the topics of their posts. Our analysis uncovers correlations between different feature categories and income, some of which reflect common belief e.g. higher perceived education and intelligence indicates higher earnings, known differences e.g. gender and age differences, however, others show novel findings e.g. higher income users express more fear and anger, whereas lower income users express more of the time emotion and opinions.

  4. Studying User Income through Language, Behaviour and Affect in Social Media.

    Directory of Open Access Journals (Sweden)

    Daniel Preoţiuc-Pietro

    Full Text Available Automatically inferring user demographics from social media posts is useful for both social science research and a range of downstream applications in marketing and politics. We present the first extensive study where user behaviour on Twitter is used to build a predictive model of income. We apply non-linear methods for regression, i.e. Gaussian Processes, achieving strong correlation between predicted and actual user income. This allows us to shed light on the factors that characterise income on Twitter and analyse their interplay with user emotions and sentiment, perceived psycho-demographics and language use expressed through the topics of their posts. Our analysis uncovers correlations between different feature categories and income, some of which reflect common belief e.g. higher perceived education and intelligence indicates higher earnings, known differences e.g. gender and age differences, however, others show novel findings e.g. higher income users express more fear and anger, whereas lower income users express more of the time emotion and opinions.

  5. Do We Really Need to Catch Them All? A New User-Guided Social Media Crawling Method

    Science.gov (United States)

    Erlandsson, Fredrik; Bródka, Piotr; Boldt, Martin; Johnson, Henric

    2017-12-01

    With the growing use of popular social media services like Facebook and Twitter it is challenging to collect all content from the networks without access to the core infrastructure or paying for it. Thus, if all content cannot be collected one must consider which data are of most importance. In this work we present a novel User-guided Social Media Crawling method (USMC) that is able to collect data from social media, utilizing the wisdom of the crowd to decide the order in which user generated content should be collected to cover as many user interactions as possible. USMC is validated by crawling 160 public Facebook pages, containing content from 368 million users including 1.3 billion interactions, and it is compared with two other crawling methods. The results show that it is possible to cover approximately 75% of the interactions on a Facebook page by sampling just 20% of its posts, and at the same time reduce the crawling time by 53%. In addition, the social network constructed from the 20% sample contains more than 75% of the users and edges compared to the social network created from all posts, and it has similar degree distribution.

  6. The Impact of Content, Context, and Creator on User Engagement in Social Media Marketing

    DEFF Research Database (Denmark)

    Jaakonmäki, Roope; Müller, Oliver; vom Brocke, Jan

    2017-01-01

    this challenge is to use analytics on user-generated social media content to understand the relationship between content features and user engagement. In this paper we report on a quantitative study that applies machine learning algorithms to extract textual and visual content features from Instagram posts...

  7. Exploring different social media users from the millennials’ generation: a cross-cultural behavioral analysis of brazilian users of Facebook and chinese users of RenRen

    OpenAIRE

    Park, Bruno

    2015-01-01

    With the increasing importance of digital communication and its distinct characteristics, marketing tools and strategies adopted by companies have changed dramatically. Among the many digital marketing tools and new media channels available for marketers, the phenomenon known as social media is one of the most complex and enigmatic. It has a range that still is quite unexplored and deeply transforms the present view on the promotion mix (Mangold & Faulds, 2009). Conversations among users ...

  8. Who is watching user-generated alcohol posts on social media?

    Science.gov (United States)

    Erevik, Eilin K; Pallesen, Ståle; Andreassen, Cecilie S; Vedaa, Øystein; Torsheim, Torbjørn

    2018-03-01

    To examine students' exposure to user-generated alcohol content on social media, and identify characteristics (i.e. demographics, personality traits, alcohol use, alcohol-related cognitions, and social media factors) associated with monthly or more frequent exposure. College/university students (N=11,236) in Bergen, Norway, completed a web-survey measuring exposure to alcohol on social media - both frequency and interpretations of alcohol content. The survey included questions regarding demographics, personality, alcohol-related cognitions, and general use of social media and alcohol. Binary logistic regressions were run to identify characteristics associated with monthly or more frequent exposure to alcohol-related posts on social media. A total of 96.7% had been exposed to alcohol-related posts, exposure to posts with a positive valence of alcohol were more frequently reported than exposure to content with a negative valence of alcohol. Reports of monthly or more frequent exposure to alcohol on social media were associated with a range of characteristics, among these younger age, being native Norwegian, lower extroversion and higher agreeableness and self-monitoring scores, higher alcohol use, stronger descriptive norms for alcohol use among online-friends, and more frequent logins to social media. Students' potential inflated alcohol norms (originating from social media) should be addressed. The results suggest that exposure may be determined by high alcohol use and membership in demographical groups associated with high alcohol use, an increased attentiveness towards others' behavior, and excessive social media use. Future studies investigating the relationship between alcohol exposure on social media and later alcohol use should control for such factors. Copyright © 2017 Elsevier Ltd. All rights reserved.

  9. Appropriate User Acceptance Criteria For New Social Media Sites

    OpenAIRE

    Mirsat Yeşiltepe

    2016-01-01

    Nowadays social media sites have attracted many of users and they have become the mostly commonly used websites for public. These websites are used by individuals, small and even big organizations for various purposes, such as meeting your old friends, sharing your own experiences, sharing pictures and videos, promoting businesses, sharing knowledge etc. Their popularity is increasing at an increasing rate. User’s needs are endless so there will be some new area for creating...

  10. Do We Really Need to Catch Them All? A New User-Guided Social Media Crawling Method

    Directory of Open Access Journals (Sweden)

    Fredrik Erlandsson

    2017-12-01

    Full Text Available [-15]With the growing use of popular social media services like Facebook and Twitter it is challenging to collect all content from the networks without access to the core infrastructure or paying for it. Thus, if all content cannot be collected one must consider which data are of most importance. In this work we present a novel User-guided Social Media Crawling method (USMC that is able to collect data from social media, utilizing the wisdom of the crowd to decide the order in which user generated content should be collected to cover as many user interactions as possible. USMC is validated by crawling 160 public Facebook pages, containing content from 368 million users including 1.3 billion interactions, and it is compared with two other crawling methods. The results show that it is possible to cover approximately 75% of the interactions on a Facebook page by sampling just 20% of its posts, and at the same time reduce the crawling time by 53%. In addition, the social network constructed from the 20% sample contains more than 75% of the users and edges compared to the social network created from all posts, and it has similar degree distribution.

  11. A User-Centered Framework for Deriving A Conceptual Design From User Experiences: Leveraging Personas and Patterns to Create Usable Designs

    Science.gov (United States)

    Javahery, Homa; Deichman, Alexander; Seffah, Ahmed; Taleb, Mohamed

    Patterns are a design tool to capture best practices, tackling problems that occur in different contexts. A user interface (UI) design pattern spans several levels of design abstraction ranging from high-level navigation to low-level idioms detailing a screen layout. One challenge is to combine a set of patterns to create a conceptual design that reflects user experiences. In this chapter, we detail a user-centered design (UCD) framework that exploits the novel idea of using personas and patterns together. Personas are used initially to collect and model user experiences. UI patterns are selected based on personas pecifications; these patterns are then used as building blocks for constructing conceptual designs. Through the use of a case study, we illustrate how personas and patterns can act as complementary techniques in narrowing the gap between two major steps in UCD: capturing users and their experiences, and building an early design based on that information. As a result of lessons learned from the study and by refining our framework, we define a more systematic process called UX-P (User Experiences to Pattern), with a supporting tool. The process introduces intermediate analytical steps and supports designers in creating usable designs.

  12. Designing the user experience of game development tools

    CERN Document Server

    Lightbown, David

    2015-01-01

    The Big Green Button My Story Who Should Read this Book? Companion Website and Twitter Account Before we BeginWelcome to Designing the User Experience of Game Development ToolsWhat Will We Learn in This Chapter?What Is This Book About?Defining User ExperienceThe Value of Improving the User Experience of Our ToolsParallels Between User Experience and Game DesignHow Do People Benefit From an Improved User Experience?Finding the Right BalanceWrapping UpThe User-Centered Design ProcessWhat Will We

  13. Health Communication in Social Media: Message Features Predicting User Engagement on Diabetes-Related Facebook Pages.

    Science.gov (United States)

    Rus, Holly M; Cameron, Linda D

    2016-10-01

    Social media provides unprecedented opportunities for enhancing health communication and health care, including self-management of chronic conditions such as diabetes. Creating messages that engage users is critical for enhancing message impact and dissemination. This study analyzed health communications within ten diabetes-related Facebook pages to identify message features predictive of user engagement. The Common-Sense Model of Illness Self-Regulation and established health communication techniques guided content analyses of 500 Facebook posts. Each post was coded for message features predicted to engage users and numbers of likes, shares, and comments during the week following posting. Multi-level, negative binomial regressions revealed that specific features predicted different forms of engagement. Imagery emerged as a strong predictor; messages with images had higher rates of liking and sharing relative to messages without images. Diabetes consequence information and positive identity predicted higher sharing while negative affect, social support, and crowdsourcing predicted higher commenting. Negative affect, crowdsourcing, and use of external links predicted lower sharing while positive identity predicted lower commenting. The presence of imagery weakened or reversed the positive relationships of several message features with engagement. Diabetes control information and negative affect predicted more likes in text-only messages, but fewer likes when these messages included illustrative imagery. Similar patterns of imagery's attenuating effects emerged for the positive relationships of consequence information, control information, and positive identity with shares and for positive relationships of negative affect and social support with comments. These findings hold promise for guiding communication design in health-related social media.

  14. User recommendation in healthcare social media by assessing user similarity in heterogeneous network.

    Science.gov (United States)

    Jiang, Ling; Yang, Christopher C

    2017-09-01

    The rapid growth of online health social websites has captured a vast amount of healthcare information and made the information easy to access for health consumers. E-patients often use these social websites for informational and emotional support. However, health consumers could be easily overwhelmed by the overloaded information. Healthcare information searching can be very difficult for consumers, not to mention most of them are not skilled information searcher. In this work, we investigate the approaches for measuring user similarity in online health social websites. By recommending similar users to consumers, we can help them to seek informational and emotional support in a more efficient way. We propose to represent the healthcare social media data as a heterogeneous healthcare information network and introduce the local and global structural approaches for measuring user similarity in a heterogeneous network. We compare the proposed structural approaches with the content-based approach. Experiments were conducted on a dataset collected from a popular online health social website, and the results showed that content-based approach performed better for inactive users, while structural approaches performed better for active users. Moreover, global structural approach outperformed local structural approach for all user groups. In addition, we conducted experiments on local and global structural approaches using different weight schemas for the edges in the network. Leverage performed the best for both local and global approaches. Finally, we integrated different approaches and demonstrated that hybrid method yielded better performance than the individual approach. The results indicate that content-based methods can effectively capture the similarity of inactive users who usually have focused interests, while structural methods can achieve better performance when rich structural information is available. Local structural approach only considers direct connections

  15. Extracting Insights from Experience Designers to Enhance User Experience Design

    OpenAIRE

    Kremer, Simon; Lindemann, Udo

    2016-01-01

    User Experience (UX) summarizes how a user expects, perceives and assesses an encounter with a product. User Experience Design (UXD) aims at creating meaningful experiences. While UXD is a rather young discipline with-in product development and traditional processes predominate, other disciplines traditionally focus on creating experiences. We engaged with experience de-signers from the fields of arts, movies, sports, music and event management. By analyzing their working processes via interv...

  16. Algorithmic and Editorial Diversity in Public Service Media: The Design Challenges

    DEFF Research Database (Denmark)

    Sørensen, Jannick Kirk; Schmidt, Jan-Hinrik

    2018-01-01

    With the growing influence of personalized algorithmic recommender systems on the exposure of media content to users, the relevance of discussing the diversity of recommendations increases, particularly as far as public service media (PSM) is concerned. An imagined implementation of a diversity...

  17. Visual representation of medical information: the importance of considering the end-user in the design of medical illustrations.

    Science.gov (United States)

    Scheltema, Emma; Reay, Stephen; Piper, Greg

    2018-01-01

    This practice led research project explored visual representation through illustrations designed to communicate often complex medical information for different users within Auckland City Hospital, New Zealand. Media and tools were manipulated to affect varying degrees of naturalism or abstraction from reality in the creation of illustrations for a variety of real-life clinical projects, and user feedback on illustration preference gathered from both medical professionals and patients. While all users preferred the most realistic representations of medical information from the illustrations presented, patients often favoured illustrations that depicted a greater amount of information than professionals suggested was necessary.

  18. 3D future internet media

    CERN Document Server

    Dagiuklas, Tasos

    2014-01-01

    This book describes recent innovations in 3D media and technologies, with coverage of 3D media capturing, processing, encoding, and adaptation, networking aspects for 3D Media, and quality of user experience (QoE). The main contributions are based on the results of the FP7 European Projects ROMEO, which focus on new methods for the compression and delivery of 3D multi-view video and spatial audio, as well as the optimization of networking and compression jointly across the Future Internet (www.ict-romeo.eu). The delivery of 3D media to individual users remains a highly challenging problem due to the large amount of data involved, diverse network characteristics and user terminal requirements, as well as the user’s context such as their preferences and location. As the number of visual views increases, current systems will struggle to meet the demanding requirements in terms of delivery of constant video quality to both fixed and mobile users. ROMEO will design and develop hybrid-networking solutions that co...

  19. Social media's and online user-generated content's role in services advertising

    Science.gov (United States)

    Stavrianea, A.; Kavoura, Androniki

    2015-02-01

    The aim of this paper is to present results from a study that examines the use of the Internet for collecting material and the attention people pay to advertisements through different media sources in the context of services. A representative stratified sample of 301 respondents of foreign arrivals of tourists in the Athens airport, Greece, collected in June and July 2014 was employed. We present which social media sources and user-generated material that promote advertisements were found to be important in capturing people's attention. Results illustrated the significant role that advertisements on Facebook play on the way people pay attention to. In fact, Facebook was found to be the second most important medium that people use when collecting material. In addition, Facebook was found to be the third source that respondents strongly agreed that they pay attention to advertisements, with the official websites/blogs to be the first source and travel guidebooks and travel magazines to follow, leaving traditional media far behind. Implications and suggestions are provided for online communication programs that may incorporate social media in services marketing communications campaigns. Libraries and corporate bodies may employ social media for advertising their services based on the significant role social media have.

  20. The users centered design of a new digital fluorometer

    International Nuclear Information System (INIS)

    Farias, Marcos S.; Santos, Isaac J.A.L. dos; Grecco, Claudio H.S.; Pedrosa, Paulo S.; Colthurst, Carlos M.; Szabo, Andre P.

    2009-01-01

    The fluorometer is the equipment used in chemical analysis laboratories, research institutes and nuclear fuel cycle companies. This equipment measures an unknown amount of uranium in ores, rivers, etc. The fluorometer functioning is based on the uranium fluorescence when submitted to the ultraviolet radiation incidence. The fluorescence is measured by an electronic optic system with optics filters, photomultiplier tube, and a current amplifier. The user centered design involves the user in the product development in all phases of the design process. Users are not simply consulted at the beginning of the design process and evaluated the system at the end; they are treated as partners throughout the design process. The user centered design emphasizes the needs and abilities of the users and improves the usability of the equipment. The activity centered design emphasizes the development of the equipment with a deep understanding of the users activities and of the current work practices of the users. The aim of this paper is to present a methodological framework that contributes to the design and evaluation of a new digital fluorometer towards an approach related to the users and their activities. This methodological framework includes users-based testing, interviews, questionnaires, human factors standards and guidelines, the users activity analysis and users satisfaction questionnaire. (author)

  1. User Evaluation of Neonatology Ward Design.

    Science.gov (United States)

    Trujillo, Juan Luis Higuera; Aviñó, Antoni Montañana I; Millán, Carmen Llinares

    2017-01-01

    The object of this article is to identify the set of affective and emotional factors behind users' assessments of a space in a neonatology unit and to propose design guidelines based on these. The importance of the neonatology service and the variety of users place great demands on the space at all levels. Despite the repercussions, the emotional aspects of the environment have received less attention. To avoid incurring limitations in the user mental scheme, this study uses two complementary methodologies: focus group and semantic differential. The (qualitative) focus group methodology provides exploratory information and concepts. The (quantitative) semantic differential methodology then uses these concepts to extract the conceptual structures that users employ in their assessment of the space. Of the total 175 subjects, 31 took part in focus groups and 144 in semantic differential. Five independent concepts were identified: privacy, functionality and professional nature, spaciousness, lighting, and cleanliness. In relation to the importance of the overall positive assessment of the space, the perception of privacy and sensations of dominance and pleasure are fundamental. Six relevant design aspects were also identified: provide spacious surroundings, facilitate sufficient separation between the different posts or cots, use different colors from those usually found in health-care centers, as some aversion was found to white and especially green, design areas with childhood themes, use warm artificial light, and choose user-friendly equipment. Results provide design recommendations of interest and show the possibilities offered by combining both systems to analyze user response.

  2. A Cross-cultural comparative study of user interface in social media : why social media can cross seas but not nationalisms

    OpenAIRE

    立石, 幹人; 当麻, 哲哉

    2011-01-01

    Since the late 2000s there has been a dramatic restructuring of relationship between user and information through the widespread use of Smart Devices. At the same time as its proliferation, the worldwide networking of Social Media due to its portability and operability has seen it become a global communication tool through the Internet. Although Social Media is seen to be global in size, in distribution however, it is wholly uneven. There exists a non-permeable intercultural barrier between c...

  3. User Design: A Case Study on Corporate Change

    Science.gov (United States)

    Pastore, Raymond S.; Carr-Chellman, Alison A.; Lohmann, Neal

    2011-01-01

    The purpose of this study was to examine the effects of implementing user design strategies within the corporate culture. Using a case study design approach, this article explores the change process within a "Fortune" 100 company in which users were given significant decision-making powers. The main focus is on the unique nature of user design in…

  4. A Comparative Analysis of User Preferences for for Major Internet Based Education Media in China

    Science.gov (United States)

    Wan, Chunyang; Jiang, Yanqing

    2014-01-01

    Internet based education media are developing at an amazing rate and being seen as an upstart that will likely take the place of traditional education means worldwide in the future. This paper presents the results of a comparative analysis on user preferences for four major categories of internet-based media used in China. In this paper, we first…

  5. People Who Need People: How 11 Intrepid Users Get the Most out of Social Media

    Science.gov (United States)

    Ishizuka, Kathy

    2010-01-01

    At its heart, social media has less to do with technology or a particular application than forging connections with others. How one creates those connections is the question the author posed to some insightful social media users. From a publisher of multiplatform books and a passionate educator to an Internet pioneer and a children's book author,…

  6. Social Media and HIV: A Systematic Review of Uses of Social Media in HIV Communication.

    Science.gov (United States)

    Taggart, Tamara; Grewe, Mary Elisabeth; Conserve, Donaldson F; Gliwa, Catherine; Roman Isler, Malika

    2015-11-02

    Social media, including mobile technologies and social networking sites, are being used increasingly as part of human immunodeficiency virus (HIV) prevention and treatment efforts. As an important avenue for communication about HIV, social media use may continue to increase and become more widespread. The objective of this paper is to present a comprehensive systematic review of the current published literature on the design, users, benefits, and limitations of using social media to communicate about HIV prevention and treatment. This review paper used a systematic approach to survey all literature published before February 2014 using 7 electronic databases and a manual search. The inclusion criteria were (1) primary focus on communication/interaction about HIV/acquired immunodeficiency syndrome (AIDS), (2) discusses the use of social media to facilitate communication, (3) communication on the social media platform is between individuals or a group of individuals rather than the use of preset, automated responses from a platform, (4) published before February 19, 2014, and (5) all study designs. The search identified 35 original research studies. Thirty studies had low or unclear risk of at least one of the bias items in the methodological quality assessment. Among the 8 social media platform types described, short message service text messaging was most commonly used. Platforms served multiple purposes including disseminating health information, conducting health promotion, sharing experiences, providing social support, and promoting medication adherence. Social media users were diverse in geographic location and race/ethnicity; studies commonly reported users aged 18-40 years and users with lower income. Although most studies did not specify whether use was anonymous, studies reported the importance of anonymity in social media use to communicate about HIV largely due to the stigma associated with HIV. The ability to share and receive information about HIV was

  7. Social Media and HIV: A Systematic Review of Uses of Social Media in HIV Communication

    Science.gov (United States)

    Grewe, Mary Elisabeth; Conserve, Donaldson F; Gliwa, Catherine; Roman Isler, Malika

    2015-01-01

    Background Social media, including mobile technologies and social networking sites, are being used increasingly as part of human immunodeficiency virus (HIV) prevention and treatment efforts. As an important avenue for communication about HIV, social media use may continue to increase and become more widespread. Objective The objective of this paper is to present a comprehensive systematic review of the current published literature on the design, users, benefits, and limitations of using social media to communicate about HIV prevention and treatment. Methods This review paper used a systematic approach to survey all literature published before February 2014 using 7 electronic databases and a manual search. The inclusion criteria were (1) primary focus on communication/interaction about HIV/acquired immunodeficiency syndrome (AIDS), (2) discusses the use of social media to facilitate communication, (3) communication on the social media platform is between individuals or a group of individuals rather than the use of preset, automated responses from a platform, (4) published before February 19, 2014, and (5) all study designs. Results The search identified 35 original research studies. Thirty studies had low or unclear risk of at least one of the bias items in the methodological quality assessment. Among the 8 social media platform types described, short message service text messaging was most commonly used. Platforms served multiple purposes including disseminating health information, conducting health promotion, sharing experiences, providing social support, and promoting medication adherence. Social media users were diverse in geographic location and race/ethnicity; studies commonly reported users aged 18-40 years and users with lower income. Although most studies did not specify whether use was anonymous, studies reported the importance of anonymity in social media use to communicate about HIV largely due to the stigma associated with HIV. The ability to share and

  8. The Extended Likeability Framework: A Theoretical Framework for and a Practical Case of Designing Likeable Media Applications for Preschoolers

    Directory of Open Access Journals (Sweden)

    Vero vanden Abeele

    2008-01-01

    Full Text Available A theoretical framework and practical case for designing likeable interactive media applications for preschoolers in the home environment are introduced. First, we elaborate on the theoretical framework. We introduce the uses and gratifications paradigm (U&G. We argue that U&G is a good approach to researching likeability of media applications. Next, we complete the U&G framework with expectancy-value (EV theory. EV theory helps us move from theoretical insights to concrete design guidelines. Together, the U&G framework and the EV model form the foundation of our extended likeability framework for the design and evaluation of interactive media applications, for preschoolers in the home environment. Finally, we demonstrate a practical case of our extended likeability framework via the research project CuTI. The CuTI project aims at revealing those particular user gratifications and design attributes that are important to support playful behaviour and fun activities of preschoolers in the home environment.

  9. Visual Design of User Interfaces by (De)composition

    OpenAIRE

    Lepreux, Sophie; Michotte, Benjamin; Vanderdonckt, Jean; 13th Int. Workshop on Design, Specification, and Verification of Interactive Systems DSV-IS

    2006-01-01

    Most existing graphical user interfaces are usually designed for a fixed context of use, thus making them rather difficult to modify for other contexts of use, such as for other users, other platforms, and other environments. This paper addresses this problem by introducing a new visual design method for graphical users interfaces referred to as “visual design by (de)composition". In this method, any individual or composite component of a graphical user interface is submitted to a series of o...

  10. The incorporation of User Centered Design and Industrial design

    DEFF Research Database (Denmark)

    Dai, Zheng; Ómarsson, Ólafur

    2011-01-01

    Abstract—Traditional Industrial Design (TID) has been an important aspect in the NPD process within the last decades. User centered design (UCD) is a growing research field for product innovation, starting from the end of 20th century. An NPD process needs support from both design knowledge...... and research methodologies. Both TID and UCD focus on user’s perspective when doing multi-disciplinary work together. They provide skills and methods for designing the style and usability, and balancing the users need and reality. The skills from TID help design expression and realization to communicate...... respectively. Their methodologies are essential for a designer to successfully come to a fruitful design solution, and at the same time the project improves the methodologies of TID and UCD through a reflection process....

  11. Discovering Influential Users in Social Media to Enhance Effective Advertisement

    OpenAIRE

    Mohammad J. Tarokh; Hosniyeh S. Arian; Omid R. B. Speily

    2015-01-01

    Recently, companies have attempted to take advantage of social advertising to deliver their advertisements to appropriate Customer. Social network advertising, also social media targeting is a group of terms that are used to describe forms of online advertising that focus on social networking services. One of the major benefit of this type of advertising is that advertisers can take advantage of the users` demographic information and target their ads appropriately. In social advertising ,iden...

  12. The assessment of activities conducted by companies in social media in light of research concerning their users

    OpenAIRE

    Bogdan Gregor; Tomasz Kubiak

    2014-01-01

    Social media are not losing their popularity. Despite their long (sometimes a few years long) presence on the Internet, portals from this category are gradually strengthening their position with regard to the number of registered users. In July 2014 the biggest social media portal – Facebook – had 1,320,000,000 active accounts around the whole world. In Poland in July 2014 the number of active users of the portal reached 12,000,000. In the period from April 12 to May 25, 2014, the Department ...

  13. A mobile design lab for user-driven innovation

    DEFF Research Database (Denmark)

    Christiansen, Ellen; Kanstrup, Anne Marie

    2007-01-01

    The paper presents the history and conceptual foundation for the Mobile Design Lab, ment to support both designers and users in the acts of user-driven innovation. The Mobile Design Lab is based on Vygotsky's theory of tool- and language-mediation, and was created in 2004 to support research...... and teaching of user driven innovation. Being itself an example of user-driven innovation it has taken shape of HCI design research projekcts, in which we have been involved since 2004. The first challenge was to get 'out of the lab', the next to get 'out of the head', and finally we are currently working...

  14. Building a profile of subjective well-being for social media users.

    Science.gov (United States)

    Chen, Lushi; Gong, Tao; Kosinski, Michal; Stillwell, David; Davidson, Robert L

    2017-01-01

    Subjective well-being includes 'affect' and 'satisfaction with life' (SWL). This study proposes a unified approach to construct a profile of subjective well-being based on social media language in Facebook status updates. We apply sentiment analysis to generate users' affect scores, and train a random forest model to predict SWL using affect scores and other language features of the status updates. Results show that: the computer-selected features resemble the key predictors of SWL as identified in early studies; the machine-predicted SWL is moderately correlated with the self-reported SWL (r = 0.36, p subjective well-being profile can also reflect other psychological traits like depression (r = 0.24, p social media language.

  15. SAM: Secure Access of Media Independent Information Service with User Anonymity

    Directory of Open Access Journals (Sweden)

    Li Guangsong

    2010-01-01

    Full Text Available Seamless handover across different access technologies is very important in the future wireless networks. To optimize vertical handover in heterogeneous networks, IEEE 802.21 standard defines Media Independent Handover (MIH services. The MIH services can be a new target to attackers, which will be the main concern for equipment vendors and service providers. In this paper, we focus specifically on security of Media Independent Information Service (MIIS and present a new access authentication scheme with user anonymity for MIIS. The protocol can be used to establish a secure channel between the mobile node and the information server. Security and performance of the protocol are also analyzed in this paper.

  16. Algorithm research for user trajectory matching across social media networks based on paragraph2vec

    Science.gov (United States)

    Xu, Qian; Chen, Hongchang; Zhi, Hongxin; Wang, Yanchuan

    2018-04-01

    Identifying users across different social media networks (SMN) is to link accounts of the same user that belong to the same individual across SMNs. The problem is fundamental and important, and its results can benefit many applications such as cross SMN user modeling and recommendation. With the development of GPS technology and mobile communication, more and more social networks provide location services. This provides a new opportunity for cross SMN user identification. In this paper, we solve cross SMN user identification problem in an unsupervised manner by utilizing user trajectory data in SMNs. A paragraph2vec based algorithm is proposed in which location sequence feature of user trajectory is captured in temporal and spatial dimensions. Our experimental results validate the effectiveness and efficiency of our algorithm.

  17. Scenarios, personas and user stories: user-centered evidence-based design representations of communicable disease investigations.

    Science.gov (United States)

    Turner, Anne M; Reeder, Blaine; Ramey, Judith

    2013-08-01

    Despite years of effort and millions of dollars spent to create unified electronic communicable disease reporting systems, the goal remains elusive. A major barrier has been a lack of understanding by system designers of communicable disease (CD) work and the public health workers who perform this work. This study reports on the application of user-centered design representations, traditionally used for improving interface design, to translate the complex CD work identified through ethnographic studies to guide designers and developers of CD systems. The purpose of this work is to: (1) better understand public health practitioners and their information workflow with respect to CD monitoring and control at a local health agency, and (2) to develop evidence-based design representations that model this CD work to inform the design of future disease surveillance systems. We performed extensive onsite semi-structured interviews, targeted work shadowing and a focus group to characterize local health agency CD workflow. Informed by principles of design ethnography and user-centered design we created persona, scenarios and user stories to accurately represent the user to system designers. We sought to convey to designers the key findings from ethnographic studies: (1) public health CD work is mobile and episodic, in contrast to current CD reporting systems, which are stationary and fixed, (2) health agency efforts are focused on CD investigation and response rather than reporting and (3) current CD information systems must conform to public health workflow to ensure their usefulness. In an effort to illustrate our findings to designers, we developed three contemporary design-support representations: persona, scenario, and user story. Through application of user-centered design principles, we were able to create design representations that illustrate complex public health communicable disease workflow and key user characteristics to inform the design of CD information

  18. User Experience Design (UX Design) in a Website Development : Website redesign

    OpenAIRE

    Orlova, Mariia

    2016-01-01

    The purpose of the study was to implement an approach of user experience for a website design. Mostly, I concentrated on revealing and understanding the concepts of UX design which include usability, visual design and human factors affecting the user experience. Another aim of the study was to investigate people’s behaviour related to web design. The thesis based on a project. The project was to redesign an existing web design for a company called Positive Communications. They provide differe...

  19. Navigating the massive world of reddit: using backbone networks to map user interests in social media

    Directory of Open Access Journals (Sweden)

    Randal S. Olson

    2015-05-01

    Full Text Available In the massive online worlds of social media, users frequently rely on organizing themselves around specific topics of interest to find and engage with like-minded people. However, navigating these massive worlds and finding topics of specific interest often proves difficult because the worlds are mostly organized haphazardly, leaving users to find relevant interests by word of mouth or using a basic search feature. Here, we report on a method using the backbone of a network to create a map of the primary topics of interest in any social network. To demonstrate the method, we build an interest map for the social news web site reddit and show how such a map could be used to navigate a social media world. Moreover, we analyze the network properties of the reddit social network and find that it has a scale-free, small-world, and modular community structure, much like other online social networks such as Facebook and Twitter. We suggest that the integration of interest maps into popular social media platforms will assist users in organizing themselves into more specific interest groups, which will help alleviate the overcrowding effect often observed in large online communities.

  20. Storytelling tools in support of user experience design

    NARCIS (Netherlands)

    Peng, Qiong

    2017-01-01

    Storytelling has been proposed as an intuitive way to support communication in user experience design. With story-based thinking, designers can gain a better understanding of the potential user experience, developing and discussing design ideas within an (imagined) context. This proposal introduces

  1. When users cannot be included in inclusive design

    DEFF Research Database (Denmark)

    Herriott, Richard

    2012-01-01

    and disabled users make the need for useability and pleasurability even more important since alternative products are comparatively few. This paper examines the workarounds two teams of designers have used to reduce the demands placed on emphysema patients and elderly users during inclusive design processes......Inclusive Design (ID) methods place a strong emphasis on user participation in designing mainstream products. In recent years researchers in the field of assistive technology (AT) have drawn on and contributed to the ID approach. There are good grounds for this association. However, the linkage...

  2. The embodied user : corporeal awareness & media technology

    NARCIS (Netherlands)

    Haans, A.

    2010-01-01

    Human beings are proficient users of tools and technology. At times, our interactions with a technological artifact appear so effortless, that the distinction between the artifact and the body starts to fade. When operating anthropomorphically designed teleoperation systems, for example, some people

  3. Applying and incorporating user driven innovation when designing concepts

    DEFF Research Database (Denmark)

    Thorp Hansen, Claus; Brønnum, Louise

    This paper addresses the difficulties seen when working within the user driven innovation [UDI] paradigm. We examine some of the circumstances that often make it difficult to work with user insights in concept design. UDI has become a recognized design approach, but has not yet accommodated...... a design practice explicitly considering the type of user insights this approach implies. For that reason UDI has yet to prove itself and its potential effect; a study of Danish initiative “program for user driven innovation” has shown little effect in this regard. However it has shown that radical new...... insights have been produced but at the same time to abstract when integrated in the design process. We will discuss and propose a framework for working with user insights in concept design, based on existing concept frameworks but actively addressing and incorporating user insights as a new type of input...

  4. Designing Urban Media Façades

    DEFF Research Database (Denmark)

    Dalsgaard, Peter; Halskov, Kim

    2010-01-01

    Media façades comprise a category of urban computing concerned with the integration of displays into the built environment, including buildings and street furniture. This paper identifies and discusses eight challenges faced when designing urban media façades. The challenges concern a broad range...... of issues: interfaces, physical integration, robustness, content, stakeholders, situation, social relations, and emerging use. The challenges reflect the fact that the urban setting as a domain for interaction design is characterized by a number of circumstances and socio-cultural practices that differ from...

  5. Interactive real-time media streaming with reliable communication

    Science.gov (United States)

    Pan, Xunyu; Free, Kevin M.

    2014-02-01

    Streaming media is a recent technique for delivering multimedia information from a source provider to an end- user over the Internet. The major advantage of this technique is that the media player can start playing a multimedia file even before the entire file is transmitted. Most streaming media applications are currently implemented based on the client-server architecture, where a server system hosts the media file and a client system connects to this server system to download the file. Although the client-server architecture is successful in many situations, it may not be ideal to rely on such a system to provide the streaming service as users may be required to register an account using personal information in order to use the service. This is troublesome if a user wishes to watch a movie simultaneously while interacting with a friend in another part of the world over the Internet. In this paper, we describe a new real-time media streaming application implemented on a peer-to-peer (P2P) architecture in order to overcome these challenges within a mobile environment. When using the peer-to-peer architecture, streaming media is shared directly between end-users, called peers, with minimal or no reliance on a dedicated server. Based on the proposed software pɛvμa (pronounced [revma]), named for the Greek word meaning stream, we can host a media file on any computer and directly stream it to a connected partner. To accomplish this, pɛvμa utilizes the Microsoft .NET Framework and Windows Presentation Framework, which are widely available on various types of windows-compatible personal computers and mobile devices. With specially designed multi-threaded algorithms, the application can stream HD video at speeds upwards of 20 Mbps using the User Datagram Protocol (UDP). Streaming and playback are handled using synchronized threads that communicate with one another once a connection is established. Alteration of playback, such as pausing playback or tracking to a

  6. Web-Based Media Contents Editor for UCC Websites

    Science.gov (United States)

    Kim, Seoksoo

    The purpose of this research is to "design web-based media contents editor for establishing UCC(User Created Contents)-based websites." The web-based editor features user-oriented interfaces and increased convenience, significantly different from previous off-line editors. It allows users to edit media contents online and can be effectively used for online promotion activities of enterprises and organizations. In addition to development of the editor, the research aims to support the entry of enterprises and public agencies to the online market by combining the technology with various UCC items.

  7. User-Centered Design through Learner-Centered Instruction

    Science.gov (United States)

    Altay, Burçak

    2014-01-01

    This article initially demonstrates the parallels between the learner-centered approach in education and the user-centered approach in design disciplines. Afterward, a course on human factors that applies learner-centered methods to teach user-centered design is introduced. The focus is on three tasks to identify the application of theoretical and…

  8. A Preliminary Investigation into the Information Sharing Behavior of Social Media Users after a Natural Disaster

    Science.gov (United States)

    Maruyama, Yukiko

    2016-01-01

    The paper provides the results of a preliminary investigation into the information sharing behavior of social media users after a natural disaster. The results indicate that users shared information that they thought victims would find useful. On the other hand, they reported that they usually do not or never share information considered useful to…

  9. Student Media Usage Patterns and Non-Traditional Learning in Higher Education

    Directory of Open Access Journals (Sweden)

    Olaf Zawacki-Richter

    2015-04-01

    Full Text Available A total of 2,338 students at German universities participated in a survey, which investigated media usage patterns of so-called traditional and non-traditional students (Schuetze & Wolter, 2003. The students provided information on the digital devices that they own or have access to, and on their usage of media and e-learning tools and services for their learning. A distinction was made between external, formal and internal, informal tools and services. Based on the students’ responses, a typology of media usage patterns was established by means of a latent class analysis (LCA. Four types or profiles of media usage patterns were identified. These types were labeled entertainment users, peripheral users, advanced users and instrumental users. Among non-traditional students, the proportion of instrumental users was rather high. Based on the usage patterns of traditional and non-traditional students, implications for media selection in the instructional design process are outlined in the paper.

  10. Mobilizing social media users to become advertisers: Corporate hashtag campaigns as a public health concern.

    Science.gov (United States)

    Laestadius, Linnea I; Wahl, Megan M

    2017-01-01

    With the growing popularity of social media, corporate marketers are increasingly launching hashtag campaigns to encourage consumers to create branded user-generated content on their behalves. If successful, these campaigns may expand the reach of harmful marketing messages and capitalize on peer-effects among adolescents. To shed light on these novel corporate campaigns, we performed a case study of the user-generated Instagram content created in response to a hashtag campaign promoting the quick-service restaurant Kentucky Fried Chicken (KFC). We performed a content analysis of one week's worth of user-generated Instagram posts created with the hashtag #HowDoYouKFC between 24 April 2015-1 May 2015. Posts were coded to discern: (a) relevance to KFC as a brand and/or food; (b) themes in the post, (c) the content of images/videos, and (d) overall sentiment toward KFC. Posts that were deleted or made private during the study period were removed. Descriptive statistics were calculated to discern trends in post content. Instagram users created 196 posts with #HowDoYouKFC during the study period. After removing irrelevant and deleted/private posts, analysis of the 128 remaining user-generated posts revealed that 45% of posts were explicitly positive toward KFC and 39% lacked a specific stance or emotion related to KFC. Of the posts, 55% depicted KFC chicken and 65% included depictions of the brand hashtag on food packaging. Findings indicate that corporations are successfully converting individual social media users into positive advertisers for harmful products. Novel efforts are needed to counter corporate user-generated content campaigns.

  11. EID - prototype design and user test 2004

    International Nuclear Information System (INIS)

    Welch, Robin; Friberg, Maarten; Nystad, Espen; Teigen, Arild; Veland, Oeystein

    2005-08-01

    programme is to gain insight into how this methodology can contribute to the design of operator displays in the nuclear industry. To do this, it was decided to design a limited number of displays on the FRESH simulator and conduct a user test to examine whether operators would be able to use and accept this type of design. The FRESH EID displays intend to show information and relationships in a graphical form that would require substantially more mental resources to utilize if using the conventional displays. This HWR presents the background for EID, the analysis process, the displays that have been designed, the user test and the outcome of the user test. This first attempt at developing and evaluating an EID has provided both valuable practical lessons learned and promising results for further work. (Author)

  12. An exploration of online behaviors and social media use among hookah and electronic-cigarette users

    Directory of Open Access Journals (Sweden)

    Alissa R. Link

    2015-12-01

    Conclusions: Hookah and ENDS users actively use the Internet and social media to obtain and share information about nicotine/tobacco products. Study participants who use hookah were more likely to share photos and discuss hookah related activities via social media than those who use ENDS. Social networks also represent valuable and untapped potential resources for communicating with this group about risks and harm reduction related to emerging nicotine/tobacco products.

  13. User-centered virtual environment design for virtual rehabilitation

    Directory of Open Access Journals (Sweden)

    Rizzo Albert A

    2010-02-01

    Full Text Available Abstract Background As physical and cognitive rehabilitation protocols utilizing virtual environments transition from single applications to comprehensive rehabilitation programs there is a need for a new design cycle methodology. Current human-computer interaction designs focus on usability without benchmarking technology within a user-in-the-loop design cycle. The field of virtual rehabilitation is unique in that determining the efficacy of this genre of computer-aided therapies requires prior knowledge of technology issues that may confound patient outcome measures. Benchmarking the technology (e.g., displays or data gloves using healthy controls may provide a means of characterizing the "normal" performance range of the virtual rehabilitation system. This standard not only allows therapists to select appropriate technology for use with their patient populations, it also allows them to account for technology limitations when assessing treatment efficacy. Methods An overview of the proposed user-centered design cycle is given. Comparisons of two optical see-through head-worn displays provide an example of benchmarking techniques. Benchmarks were obtained using a novel vision test capable of measuring a user's stereoacuity while wearing different types of head-worn displays. Results from healthy participants who performed both virtual and real-world versions of the stereoacuity test are discussed with respect to virtual rehabilitation design. Results The user-centered design cycle argues for benchmarking to precede virtual environment construction, especially for therapeutic applications. Results from real-world testing illustrate the general limitations in stereoacuity attained when viewing content using a head-worn display. Further, the stereoacuity vision benchmark test highlights differences in user performance when utilizing a similar style of head-worn display. These results support the need for including benchmarks as a means of better

  14. User-centered virtual environment design for virtual rehabilitation.

    Science.gov (United States)

    Fidopiastis, Cali M; Rizzo, Albert A; Rolland, Jannick P

    2010-02-19

    As physical and cognitive rehabilitation protocols utilizing virtual environments transition from single applications to comprehensive rehabilitation programs there is a need for a new design cycle methodology. Current human-computer interaction designs focus on usability without benchmarking technology within a user-in-the-loop design cycle. The field of virtual rehabilitation is unique in that determining the efficacy of this genre of computer-aided therapies requires prior knowledge of technology issues that may confound patient outcome measures. Benchmarking the technology (e.g., displays or data gloves) using healthy controls may provide a means of characterizing the "normal" performance range of the virtual rehabilitation system. This standard not only allows therapists to select appropriate technology for use with their patient populations, it also allows them to account for technology limitations when assessing treatment efficacy. An overview of the proposed user-centered design cycle is given. Comparisons of two optical see-through head-worn displays provide an example of benchmarking techniques. Benchmarks were obtained using a novel vision test capable of measuring a user's stereoacuity while wearing different types of head-worn displays. Results from healthy participants who performed both virtual and real-world versions of the stereoacuity test are discussed with respect to virtual rehabilitation design. The user-centered design cycle argues for benchmarking to precede virtual environment construction, especially for therapeutic applications. Results from real-world testing illustrate the general limitations in stereoacuity attained when viewing content using a head-worn display. Further, the stereoacuity vision benchmark test highlights differences in user performance when utilizing a similar style of head-worn display. These results support the need for including benchmarks as a means of better understanding user outcomes, especially for patient

  15. Spatial issues in user interface design from a graphic design perspective

    Science.gov (United States)

    Marcus, Aaron

    1989-01-01

    The user interface of a computer system is a visual display that provides information about the status of operations on data within the computer and control options to the user that enable adjustments to these operations. From the very beginning of computer technology the user interface was a spatial display, although its spatial features were not necessarily complex or explicitly recognized by the users. All text and nonverbal signs appeared in a virtual space generally thought of as a single flat plane of symbols. Current technology of high performance workstations permits any element of the display to appear as dynamic, multicolor, 3-D signs in a virtual 3-D space. The complexity of appearance and the user's interaction with the display provide significant challenges to the graphic designer of current and future user interfaces. In particular, spatial depiction provides many opportunities for effective communication of objects, structures, processes, navigation, selection, and manipulation. Issues are presented that are relevant to the graphic designer seeking to optimize the user interface's spatial attributes for effective visual communication.

  16. Design Optimization Toolkit: Users' Manual

    Energy Technology Data Exchange (ETDEWEB)

    Aguilo Valentin, Miguel Alejandro [Sandia National Lab. (SNL-NM), Albuquerque, NM (United States). Computational Solid Mechanics and Structural Dynamics

    2014-07-01

    The Design Optimization Toolkit (DOTk) is a stand-alone C++ software package intended to solve complex design optimization problems. DOTk software package provides a range of solution methods that are suited for gradient/nongradient-based optimization, large scale constrained optimization, and topology optimization. DOTk was design to have a flexible user interface to allow easy access to DOTk solution methods from external engineering software packages. This inherent flexibility makes DOTk barely intrusive to other engineering software packages. As part of this inherent flexibility, DOTk software package provides an easy-to-use MATLAB interface that enables users to call DOTk solution methods directly from the MATLAB command window.

  17. Social Representations of Social Media Users toward Syrian Refugees in Turkey

    OpenAIRE

    Fatih Ozdemir; Bengi Oner Ozkan

    2017-01-01

    While the Syrian refugees crisis has increasingly continued its effect in both Turkey and other neighboring countries and European countries for more than five years, refugees do not adapt themselves to society in country of asylum, and are exposed to social exclusion. The purpose of the study is to explore social representations of social media users toward Syrian refugees in Turkey with a qualitative approach; because social representations may indicate the problems in the in...

  18. Designing the User Experience for Different User Needs for B2B E-Commerce

    OpenAIRE

    Conde, Mark

    2013-01-01

    In today’s world, more and more companies are doing business with one another electronically; this has lead many of these companies to build online web stores for their customers to make business transactions with. Many of these online stores are out of date and/or lack good user research on how to design a web store to meet the demands of their users while creating a good user experience. This thesis provides several conceptual design ideas on how to create a better  user experience that tak...

  19. The assessment of activities conducted by companies in social media in light of research concerning their users

    Directory of Open Access Journals (Sweden)

    Bogdan Gregor

    2014-12-01

    Full Text Available Social media are not losing their popularity. Despite their long (sometimes a few years long presence on the Internet, portals from this category are gradually strengthening their position with regard to the number of registered users. In July 2014 the biggest social media portal – Facebook – had 1,320,000,000 active accounts around the whole world. In Poland in July 2014 the number of active users of the portal reached 12,000,000. In the period from April 12 to May 25, 2014, the Department of Marketing of the Faculty of Management of University of Lodz conducted a research aimed at the assessment of activities conducted by companies in social media. The goal of the research was to reach people using social media and investigate how particular measures taken by companies in social media are assessed by them, as well as to identify which of these actions boost engagement and influence making a purchasing decision. In course of the research the method of Internet questionnaire was applied. 302 respondents took part in the survey and almost 90% of them declared that they use social media portals. The most popular social network among the respondents is Facebook. YouTube also plays a major role. This may be seen as evidence that the marketing potential of video contents published on the Internet is huge. The conducted research shows that among the biggest benefits associated with having an account on a social media portal is the possibility of fast communication, chance to find and follow friends, as well as accumulation of the most important information in one place. Over 70% of the surveyed follows well-known companies and brands in social media. Fashion brands and brands associated with the food and electronics branches are followed most often. What the respondents most often named as one of the advantages of following brands in social media is the possibility of continuously following novelties, opportunity to receive discount coupons, as

  20. The Media Mixer

    DEFF Research Database (Denmark)

    Vestergaard, Vitus; Mortensen, Christian Hviid

    2011-01-01

    content. The media content is created by the user in the museum's physical environment, but it can be mixed with material from web archives. It is the intention that the users learn about media through participatory and creative processes with media where the borders between producing, playing......We explore how remixing and content sharing can be used as a means for user participation in a digital museum age. Remix culture is seen as a culture that allows and encourages the production of derivative works; works that are based on already existing works. This cultural practice thrives...... throughout the Internet, most notably on web 2.0 sites like YouTube. The Media Museum has embraced the remix paradigm with the development of an interactive media experience centre called the Media Mixer. Here the museum users can produce, deconstruct, reconstruct and finally publish and share digital media...

  1. Odenplan: a media façade design process

    DEFF Research Database (Denmark)

    Korsgaard, Henrik; Hansen, Nicolai Brodersen; Basballe, Ditte Amund

    2012-01-01

    In this paper we present an example of how to work with the challenges inherent in media façade design processes. We base the paper on our experiences from the creation of a series of design proposals for a media façade on the Odenplan subway station in Stockholm, Sweden. We approach the question...

  2. Interactive design for new media and the web

    CERN Document Server

    Iuppa, Nick

    2001-01-01

    In an age where digital technology makes just about anything possible, Interactive Design for New Media and the Web demonstrates how to realize that promise through the creation of outstanding interactive programs. This hands-on, practical book examines the ever-expanding capabilities of all forms of digital presentation for increasing interactivity, and the design principles and interface guidelines needed to deliver the required message or story with this technology.Interactive Design for New Media and the Web covers the technology as well as the tools and practices of interactive design, in

  3. Baby boomers as future care users--An analysis of expectations in print media.

    Science.gov (United States)

    Jönson, Håkan; Jönsson, Anders

    2015-08-01

    The aim of the study was to investigate media presentations of baby boomers as future care users. The Swedish baby boomer generation, born in the 1940s, and known as the '40s generation, has been characterized as youthful and powerful, and a question investigated in the study was whether boomers are supposed to display these characteristics as care users. We analyzed 481 articles in Swedish newspapers, published between 1995 and 2012, with a qualitative content analysis. The results showed that the '40s generation was predicted to become a new breed of demanding, self-aware care users. These claims were supported by descriptions of the formative events and typical characteristics of these individuals, which were then projected onto their future behavior as care users. Such projections tended to portray contemporary care users as passive, submissive, and partly responsible for problems associated with elder care. Consequently, approaches that focus on differences between cohorts need to incorporate a constructionist dimension to highlight the problem of generationism. Copyright © 2015 Elsevier Inc. All rights reserved.

  4. Designing User-Computer Dialogues: Basic Principles and Guidelines.

    Science.gov (United States)

    Harrell, Thomas H.

    This discussion of the design of computerized psychological assessment or testing instruments stresses the importance of the well-designed computer-user interface. The principles underlying the three main functional elements of computer-user dialogue--data entry, data display, and sequential control--are discussed, and basic guidelines derived…

  5. Improving industrial designers work process by involving user research

    DEFF Research Database (Denmark)

    Dai, Zheng; Ómarsson, Ólafur

    2011-01-01

    With changing times, new technologies and more opinionated consumers, the modern industrial designer has found himself in need of fresher and more up to date approaches in his daily work. In a fast moving industry, the designer needs to keep a thinking process of dynamic and subjective attitude...... will give the grounding for believing that the industrial designer needs to adopt user research methods to a level where he can still continue to work under the very nature of industrial design that has made it a successful practice for the last century. The combing of the approaches and attitude will help....... User research is part of user centered design (UCD). UCD has a reputation for subjective and reflective practice. In this paper there are two example cases. One is conducted by a classical industrial design process, and another is costing half of energy and time in user research. These examples...

  6. The Media Mixer

    DEFF Research Database (Denmark)

    Vestergaard, Vitus; Mortensen, Christian Hviid

    In recent years many museums have experimented with different approaches to involving users through digital media. We explore how remixing and content sharing can be used as a means for user participation. Remix culture is seen as a culture that allows and encourages the production of derivative...... works; works that are based on already existing works. This cultural practice thrives throughout the Internet, most notably on web2.0 sites like YouTube. The Media Museum has embraced the remix paradigm with the development of an interactive media experience centre called the Media Mixer. Here...... the museum users can produce, deconstruct, reconstruct and finally publish and share digital media content. The media content is created by the user in the museums physical environment, but it can be mixed with material from local or global archives. In that way the gap between the analogue and the digital...

  7. Bioinformatics meets user-centred design: a perspective.

    Directory of Open Access Journals (Sweden)

    Katrina Pavelin

    Full Text Available Designers have a saying that "the joy of an early release lasts but a short time. The bitterness of an unusable system lasts for years." It is indeed disappointing to discover that your data resources are not being used to their full potential. Not only have you invested your time, effort, and research grant on the project, but you may face costly redesigns if you want to improve the system later. This scenario would be less likely if the product was designed to provide users with exactly what they need, so that it is fit for purpose before its launch. We work at EMBL-European Bioinformatics Institute (EMBL-EBI, and we consult extensively with life science researchers to find out what they need from biological data resources. We have found that although users believe that the bioinformatics community is providing accurate and valuable data, they often find the interfaces to these resources tricky to use and navigate. We believe that if you can find out what your users want even before you create the first mock-up of a system, the final product will provide a better user experience. This would encourage more people to use the resource and they would have greater access to the data, which could ultimately lead to more scientific discoveries. In this paper, we explore the need for a user-centred design (UCD strategy when designing bioinformatics resources and illustrate this with examples from our work at EMBL-EBI. Our aim is to introduce the reader to how selected UCD techniques may be successfully applied to software design for bioinformatics.

  8. COMPLAINING BEHAVIOUR IN SOCIAL MEDIA

    Directory of Open Access Journals (Sweden)

    Václav Stříteský

    2016-07-01

    Full Text Available Purpose – to present the issue of dealing with negative word-of-mouth under the newly created conditions of social media and formulate a set of rules for dealing with negative contributions in social networks such as Facebook. Design/methodology/approach – The paper presents findings from both a quantitative survey of Czech Facebook users and expert interviews. Findings – The results of the survey that was done among internet users has proven, that Czech Facebook users are fully aware of the fact that by complaining publicly via social media they can get a company in a serious trouble and want to use it to their advantage. Expert interviews agreed on necessity of good knowledge of the community, quick response to the posts and careful consideration of deleting negative contributions. Research limitations/implications – the empirical research is focused on the Czech market that is specific in the field of internet user behaviour. Findings are primarily valid solely for the social network Facebook. Other platforms may differ in complaining behaviour of the users. Practical implications – research findings show, that social media play an important role in complaining behaviour of Czech internet users. This fact results in the necessity of the presence in social media and careful monitoring the word-of-mouth. Crucial factors of successful communication in social media are knowledge of the com munity, quick response to the posts and careful consideration of deleting negative contributions.Originality/Value – Word of mouth, nowadays the most powerful marketing tool and the strongest argument in the decision making process, is now not limited to the circle of nearest friends of family. Social media gives people a voice that is immediate and can have impact. Without an effective and fast reaction of the company, a serious harm can be suffered. The significance of social network Facebook in complaining behaviour of Czech consumers is assessed

  9. Exploring Interaction Space as Abstraction Mechanism for Task-Based User Interface Design

    DEFF Research Database (Denmark)

    Nielsen, C. M.; Overgaard, M.; Pedersen, M. B.

    2007-01-01

    Designing a user interface is often a complex undertaking. Model-based user interface design is an approach where models and mappings between them form the basis for creating and specifying the design of a user interface. Such models usually include descriptions of the tasks of the prospective user......, but there is considerable variation in the other models that are employed. This paper explores the extent to which the notion of interaction space is useful as an abstraction mechanism to reduce the complexity of creating and specifying a user interface design. We present how we designed a specific user interface through...... mechanism that can help user interface designers exploit object-oriented analysis results and reduce the complexity of designing a user interface....

  10. Human friendly man-machine system with advanced media technology

    International Nuclear Information System (INIS)

    Ogino, Takamichi; Sasaki, Kazunori

    1993-01-01

    This paper deals with the methodology to implement the man-machine system (MMS) with enhanced human friendliness for nuclear power plants. The relevant technologies are investigated from the two view points: One is integrated multi-media usage for user-computer interface and the other cognitive engineering for user-task interaction. Promising MMS design methodologies, concepts, and their limitations are discussed. To overcome uncertain factors found in human behaviors or individual differences in performance and preference of operators, a design appproach to natural and flexible man-computer interactive environment is proposed by intergrated use of not only cognitive and psychological knowledge but also advanced media technology. Multi-media operator support system under development is shown as an example to evaluate the effectiveness of the new approach and future advancement is prospected. (orig.)

  11. Designing for the invisible: user-centered design of infrastructure awareness systems

    DEFF Research Database (Denmark)

    Ramos, Juan David Hincapie; Tabard, Aurélien; Bardram, Jakob

    2010-01-01

    Infrastructure awareness systems reveal invisible aspects of infrastructures to their existing or potential users. Designing such systems is challenging as it requires making visible the hidden activity of infrastructures while providing information of interest to the users. To address...

  12. User Experience Design in Professional Map-Based Geo-Portals

    Directory of Open Access Journals (Sweden)

    Bastian Zimmer

    2013-10-01

    Full Text Available We have recently been witnessing the growing establishment of map-centered web-based geo-portals on national, regional and local levels. However, a particular issue with these geo-portals is that each instance has been implemented in different ways in terms of design, usability, functionality, interaction possibilities, map size and symbologies. In this paper, we try to tackle these shortcomings by analyzing and formalizing the requirements for map-based geo-portals in a user experience based approach. First, we propose a holistic definition the term of a “geo-portal”. Then, we present our approach to user experience design for map-based geo-portals by defining the functional requirements of a geo-portal, by analyzing previous geo-portal developments, by distilling the results of our empirical user study to perform practically-oriented user requirements, and finally by establishing a set of user experience design guidelines for the creation of map-based geo-portals. These design guidelines have been extracted for each of the main components of a geo-portal, i.e., the map, the search dialogue, the presentation of the search results, symbologies, and other aspects. These guidelines shall constitute the basis for future geo-portal developments to achieve standardization in the user-experience design of map-based geo-portals.

  13. User Interface Design for Dynamic Geometry Software

    Science.gov (United States)

    Kortenkamp, Ulrich; Dohrmann, Christian

    2010-01-01

    In this article we describe long-standing user interface issues with Dynamic Geometry Software and common approaches to address them. We describe first prototypes of multi-touch-capable DGS. We also give some hints on the educational benefits of proper user interface design.

  14. User-De-centeredness in Service Design

    DEFF Research Database (Denmark)

    Yamauchi, Yutaka

    2016-01-01

    that service should be seen as a “struggle” rather than harmonious totality. The subject “user” is an outcome of this struggle, not its a priori condition. Therefore, a dialectical process by which the subject develops must be designed. This perspective allows for design that is different from, or even......User-centeredness is a fundamental principle of design in general and of service design in particular. The current paper offers an alternative view of this concept. Here, the “user” is seen not as a self-evident and static subject that is firmly centered but as part of a performative interaction...... through which the subject is transformed―i.e., the subject is de-centered. As service involves users as people and not as objects, the agency of persons involved needs to be fully acknowledged. Based on previously reported empirical studies of service encounters, this study proposes the thesis...

  15. Developing a Social Media Marketing tool

    OpenAIRE

    Valova, Olga

    2015-01-01

    The objective of the thesis is to develop a better, easier to use social media marketing tool that could be utilised in any business. By understanding and analysing how business uses social media as well as currently available social media marketing tools, design a tool with the maximum amount of features, but with a simple and intuitive User Interface. An agile software development life cycle was used throughout the creation of the tool. Qualitative analysis was used to analyse existing ...

  16. Designing user models in a virtual cave environment

    Energy Technology Data Exchange (ETDEWEB)

    Brown-VanHoozer, S. [Argonne National Lab., Idaho Falls, ID (United States); Hudson, R. [Argonne National Lab., IL (United States); Gokhale, N. [Madge Networks, San Jose, CA (United States)

    1995-12-31

    In this paper, the results of a first study into the use of virtual reality for human factor studies and design of simple and complex models of control systems, components, and processes are described. The objective was to design a model in a virtual environment that would reflect more characteristics of the user`s mental model of a system and fewer of the designer`s. The technology of a CAVE{trademark} virtual environment and the methodology of Neuro Linguistic Programming were employed in this study.

  17. Implementing a Mobile Social Media Framework for Designing Creative Pedagogies

    Directory of Open Access Journals (Sweden)

    Thomas Cochrane

    2014-08-01

    Full Text Available The rise of mobile social media provides unique opportunities for new and creative pedagogies. Pedagogical change requires a catalyst, and we argue that mobile social media can be utilized as such a catalyst. However, the mobile learning literature is dominated by case studies that retrofit traditional pedagogical strategies and pre-existing course activities onto mobile devices and social media. From our experiences of designing and implementing a series of mobile social media projects, the authors have developed a mobile social media framework for creative pedagogies. We illustrate the implementation of our mobile social media framework within the development of a new media minor (an elective set of four courses that explicitly integrates the unique technical and pedagogical affordances of mobile social media, with a focus upon student-generated content and student-determined learning (heutagogy. We argue that our mobile social media framework is potentially transferable to a range of educational contexts, providing a simple design framework for new pedagogies.

  18. Feedback from Usability Evaluation to User Interface Design

    DEFF Research Database (Denmark)

    Nielsen, C. M.; Overgaard, M.; Pedersen, M. B.

    2005-01-01

    This paper reports from an exploratory study of means for providing feedback from a usability evaluation to the user interface designers. In this study, we conducted a usability evaluation of a mobile system that is used by craftsmen to register use of time and materials. The results...... and weaknesses of the system. The findings indicate that detailed descriptions of problems and log descriptions of the user's interaction with the system and of system interaction are useful for the designers when trying to understand the usability problems that the users have encountered....

  19. WSDM : A user-centred design method for web sites

    NARCIS (Netherlands)

    de Troyer, O.M.F.; Leune, C.J.

    1998-01-01

    WSDM is a user-centered method for the design of kiosk Web Sites. By explicitly starting from the requirements of the users or visitors, WSDM solves Web site problems that are primarily caused by that fact that a site has no underlying design at all, or that the design is mostly data-driven.

  20. Design and implementation of streaming media server cluster based on FFMpeg.

    Science.gov (United States)

    Zhao, Hong; Zhou, Chun-long; Jin, Bao-zhao

    2015-01-01

    Poor performance and network congestion are commonly observed in the streaming media single server system. This paper proposes a scheme to construct a streaming media server cluster system based on FFMpeg. In this scheme, different users are distributed to different servers according to their locations and the balance among servers is maintained by the dynamic load-balancing algorithm based on active feedback. Furthermore, a service redirection algorithm is proposed to improve the transmission efficiency of streaming media data. The experiment results show that the server cluster system has significantly alleviated the network congestion and improved the performance in comparison with the single server system.

  1. Design and Implementation of Streaming Media Server Cluster Based on FFMpeg

    Science.gov (United States)

    Zhao, Hong; Zhou, Chun-long; Jin, Bao-zhao

    2015-01-01

    Poor performance and network congestion are commonly observed in the streaming media single server system. This paper proposes a scheme to construct a streaming media server cluster system based on FFMpeg. In this scheme, different users are distributed to different servers according to their locations and the balance among servers is maintained by the dynamic load-balancing algorithm based on active feedback. Furthermore, a service redirection algorithm is proposed to improve the transmission efficiency of streaming media data. The experiment results show that the server cluster system has significantly alleviated the network congestion and improved the performance in comparison with the single server system. PMID:25734187

  2. Shortening User Interface Design Iterations through Realtime Visualisation of Design Actions on the Target Device

    OpenAIRE

    MESKENS, Jan; LUYTEN, Kris; CONINX, Karin

    2009-01-01

    In current mobile user interface design tools, it is time consuming to export a design to the target device. This makes it hard for designers to iterate over the user interfaces they are creating. We propose Gummy-live, a GUI builder for mobile devices allowing designers to test and observe immediately on the target device each step they take in the GUI builder. This way, designers are stimulated to iteratively test and refine user interface prototypes in order to take the target device charac...

  3. User-centered design for personalization

    NARCIS (Netherlands)

    van Velsen, Lex Stefan

    2011-01-01

    In chapter 1, I introduced the concept of personalization and showed how tailored electronic communication is the product of centuries of evolution. Personalization involves gearing communication towards an individual’s characteristics, preferences and context. User-Centered Design (UCD) was

  4. Automotive HMI design and participatory user involvement: review and perspectives.

    Science.gov (United States)

    François, Mathilde; Osiurak, François; Fort, Alexandra; Crave, Philippe; Navarro, Jordan

    2017-04-01

    Automotive human-machine interface (HMI) design is facing new challenges due to the technological advances of the last decades. The design process has to be adapted in order to address human factors and road safety challenges. It is now widely accepted that user involvement in the HMI design process is valuable. However, the current form of user involvement in industry remains at the stages of concept assessment and usability tests. Moreover, the literature in other fields (e.g. information systems) promotes a broader user involvement with participatory design (i.e. the user is fully involved in the development process). This article reviews the established benefits of participatory design and reveals perspectives for automotive HMI quality improvement in a cognitive ergonomic framework. Practitioner Summary: Automotive HMI quality determines, in part, drivers' ability to perform primary driving tasks while using in-vehicle devices. User involvement in the design process is a key point to contribute to HMI quality. This article reports the potential benefits of a broad involvement from drivers to meet automotive HMI design challenges.

  5. Designing visual displays and system models for safe reactor operations based on the user`s perspective of the system

    Energy Technology Data Exchange (ETDEWEB)

    Brown-VanHoozer, S.A.

    1995-12-31

    Most designers are not schooled in the area of human-interaction psychology and therefore tend to rely on the traditional ergonomic aspects of human factors when designing complex human-interactive workstations related to reactor operations. They do not take into account the differences in user information processing behavior and how these behaviors may affect individual and team performance when accessing visual displays or utilizing system models in process and control room areas. Unfortunately, by ignoring the importance of the integration of the user interface at the information process level, the result can be sub-optimization and inherently error- and failure-prone systems. Therefore, to minimize or eliminate failures in human-interactive systems, it is essential that the designers understand how each user`s processing characteristics affects how the user gathers information, and how the user communicates the information to the designer and other users. A different type of approach in achieving this understanding is Neuro Linguistic Programming (NLP). The material presented in this paper is based on two studies involving the design of visual displays, NLP, and the user`s perspective model of a reactor system. The studies involve the methodology known as NLP, and its use in expanding design choices from the user`s ``model of the world,`` in the areas of virtual reality, workstation design, team structure, decision and learning style patterns, safety operations, pattern recognition, and much, much more.

  6. Perceived Convenience, Compatibility, and Media Richness Contribute Significantly toDedicated E-book Reader Acceptance. A Review of: Lai, J.-Y., & Chang, C.-Y. (2011. User attitudes toward dedicated e-book readers for reading: The effects of convenience, compatibility and media richness. Online Information Review, 35(4, 558-580.

    Directory of Open Access Journals (Sweden)

    Theresa S. Arndt

    2012-06-01

    Full Text Available Objective – Investigates the effects ofperceived convenience, compatibility andmedia richness on users’ attitudes towarddedicated e-book readers.Design – Convenience sample survey.Setting – Taiwanese university.Subjects – A total of 288 students at the seniorsecondary (5%, four-year university (78%,and graduate student (17% levels. Malefemaleparticipation was approximately equal.Methods – Students completed a 23-itemsurvey on dedicated e-book readers, withquestions on perceived usefulness, perceivedease of use, intention to use, convenience,compatibility, and media richness. Data wasanalyzed using the partial least squaresstatistical technique.Main Results – Users state an increasedintention to use dedicated e-book readers ifthey perceive the technology to be compatiblewith what they desire in a “book,” if the devicedelivers rich media content, and if the device isconvenient. Compatibility was found tosignificantly affect perceived ease of use, andwas found to be the strongest influence onintent to use a dedicated e-book reader.Compatibility, media richness andconvenience also increased the perceivedusefulness of dedicated e-book readers.Conclusion – Users will prefer dedicated e-book readers that are compatible with their preferences in a “book,” that deliver media-rich content, and that they find convenient. The study has implications for the design and development of e-book reading devices.

  7. Developing web map application based on user centered design

    Directory of Open Access Journals (Sweden)

    Petr Voldan

    2012-03-01

    Full Text Available User centred design is an approach in process of development any kind of human product where the main idea is to create a product for the end user. This article presents User centred design method in developing web mapping services. This method can be split into four main phases – user research, creation of concepts, developing with usability research and lunch of product. The article describes each part of this phase with an aim to provide guidelines for developers and primarily with an aim to improve the usability of web mapping services.

  8. Conceptualizing, Designing, and Investigating Locative Media Use in Urban Space

    Science.gov (United States)

    Diamantaki, Katerina; Rizopoulos, Charalampos; Charitos, Dimitris; Kaimakamis, Nikos

    This chapter investigates the social implications of locative media (LM) use and attempts to outline a theoretical framework that may support the design and implementation of location-based applications. Furthermore, it stresses the significance of physical space and location awareness as important factors that influence both human-computer interaction and computer-mediated communication. The chapter documents part of the theoretical aspect of the research undertaken as part of LOcation-based Communication Urban NETwork (LOCUNET), a project that aims to investigate the way users interact with one another (human-computer-human interaction aspect) and with the location-based system itself (human-computer interaction aspect). A number of relevant theoretical approaches are discussed in an attempt to provide a holistic theoretical background for LM use. Additionally, the actual implementation of the LOCUNET system is described and some of the findings are discussed.

  9. Design Strategy of Information Construction Based on User Participation

    Directory of Open Access Journals (Sweden)

    Gao Jundong

    2017-01-01

    Full Text Available In the design of the Internet products, the information construction is one of the important factors to determine that whether a product is friendly. It is a challenge for every information architect to discover new innovations on the basis of established user habits. In practice, we often found that the development of many new functions did not meet the needs of users and many functions would be improved by users themselves, the fact of which shows the strong desire of users to participate in the development of products. Therefore, this article proposes an information architecture method based on the “users’ partially involved”, that is, when the main framework of a product is determined and the detailed architecture of part of the functions is proposed by users themselves, builders will help users to dig and organize their requirements and eventually integrate them into the design of architecture. In order to verify the effectiveness of this method, the article takes the virtual products for social service based on "surrounding geographic information" as an example. A comparison experiment was conducted on the effectiveness of the design of user-participant information architecture, and the experimental results were evaluated.

  10. Tweeting badges: user motivations for displaying achievement in publicly networked environments.

    Science.gov (United States)

    Kwon, K Hazel; Halavais, Alexander; Havener, Shannon

    2015-02-01

    Badge systems, a common mechanism for gamification on social media platforms, provide a way for users to present their knowledge or experience to others. This study aims to contribute to the understanding of why social media users publicize their achievements in the form of online badges. Five motivational factors for badge display in public networked environments are distinguished-self-efficacy, social incentives, networked support, passing time, and inattentive sharing-and it is suggested that different badge types are associated with different motivations. System developers are advised to consider these components in their designs, applying the elements most appropriate to the communities they serve. Comparing user motivations associated with badges shared across boundaries provides a better understanding of how online badges relate to the larger social media ecosystem.

  11. Business Performer-Centered Design of User Interfaces

    Science.gov (United States)

    Sousa, Kênia; Vanderdonckt, Jean

    Business Performer-Centered Design of User Interfaces is a new design methodology that adopts business process (BP) definition and a business performer perspective for managing the life cycle of user interfaces of enterprise systems. In this methodology, when the organization has a business process culture, the business processes of an organization are firstly defined according to a traditional methodology for this kind of artifact. These business processes are then transformed into a series of task models that represent the interactive parts of the business processes that will ultimately lead to interactive systems. When the organization has its enterprise systems, but not yet its business processes modeled, the user interfaces of the systems help derive tasks models, which are then used to derive the business processes. The double linking between a business process and a task model, and between a task model and a user interface model makes it possible to ensure traceability of the artifacts in multiple paths and enables a more active participation of business performers in analyzing the resulting user interfaces. In this paper, we outline how a human-perspective is used tied to a model-driven perspective.

  12. Spontaneous Hedonic Reactions to Social Media Cues.

    Science.gov (United States)

    van Koningsbruggen, Guido M; Hartmann, Tilo; Eden, Allison; Veling, Harm

    2017-05-01

    Why is it so difficult to resist the desire to use social media? One possibility is that frequent social media users possess strong and spontaneous hedonic reactions to social media cues, which, in turn, makes it difficult to resist social media temptations. In two studies (total N = 200), we investigated less-frequent and frequent social media users' spontaneous hedonic reactions to social media cues using the Affect Misattribution Procedure-an implicit measure of affective reactions. Results demonstrated that frequent social media users showed more favorable affective reactions in response to social media (vs. control) cues, whereas less-frequent social media users' affective reactions did not differ between social media and control cues (Studies 1 and 2). Moreover, the spontaneous hedonic reactions to social media (vs. control) cues were related to self-reported cravings to use social media and partially accounted for the link between social media use and social media cravings (Study 2). These findings suggest that frequent social media users' spontaneous hedonic reactions in response to social media cues might contribute to their difficulties in resisting desires to use social media.

  13. UX in the Wild: on Experience Blend & Embedded Media Design

    NARCIS (Netherlands)

    René Bakker; Sander van Leer; Koen van Turnhout; Lambert Zaad; Emiel Ruis

    2012-01-01

    The internet is becoming a tightly interwoven part of our everyday lives. There is a growing market for web services which augment the daily life of users trough products with an internet connection. We call these real world extensions of the web embedded media. In the last couple of years we

  14. Being in the Users' Shoes: Anticipating Experience while Designing Online Courses

    Science.gov (United States)

    Rapanta, Chrysi; Cantoni, Lorenzo

    2014-01-01

    While user-centred design and user experience are given much attention in the e-learning design field, no research has been found on how users are actually represented in the discussions during the design of online courses. In this paper we identify how and when end-users' experience--be they students or tutors--emerges in designers'…

  15. A Literature Review: Website Design and User Engagement.

    Science.gov (United States)

    Garett, Renee; Chiu, Jason; Zhang, Ly; Young, Sean D

    2016-07-01

    Proper design has become a critical element needed to engage website and mobile application users. However, little research has been conducted to define the specific elements used in effective website and mobile application design. We attempt to review and consolidate research on effective design and to define a short list of elements frequently used in research. The design elements mentioned most frequently in the reviewed literature were navigation, graphical representation, organization, content utility, purpose, simplicity, and readability. We discuss how previous studies define and evaluate these seven elements. This review and the resulting short list of design elements may be used to help designers and researchers to operationalize best practices for facilitating and predicting user engagement.

  16. Squidy : a Zoomable Design Environment for Natural User Interfaces

    OpenAIRE

    König, Werner A.; Rädle, Roman; Reiterer, Harald

    2009-01-01

    We introduce the interaction library Squidy, which eases the design of natural user interfaces by unifying relevant frameworks and toolkits in a common library. Squidy provides a central design environment based on high-level visual data flow programming combined with zoomable user interface concepts. The user interface offers a Simple visual language and a collection of ready-to-use devices, filters and interaction techniques. The concept of semantic zooming enables nevertheless access to mo...

  17. Food Enterprise Web Design Based on User Experience

    OpenAIRE

    Fei Wang

    2015-01-01

    Excellent auxiliary food enterprise web design conveyed good visual transmission effect through user experience. This study was based on the food enterprise managers and customers as the main operating object to get the performance of the web page creation, web page design not only focused on the function and work efficiency, the most important thing was that the user experience in the process of web page interaction.

  18. User Experience Re-Mastered Your Guide to Getting the Right Design

    CERN Document Server

    Wilson, Chauncey

    2009-01-01

    Good user interface design isn’t just about aesthetics or using the latest technology. Designers also need to ensure their product is offering an optimal user experience. This requires user needs analysis, usability testing, persona creation, prototyping, design sketching, and evaluation through-out the design and development process. User Experience Re-Mastered takes tried and tested material from best-selling books in Morgan Kaufmann’s Series in Interactive Technologies and presents it in typical project framework. Chauncey Wilson guides the reader through each chapter, introducing each stag

  19. Korean WA-DGNSS User Segment Software Design

    Directory of Open Access Journals (Sweden)

    Sayed Chhattan Shah

    2013-03-01

    Full Text Available Korean WA-DGNSS is a large scale research project funded by Ministry of Land, Transport and Maritime Affairs Korea. It aims to augment the Global Navigation Satellite System by broadcasting additional signals from geostationary satellites and providing differential correction messages and integrity data for the GNSS satellites. The project is being carried out by a consortium of universities and research institutes. The research team at Electronics and Telecommunications Research Institute is involved in design and development of data processing softwares for wide area reference station and user segment. This paper focuses on user segment software design. Korean WA-DGNSS user segment software is designed to perform several functions such as calculation of pseudorange, ionosphere and troposphere delays, application of fast and slow correction messages, and data verification. It is based on a layered architecture that provides a model to develop flexible and reusable software and is divided into several independent, interchangeable and reusable components to reduce complexity and maintenance cost. The current version is designed to collect and process GPS and WA-DGNSS data however it is flexible to accommodate future GNSS systems such as GLONASS and Galileo.

  20. Scenarios, personas and user stories from design ethnography: Evidence-based design representations of communicable disease investigations

    Science.gov (United States)

    Turner, Anne M; Reeder, Blaine; Ramey, Judith

    2014-01-01

    Purpose Despite years of effort and millions of dollars spent to create a unified electronic communicable disease reporting systems, the goal remains elusive. A major barrier has been a lack of understanding by system designers of communicable disease (CD) work and the public health workers who perform this work. This study reports on the application of User Center Design representations, traditionally used for improving interface design, to translate the complex CD work identified through ethnographic studies to guide designers and developers of CD systems. The purpose of this work is to: (1) better understand public health practitioners and their information workflow with respect to communicable disease (CD) monitoring and control at a local health department, and (2) to develop evidence-based design representations that model this CD work to inform the design of future disease surveillance systems. Methods We performed extensive onsite semi-structured interviews, targeted work shadowing and a focus group to characterize local health department communicable disease workflow. Informed by principles of design ethnography and user-centered design (UCD) we created persona, scenarios and user stories to accurately represent the user to system designers. Results We sought to convey to designers the key findings from ethnographic studies: 1) that public health CD work is mobile and episodic, in contrast to current CD reporting systems, which are stationary and fixed 2) health department efforts are focused on CD investigation and response rather than reporting and 3) current CD information systems must conform to PH workflow to ensure their usefulness. In an effort to illustrate our findings to designers, we developed three contemporary design-support representations: persona, scenario, and user story. Conclusions Through application of user centered design principles, we were able to create design representations that illustrate complex public health communicable

  1. User-Centered Design and Interactive Health Technologies for Patients

    Science.gov (United States)

    De Vito Dabbs, Annette; Myers, Brad A.; Mc Curry, Kenneth R.; Dunbar-Jacob, Jacqueline; Hawkins, Robert P.; Begey, Alex; Dew, Mary Amanda

    2010-01-01

    Despite recommendations that patients be involved in the design and testing of health technologies, few reports describe how to involve patients in systematic and meaningful ways to ensure that applications are customized to meet their needs. User-centered design (UCD) is an approach that involves end-users throughout the development process so that technology support tasks, are easy to operate, and are of value to users. In this paper we provide an overview of UCD and use the development of Pocket Personal Assistant for Tracking Health (Pocket PATH), to illustrate how these principles and techniques were applied to involve patients in the development of this interactive health technology. Involving patient-users in the design and testing ensured functionality and usability, therefore increasing the likelihood of promoting the intended health outcomes. PMID:19411947

  2. User involvement in the design of human-computer interactions: some similarities and differences between design approaches

    NARCIS (Netherlands)

    Bekker, M.M.; Long, J.B.

    1998-01-01

    This paper presents a general review of user involvement in the design of human-computer interactions, as advocated by a selection of different approaches to design. The selection comprises User-Centred Design, Participatory Design, Socio-Technical Design, Soft Systems Methodology, and Joint

  3. When users can´t be included in inclusive design

    DEFF Research Database (Denmark)

    Herriott, Richard

    2012-01-01

    and disabled users make the need for useability and pleasurability even more important since alternative products are comparatively few. This paper examines the workarounds two teams of designers have used to reduce the demands placed on emphysema patients and elderly users during inclusive design processes......Inclusive Design (ID) methods place a strong emphasis on user participation in designing mainstream products. In recent years researchers in the field of assistive technology (AT) have drawn on and contributed to the ID approach. There are good grounds for this association. However, the linkage...

  4. User-centered design with illiterate persons : The case of the ATM user interface

    NARCIS (Netherlands)

    Cremers, A.H.M.; Jong, J.G.M. de; Balken, J.S. van

    2008-01-01

    One of the major challenges in current user interface research and development is the accommodation of diversity in users and contexts of use in order to improve the self-efficacy of citizens. A common banking service, which should be designed for diversity, is the Automated Teller Machine (ATM).

  5. Credibility Perceptions of User Generated Content

    OpenAIRE

    Murugan, S.; Nagarajan, Dr. P.S.

    2017-01-01

    Social media users generate a large volume of user generated content in various social media platforms to share their experiences in using a brand or a service. In the travel industry, the user generated content reviews are used by the prospective travellers to decide their travel plans. In the 1950’s credibility research of the media was started when television was introduced as a new media in the world dominated by newspapers. In the Social Media platforms, the credibility assessment is muc...

  6. QUESTDONE APPLICATION WITH SOCIAL NETWORKING FEATURES AS THE ACTUAL WORLD INTERACTION MEDIA ON ANDROID SMARTPHONE

    Directory of Open Access Journals (Sweden)

    Rhio Sutoyo

    2012-10-01

    Full Text Available The purpose of this research is the design and implementation of an application that allows users to play and socialize at the same time and directly with the environment around the Android-based smart phone. This application is also expected to be a campaign media for a new product or specific event. The used method consists of two ways: the methods of analysis and design. The method of analysis includes the study of literatures, questionnaires, and comparisons with similar applications. The design method used for this research is Scrum. The obtained results are an application that helps users of Android-based smart phone to do social interaction and provide knowledge about the route that users will be addressed. It is also used as a new campaign media for entrepreneurs who want to promote a product or event. Furthermore, this application is also built with interesting but not complex design, thus allowing users to easily use it. The conclusions are this application provides experience for users to visit various places and can be a media campaign for a new product or specific event. It also becomes a tool of social interaction and useful for finding location of friends.Keywords: Applications; Social Networking; Interaction; Real World; Smartphone; Android

  7. Social media as a space for support: Young adults' perspectives on producing and consuming user-generated content about diabetes and mental health.

    Science.gov (United States)

    Fergie, Gillian; Hunt, Kate; Hilton, Shona

    2016-12-01

    Social media offer opportunities to both produce and consume content related to health experiences. However, people's social media practices are likely to be influenced by a range of individual, social and environmental factors. The aim of this qualitative study was to explore how engagement with user-generated content can support people with long-term health conditions, and what limits users' adoption of these technologies in the everyday experience of their health condition. Forty semi-structured interviews were conducted with young adults, aged between 18 and 30 years, with experience of diabetes or a common mental health disorder (CMHD). We found that the online activities of these young adults were diverse; they ranged from regular production and consumption ('prosumption') of health-related user-generated content to no engagement with such content. Our analysis suggested three main types of users: 'prosumers'; 'tacit consumers' and 'non-engagers'. A key determinant of participants' engagement with resources related to diabetes and CMHDs in the online environment was their offline experiences of support. Barriers to young adults' participation in online interaction, and sharing of content related to their health experiences, included concerns about compromising their presentation of identity and adherence to conventions about what content is most appropriate for specific social media spaces. Based on our analysis, we suggest that social media do not provide an unproblematic environment for engagement with health content and the generation of supportive networks. Rather, producing and consuming user-generated content is an activity embedded within individuals' specific health experiences and is impacted by offline contexts, as well as their daily engagement with, and expectations, of different social media platforms. Copyright © 2016 The Authors. Published by Elsevier Ltd.. All rights reserved.

  8. Forecasting the Commercial Attractiveness of User-Generated Designs Using Online Data

    DEFF Research Database (Denmark)

    Jensen, Morten Berg; Hienerth, Christoph; Lettl, Christopher

    2014-01-01

    workload in the selection phase by predicting which user-generated designs it would most likely perceive as commercially attractive. Prior research emphasizes that among the vast amount of ideas generated in online user communities, it is the lead users’ ideas that tend to stick out in terms of commercial...... attractiveness. Our paper aims to provide the next step by developing a heuristic for filtering commercially attractive ideas that are generated in online user communities. Therefore, prior lead user research is used as a point of reference for our study. This research stream has produced rich insights......-generated designs. We find an inverted U-shaped relationship between the complexity of a user-generated design and its perceived commercial attractiveness. Furthermore, we find a positive relationship between the positive feedback received by a given user-generated design within the peer community and its perceived...

  9. Improving the quality of numerical software through user-centered design

    Energy Technology Data Exchange (ETDEWEB)

    Pancake, C. M., Oregon State University

    1998-06-01

    The software interface - whether graphical, command-oriented, menu-driven, or in the form of subroutine calls - shapes the user`s perception of what software can do. It also establishes upper bounds on software usability. Numerical software interfaces typically are based on the designer`s understanding of how the software should be used. That is a poor foundation for usability, since the features that are ``instinctively right`` from the developer`s perspective are often the very ones that technical programmers find most objectionable or most difficult to learn. This paper discusses how numerical software interfaces can be improved by involving users more actively in design, a process known as user-centered design (UCD). While UCD requires extra organization and effort, it results in much higher levels of usability and can actually reduce software costs. This is true not just for graphical user interfaces, but for all software interfaces. Examples show how UCD improved the usability of a subroutine library, a command language, and an invocation interface.

  10. The Affordances of Social Media Platforms

    NARCIS (Netherlands)

    Bucher, T.; Helmond, A.; Burgess, J.; Marwick, A.; Poell, T.

    2018-01-01

    This chapter reflects on the concept of affordance as a key term for understanding and analysing social media interfaces and the relations between technology and its users. In outlining its specific intellectual trajectory from psychology, to technology and design studies, sociology, and

  11. #DigitalHealth: Exploring Users' Perspectives through Social Media Analysis.

    Science.gov (United States)

    Afyouni, Soroosh; Fetit, Ahmed E; Arvanitis, Theodoros N

    2015-01-01

    In order to explore the role of social media in forming an understanding of digital healthcare, we conducted a study involving sentiment and network analysis of Twitter contents. In doing this, we gathered 20,400 tweets that mentioned the key term #DigitalHealth for 55 hours, over a three-day period. In addition to examining users' opinions through sentiment analysis, we calculated in-degree centralities of nodes to identify the hubs in the network of interactions. The results suggest that the overall opinion about digital healthcare is generally positive. Additionally, our findings indicate that the most prevalent keywords, associated with digital health, widely range from mobile health to wearable technologies and big data. Surprisingly, the results show that the newly announced wearable technologies could occupy the majority of discussions.

  12. Early user involvement in designing intelligent products and environments

    NARCIS (Netherlands)

    Kuijt-Evers, L.; Steen, M.

    2008-01-01

    A literature review was conducted on user involvement in design. The focus of the review was on how researchers and designers attempt to cooperate with end-users, with the goal of making a better match with end-users’ needs and preferences. The main goal of the research was to get insight in which

  13. A Waterfall Design Strategy for Using Social Media for Instruction

    Science.gov (United States)

    Ahern, Terence C.

    2016-01-01

    Using social media can create a rich learning environment that crosses all content areas. The key to creating this environment is for instructors and designers to match appropriate social media software with the intended learning outcome. This article describes an instructional design strategy that helps educators create learning activities that…

  14. A Randomized Trial Comparing Classical Participatory Design to VandAID, an Interactive CrowdSourcing Platform to Facilitate User-centered Design.

    Science.gov (United States)

    Dufendach, Kevin R; Koch, Sabine; Unertl, Kim M; Lehmann, Christoph U

    2017-10-26

    Early involvement of stakeholders in the design of medical software is particularly important due to the need to incorporate complex knowledge and actions associated with clinical work. Standard user-centered design methods include focus groups and participatory design sessions with individual stakeholders, which generally limit user involvement to a small number of individuals due to the significant time investments from designers and end users. The goal of this project was to reduce the effort for end users to participate in co-design of a software user interface by developing an interactive web-based crowdsourcing platform. In a randomized trial, we compared a new web-based crowdsourcing platform to standard participatory design sessions. We developed an interactive, modular platform that allows responsive remote customization and design feedback on a visual user interface based on user preferences. The responsive canvas is a dynamic HTML template that responds in real time to user preference selections. Upon completion, the design team can view the user's interface creations through an administrator portal and download the structured selections through a REDCap interface. We have created a software platform that allows users to customize a user interface and see the results of that customization in real time, receiving immediate feedback on the impact of their design choices. Neonatal clinicians used the new platform to successfully design and customize a neonatal handoff tool. They received no specific instruction and yet were able to use the software easily and reported high usability. VandAID, a new web-based crowdsourcing platform, can involve multiple users in user-centered design simultaneously and provides means of obtaining design feedback remotely. The software can provide design feedback at any stage in the design process, but it will be of greatest utility for specifying user requirements and evaluating iterative designs with multiple options.

  15. Evaluating user-generated content in social media: an effective approach to encourage greater pro-environmental behavior in tourism?

    OpenAIRE

    Han, Wei; McCabe, Scott; Wang, Yi; Chong, Alain Yee Loong

    2017-01-01

    Appealing to tourists’ intrinsic interest for high-quality tourism environments, and thus encouraging them to act with a greater sense of personal responsibility toward the environment, could be critical to promoting sustainable tourism. Proliferating media channels makes the choice, style and delivery of pro-environmental messages a key issue for tourism marketers and management. Social media has become a recognized important channel for tourism information, with user-generated content (UGC)...

  16. User interface design of electronic appliances

    CERN Document Server

    Baumann, Konrad

    2002-01-01

    Foreword by Brenda Laurel. Part One: Introduction 1. Background, Bruce Thomas 2. Introduction, Konrad Baumann 3. The Interaction Design Process, Georg Rakers Part Two: User Interface Design 4. Creativity Techniques, Irene Mavrommati 5. Design Principals, Irene Mavrommati and Adrian Martel 6. Design of On-Screen Interfaces, Irene Mavrommati Part Three: Input Devices 7. Controls, Konrad Baumann 8. Keyboards, Konrad Baumann 9. Advanced Interaction Techniques, Christopher Baber and Konrad Baumann 10. Speech Control, Christopher Baber and Jan Noyes 11. Wearable Computers, Christopher Baber Part Fou

  17. An Online Causal Inference Framework for Modeling and Designing Systems Involving User Preferences: A State-Space Approach

    Directory of Open Access Journals (Sweden)

    Ibrahim Delibalta

    2017-01-01

    Full Text Available We provide a causal inference framework to model the effects of machine learning algorithms on user preferences. We then use this mathematical model to prove that the overall system can be tuned to alter those preferences in a desired manner. A user can be an online shopper or a social media user, exposed to digital interventions produced by machine learning algorithms. A user preference can be anything from inclination towards a product to a political party affiliation. Our framework uses a state-space model to represent user preferences as latent system parameters which can only be observed indirectly via online user actions such as a purchase activity or social media status updates, shares, blogs, or tweets. Based on these observations, machine learning algorithms produce digital interventions such as targeted advertisements or tweets. We model the effects of these interventions through a causal feedback loop, which alters the corresponding preferences of the user. We then introduce algorithms in order to estimate and later tune the user preferences to a particular desired form. We demonstrate the effectiveness of our algorithms through experiments in different scenarios.

  18. Anthropomorphic Robot Design and User Interaction Associated with Motion

    Science.gov (United States)

    Ellis, Stephen R.

    2016-01-01

    Though in its original concept a robot was conceived to have some human-like shape, most robots now in use have specific industrial purposes and do not closely resemble humans. Nevertheless, robots that resemble human form in some way have continued to be introduced. They are called anthropomorphic robots. The fact that the user interface to all robots is now highly mediated means that the form of the user interface is not necessarily connected to the robots form, human or otherwise. Consequently, the unique way the design of anthropomorphic robots affects their user interaction is through their general appearance and the way they move. These robots human-like appearance acts as a kind of generalized predictor that gives its operators, and those with whom they may directly work, the expectation that they will behave to some extent like a human. This expectation is especially prominent for interactions with social robots, which are built to enhance it. Often interaction with them may be mainly cognitive because they are not necessarily kinematically intricate enough for complex physical interaction. Their body movement, for example, may be limited to simple wheeled locomotion. An anthropomorphic robot with human form, however, can be kinematically complex and designed, for example, to reproduce the details of human limb, torso, and head movement. Because of the mediated nature of robot control, there remains in general no necessary connection between the specific form of user interface and the anthropomorphic form of the robot. But their anthropomorphic kinematics and dynamics imply that the impact of their design shows up in the way the robot moves. The central finding of this report is that the control of this motion is a basic design element through which the anthropomorphic form can affect user interaction. In particular, designers of anthropomorphic robots can take advantage of the inherent human-like movement to 1) improve the users direct manual control over

  19. Crowdsourcing user and design research

    NARCIS (Netherlands)

    Khan, J.V.; Dhillon, G.S.; Piso, M.C.; Schelle, K.J.; Markopoulos, P.; Martens, J.B.; Malins, J.; Coninx, K.; Liapis, A.

    2016-01-01

    Crowdsourcing can be defined as a task, which is usually performed by an employee, that is given out as an open call to a crowd of users to be completed. Although crowdsourcing has been growing in recent years, its application to design research and education has only scratched the surface of its

  20. A Design Approach for Tangible User Interfaces

    Directory of Open Access Journals (Sweden)

    Bernard Champoux

    2004-05-01

    Full Text Available This paper proposes a mechanism to design Tangible User Interface (TUI based on Alexander’s (1964 design approach i.e. achieving fitness between the form and its context. Adapted to the design of TUIs, the fitness-of-use mechanism now takes into consideration the potential conflicts between the hardware of the artifact (electro-mechanical components and the form of the user’s control (Physical-ergonomics. The design problem is a search for an effortless co-existence (fitness-of-use between these two aspects. Tangible interface design differs from traditional graphical interface design as unsolved conflicts between hardware and ergonomics can deeply affect the desired interaction. Here we propose a mechanism (in the form of eight questions that support the design by defining the boundaries of the task, orienting the hardware (electro-mechanics and ergonomics of the design space for various sub-tasks and finally fitting the different components of the hardware and physical-ergonomics of the artefact to provide a component level fitness which will delineate the final tangible interfaces. We further evaluate the effectiveness and efficiency of our approach by quantitative user evaluation

  1. HIV/AIDS stigma among a sample of primarily African-American and Latino men who have sex with men social media users.

    Science.gov (United States)

    Garett, Renee; Smith, Justin; Chiu, Jason; Young, Sean D

    2016-01-01

    The recent increase in social media use allows these technologies to rapidly reach communities with higher HIV prevalence, such as African-American and Latino men who have sex with men (MSM). However, no studies have looked at HIV/AIDS stigma among social media users from African-American and Latino MSM communities, or the association between stigma and social media use among these groups. This study sought to assess the level of HIV/AIDS stigma among a sample of social media-using African-American and Latino MSM from Los Angeles. A total of 112 (primarily African-American and Latino, n = 98, 88%) MSM Facebook users completed a survey on demographics, online social network use, and HIV/AIDS stigma. A composite stigma score was created by taking the cumulative score from a 15-item stigma questionnaire. Cumulative logistic models were used to assess the association between HIV/AIDS stigma and online social network use. In general, participants reported a low level of HIV/AIDS stigma (mean = 22.2/75, SD = 5.74). HIV/AIDS stigma composite score was significantly associated with increased time spent on online social networks each day (Adjusted odds ratios (AOR): 1.07, 95% CI: 1.00, 1.15). Among this diverse sample of MSM online social network users, findings suggest that HIV/AIDS stigma is associated with usage of social media. We discuss the implications of this work for future HIV prevention.

  2. Signage by Design: A Design-Thinking Approach to Library User Experience

    Directory of Open Access Journals (Sweden)

    Edward Luca

    2016-01-01

    Full Text Available Signage is a powerful visual tool for communication and a crucial component of the library user experience. Signage can welcome, guide, instruct, and delight users, helping them navigate the complex information world of any library. In practice, however, signage can be problematic, revealing tensions between various stakeholders, and contributing to visual noise through information overload; this often leads to signage blindness, library anxiety, and confusion. This article explores how libraries can use a design-thinking approach to improve the user experience in physical library spaces, particularly with respect to signage, based on our experience at the UTS Library, a university library in Australia that serves the University of Technology Sydney (UTS. We found that a design-thinking approach that uses the processes of empathy, problem definition, solution ideation, prototyping, and testing, can help libraries make significant and meaningful changes that can be adopted at relatively low cost.

  3. A Model for Investigation of the Intensity of Trust Relationships' Strength among Users in Social Media

    Directory of Open Access Journals (Sweden)

    rojiar pir mohammadiani

    2017-06-01

    Full Text Available Although trust relations among users in social media are the evidence of social influence, but the level of this impact depends on strength of trust among users. Therefore, in this paper we study the effect of trust relationships’ strength among users through the development of matrix factorization method. Matrix factorization is a method to predict the rate that user assign to the products. For this purpose, based on similarity factors the strength of trust relationship is measured, then this feature as an effective parameter was added to matrix factorization. The proposed model is applied on Epinions data set. The weight of trust relationships’ strength parameter is determined through the proposed model. Based on the results, by adding the strength of trust relationship the error rate is reduced. Furthermore, if the strength of trust between users is larger than 0.8, the error reduction will be more significant. Improving the results through more accurate estimation shows that this effect is set correctly.

  4. User innovation in public service broadcasts

    DEFF Research Database (Denmark)

    Khajeheian, Datis; Tadayoni, Reza

    2016-01-01

    and develop user innovations into professional content. This study follows a qualitative approach with a document study of Denmark's public service broadcast and two interviews. Findings indicate that the commitment to quality and professional content prevents managers of PSBs from outsourcing......This research aims to understand how public service media can encourage media entrepreneurship in the society to enrich user innovations as a source of ideas, products, contents, talent and creativity. The assumption is that media entrepreneurs turn users into sources of external creativity...... their production to media entrepreneurs, but they trust large media companies as external producers. This research contributes to the field by proposing that public service media can foster media entrepreneurship in a society indirectly and by creating demand for external sources of creativity. Large media...

  5. Towards Secure and Trustworthy Cyberspace: Social Media Analytics on Hacker Communities

    Science.gov (United States)

    Li, Weifeng

    2017-01-01

    Social media analytics is a critical research area spawned by the increasing availability of rich and abundant online user-generated content. So far, social media analytics has had a profound impact on organizational decision making in many aspects, including product and service design, market segmentation, customer relationship management, and…

  6. Decision support tools in conservation: a workshop to improve user-centred design

    Directory of Open Access Journals (Sweden)

    David Rose

    2017-09-01

    Full Text Available A workshop held at the University of Cambridge in May 2017 brought developers, researchers, knowledge brokers, and users together to discuss user-centred design of decision support tools. Decision support tools are designed to take users through logical decision steps towards an evidence-informed final decision. Although they may exist in different forms, including on paper, decision support tools are generally considered to be computer- (online, software or app-based. Studies have illustrated the potential value of decision support tools for conservation, and there are several papers describing the design of individual tools. Rather less attention, however, has been placed on the desirable characteristics for use, and even less on whether tools are actually being used in practice. This is concerning because if tools are not used by their intended end user, for example a policy-maker or practitioner, then its design will have wasted resources. Based on an analysis of papers on tool use in conservation, there is a lack of social science research on improving design, and relatively few examples where users have been incorporated into the design process. Evidence from other disciplines, particularly human-computer interaction research, illustrates that involving users throughout the design of decision support tools increases the relevance, usability, and impact of systems. User-centred design of tools is, however, seldom mentioned in the conservation literature. The workshop started the necessary process of bringing together developers and users to share knowledge about how to conduct good user-centred design of decision support tools. This will help to ensure that tools are usable and make an impact in conservation policy and practice.

  7. Disputing Ergonomics, Deconstructing Users. A Queer Perspective on Design.

    OpenAIRE

    Brulé , Emeline; Kazi-Tani , Tiphaine

    2015-01-01

    International audience; In the middle of the XXth century, ergonomics met design in the works of Ernst Neufert and Henry Dreyfuss. Although ‘user-centered design’ is usually attributed to Donald Norman and his book User Centered System Design (1986), ‘human-centered’ design principles can be traced back at least to the beginning of the XXth century, if not to the Vitruvius anthropomorphic ideal.Various systems of measurements based on the human figure have been proposed in the past as argumen...

  8. Unlocking User-Centered Design Methods for Building Cyber Security Visualizations

    Science.gov (United States)

    2015-10-03

    3, 10, 24, 25, 30]. Personas are doc- uments meant to foster communication within a design team as archetypes of users, their behaviors, and their...to evaluation, these two user archetypes became the key motivation to justify and balance all our decisions as a design team. Outcomes We present the...domain-specific task for each archetypal user and visually illustrated the user’s cyber knowl- edge and situational awareness (SA) focus. We also

  9. Research on Visualization Design Method in the Field of New Media Software Engineering

    Science.gov (United States)

    Deqiang, Hu

    2018-03-01

    In the new period of increasingly developed science and technology, with the increasingly fierce competition in the market and the increasing demand of the masses, new design and application methods have emerged in the field of new media software engineering, that is, the visualization design method. Applying the visualization design method to the field of new media software engineering can not only improve the actual operation efficiency of new media software engineering but more importantly the quality of software development can be enhanced by means of certain media of communication and transformation; on this basis, the progress and development of new media software engineering in China are also continuously promoted. Therefore, the application of visualization design method in the field of new media software engineering is analysed concretely in this article from the perspective of the overview of visualization design methods and on the basis of systematic analysis of the basic technology.

  10. Design and implementation of Skype USB user gateway software

    Science.gov (United States)

    Qi, Yang

    2017-08-01

    With the widespread application of VoIP, the client with private protocol becomes more and more popular. Skype is one of the representatives. How to connect Skype with PSTN just by Skype client has gradually become hot. This paper design and implement the software based on a kind of USB User Gateway. With the software Skype user can freely communicate with PSTN phone. FSM is designed as the core of the software, and Skype control is separated by the USB Gateway control. In this way, the communication becomes more flexible and efficient. In the actual user testing, the software obtains good results.

  11. User-Centered Design in Practice: The Brown University Experience

    Science.gov (United States)

    Bordac, Sarah; Rainwater, Jean

    2008-01-01

    This article presents a case study in user-centered design that explores the needs and preferences of undergraduate users. An analysis of LibQual+ and other user surveys, interviews with public service staff, and a formal American with Disabilities Act accessibility review served as the basis for planning a redesign of the Brown University…

  12. User-inspired design methodology using Affordance Structure Matrix (ASM for construction projects

    Directory of Open Access Journals (Sweden)

    Maheswari J. Uma

    2017-01-01

    Full Text Available Traditionally, design phase of construction projects is often performed with incomplete and inaccurate user preferences. This is due to inefficiencies in the methodologies used for capturing the user requirements that can subsequently lead to inconsistencies and result in non-optimised end-result. Iterations and subsequent reworks due to such design inefficiencies is one of the major reasons for unsuccessful project delivery as they impact project performance measures such as time and cost among others. The existing design theories and practice are primarily based on functional requirements. Function-based design deals with design of artifact alone, which may yield favourable or unfavourable consequences with the design artifact. However, incorporating other interactions such as interactions between user & designer is necessary for optimised end-result. Hence, the objective of this research work is to devise a systematic design methodology considering all the three interactions among users, designers and artefacts for improved design efficiency. In this study, it has been attempted to apply the theory of affordances in a case project that involves the design of an offshore facility. A step-by-step methodology for developing Affordance Structure Matrix (ASM, which integrates House of Quality (HOQ and Design Structure Matrix (DSM, is proposed that can effectively capture the user requirements. HOQ is a popular quality management tool for capturing client requirements and DSM is a matrix-based tool that can capture the interdependency among the design entities. The proposed methodology utilises the strengths of both the tools, as DSM compliments HOQ in the process. In this methodology, different affordances such as AUA (Artifact-User-Affordance, AAA (Artifact-Artifact-Affordance and DDA (Designer-Designer-Affordance are captured systematically. Affordance is considered to be user-driven in this context that is in contrast to prevailing design

  13. User interface design principles for the SSM/PMAD automated power system

    International Nuclear Information System (INIS)

    Jakstas, L.M.; Myers, C.J.

    1991-01-01

    Computer-human interfaces are an integral part of developing software for spacecraft power systems. A well designed and efficient user interface enables an engineer to effectively operate the system, while it concurrently prevents the user from entering data which is beyond boundary conditions or performing operations which are out of context. A user interface should also be designed to ensure that the engineer easily obtains all useful and critical data for operating the system and is aware of all faults and states in the system. Martin Marietta, under contract to NASA George C. Marshall Space Flight Center, has developed a user interface for the Space Station Module Power Management and Distribution (SSM/PMAD) automated power system testbed which provides human access to the functionality of the power system, as well as exemplifying current techniques in user interface design. The testbed user interface was designed to enable an engineer to operate the system easily without having significant knowledge of computer systems, as well as provide an environment in which the engineer can monitor and interact with the SSM/PMAD system hardware. The design of the interface supports a global view of the most important data form the various hardware and software components, as well as enabling the user to obtain additional or more detailed data when needed. The components and representations of the SSM/PMAD testbed user interface are examined in this paper. An engineer's interactions with the system are also described

  14. Information for the user in design of intelligent systems

    Science.gov (United States)

    Malin, Jane T.; Schreckenghost, Debra L.

    1993-01-01

    Recommendations are made for improving intelligent system reliability and usability based on the use of information requirements in system development. Information requirements define the task-relevant messages exchanged between the intelligent system and the user by means of the user interface medium. Thus, these requirements affect the design of both the intelligent system and its user interface. Many difficulties that users have in interacting with intelligent systems are caused by information problems. These information problems result from the following: (1) not providing the right information to support domain tasks; and (2) not recognizing that using an intelligent system introduces new user supervisory tasks that require new types of information. These problems are especially prevalent in intelligent systems used for real-time space operations, where data problems and unexpected situations are common. Information problems can be solved by deriving information requirements from a description of user tasks. Using information requirements embeds human-computer interaction design into intelligent system prototyping, resulting in intelligent systems that are more robust and easier to use.

  15. Media Sosial yang Dibenci yang Ditakuti

    OpenAIRE

    Errika Dwi Setya Watie

    2012-01-01

    Social media users came from every part of society. The presence and acceptance of social media, of course, not only have an impact on the lives of individual users directly, but it is also have an impact on the lives of the state concerned. It should be understood, that the mass media has the ability to build the image and opinions in the minds of users. Currently there are 6 types of social media are present in the community. the negative impact of social media in fact also present along wi...

  16. Design in mind: eliciting service user and frontline staff perspectives on psychiatric ward design through participatory methods.

    Science.gov (United States)

    Csipke, Emese; Papoulias, Constantina; Vitoratou, Silia; Williams, Paul; Rose, Diana; Wykes, Til

    2016-01-01

    Psychiatric ward design may make an important contribution to patient outcomes and well-being. However, research is hampered by an inability to assess its effects robustly. This paper reports on a study which deployed innovative methods to capture service user and staff perceptions of ward design. User generated measures of the impact of ward design were developed and tested on four acute adult wards using participatory methodology. Additionally, inpatients took photographs to illustrate their experience of the space in two wards. Data were compared across wards. Satisfactory reliability indices emerged based on both service user and staff responses. Black and minority ethnic (BME) service users and those with a psychosis spectrum diagnosis have more positive views of the ward layout and fixtures. Staff members have more positive views than service users, while priorities of staff and service users differ. Inpatient photographs prioritise hygiene, privacy and control and address symbolic aspects of the ward environment. Participatory and visual methodologies can provide robust tools for an evaluation of the impact of psychiatric ward design on users.

  17. Automating Relational Database Design for Microcomputer Users.

    Science.gov (United States)

    Pu, Hao-Che

    1991-01-01

    Discusses issues involved in automating the relational database design process for microcomputer users and presents a prototype of a microcomputer-based system (RA, Relation Assistant) that is based on expert systems technology and helps avoid database maintenance problems. Relational database design is explained and the importance of easy input…

  18. ADELA - user interface for fuel charge design

    International Nuclear Information System (INIS)

    Havluj, Frantisek

    2010-01-01

    ADELA is a supporting computer code - ANDREA code add-on - for fuel batch designing and optimization. It facilitates fuel batch planning, evaluation and archival by using graphical user interface. ADELA simplifies and automates the design process and is closely linked to the QUADRIGA system for data library creation. (author)

  19. War for a Ball : The impact of user-generated-content over the behavior of media consumer in times of crisis. A Footbal case study

    OpenAIRE

    El Joundi, Halima

    2010-01-01

    The recent breakthroughs in communication technologies have reintroduced the user to Internet. Media consumers became empowered with the capabality to produce, and will gradually shift from the traditional role of an audience to generate content, compete with mainstream media and construct new social and cultural realities. The impact user-generated-content is having over individuals and groups is still ambiguous and requires a better understanding of both the nature of UGC and the particular...

  20. Advertising on social media

    OpenAIRE

    Sumit Goyal

    2013-01-01

    This communication reports the latest trends of advertising on social media. Social media advertising means to gain traffic or attention of online users through social media sites. Today, when a user thinks about buying something, he first comes to the internet, searches for that product, compares its price with other competing brands and takes a decision, which one to buy. In this write-up, author has discussed many aspects concerning advertising through social media, viz., what is social me...

  1. Designing a Facebook interface for senior users.

    Science.gov (United States)

    Gomes, Gonçalo; Duarte, Carlos; Coelho, José; Matos, Eduardo

    2014-01-01

    The adoption of social networks by older adults has increased in recent years. However, many still cannot make use of social networks as these are simply not adapted to them. Through a series of direct observations, interviews, and focus groups, we identified recommendations for the design of social networks targeting seniors. Based on these, we developed a prototype for tablet devices, supporting sharing and viewing Facebook content. We then conducted a user study comparing our prototype with Facebook's native mobile application. We have found that Facebook's native application does not meet senior users concerns, like privacy and family focus, while our prototype, designed in accordance with the collected recommendations, supported relevant use cases in a usable and accessible manner.

  2. User-Centered Design of GPU-Based Shader Programs

    DEFF Research Database (Denmark)

    Kraus, Martin

    2012-01-01

    In the context of game engines with graphical user interfaces, shader programs for GPUs (graphics processing units) are an asset for game development that is often used by artists and game developers without knowledge of shader programming. Thus, it is important that non-programmers are enabled...... to explore and exploit the full potential of shader programs. To this end, we develop principles and guidelines for the design of usercentered graphical interfaces for shaders. With the help of several examples, we show how the requirements of a user-centered interface design influence the choice of widgets...

  3. VR-Smart Home, prototyping of a user centered design system

    NARCIS (Netherlands)

    Heidari Jozam, M.; Allameh, E.; Vries, de B.; Timmermans, H.J.P.; Masoud, M.; Andreev, S.; Balandin, S.; Yevgeni, Koucheryavy

    2012-01-01

    In this paper, we propose a prototype of a user centered design system for Smart Homes which lets users: (1) configure different interactive tasks, and (2) express activity specifications and preferences during the design process. The main objective of this paper is how to create and to implement VR

  4. Designing Effective Web Forms for Older Web Users

    Science.gov (United States)

    Li, Hui; Rau, Pei-Luen Patrick; Fujimura, Kaori; Gao, Qin; Wang, Lin

    2012-01-01

    This research aims to provide insight for web form design for older users. The effects of task complexity and information structure of web forms on older users' performance were examined. Forty-eight older participants with abundant computer and web experience were recruited. The results showed significant differences in task time and error rate…

  5. HIV/AIDS stigma among a sample of primarily African American and Latino men who have sex with men (MSM) social media users

    OpenAIRE

    Garett, Renee; Smith, Justin; Chiu, Jason; Young, Sean D.

    2016-01-01

    The recent increase in social media use allows these technologies to rapidly reach communities with higher HIV prevalence, such as African American and Latino men who have sex with men (MSM). However, no studies have looked at HIV/AIDS stigma among social media users from African American and Latino MSM communities, or the association between stigma and social media use among these groups. This study sought to assess the level of HIV/AIDS stigma among a sample of social media-using African Am...

  6. A VR-User Interface for Design by Features

    NARCIS (Netherlands)

    Coomans, M.K.D.; Timmermans, H.J.P.

    1998-01-01

    We present the design of a Virtual Reality based user interface (VR-UI). It is the interface for the VR-DIS system, a design application for the Building and Construction industry (VRDIS stands for Virtual Reality - Design Information System). The interface is characterised by a mixed representation

  7. User-centric technology design for nonprofit and civic engagements

    CERN Document Server

    Saeed, Saqib

    2014-01-01

    Due to the increased global political importance of the nonprofit sector, its technological support and organizational characteristics have become important fields of research. In order to conduct effective work, nonprofits need to communicate and coordinate effectively. However, such settings are generally characterized by a lack of resources, an absence of formal hierarchical structures and differences in languages and culture among the activists. Modern technologies could help nonprofit networks in improving their working. In order to design appropriate technological support for such settings, it is important to understand their work practices, which widely differ from traditional business organizations. This book aims to strengthen the body of knowledge by providing user studies and concepts related to user centered technology design process for nonprofit settings. The examination of ethnographic studies and user centered evaluation of IT artifacts in practice will further the understanding of design requ...

  8. Online Communication about Depression and Anxiety among Twitter Users with Schizophrenia: Preliminary Findings to Inform a Digital Phenotype Using Social Media.

    Science.gov (United States)

    Hswen, Yulin; Naslund, John A; Brownstein, John S; Hawkins, Jared B

    2018-01-12

    Digital technologies hold promise for supporting the detection and management of schizophrenia. This exploratory study aimed to generate an initial understanding of whether patterns of communication about depression and anxiety on popular social media among individuals with schizophrenia are consistent with offline representations of the illness. From January to July 2016, posts on Twitter were collected from a sample of Twitter users who self-identify as having a schizophrenia spectrum disorder (n = 203) and a randomly selected sample of control users (n = 173). Frequency and timing of communication about depression and anxiety were compared between groups. In total, the groups posted n = 1,544,122 tweets and users had similar characteristics. Twitter users with schizophrenia showed significantly greater odds of tweeting about depression compared with control users (OR = 2.69; 95% CI 1.76-4.10), and significantly greater odds of tweeting about anxiety compared with control users (OR = 1.81; 95% CI 1.20-2.73). This study offers preliminary insights that Twitter users with schizophrenia may express elevated symptoms of depression and anxiety in their online posts, which is consistent with clinical characteristics of schizophrenia observed in offline settings. Social media platforms could further our understanding of schizophrenia by informing a digital phenotype and may afford new opportunities to support early illness detection.

  9. On the Design of Social Media for Learning

    Directory of Open Access Journals (Sweden)

    Jon Dron

    2014-08-01

    Full Text Available This paper presents two conceptual models that we have developed for understanding ways that social media can support learning. One model relates to the “social” aspect of social media, describing the different ways that people can learn with and from each other, in one or more of three social forms: groups, networks and sets. The other model relates to the ‘media’ side of social media, describing how technologies are constructed and the roles that people play in creating and enacting them, treating them in terms of softness and hardness. The two models are complementary: neither provides a complete picture but, in combination, they help to explain how and why different uses of social media may succeed or fail and, as importantly, are intended to help us design learning activities that make most effective use of the technologies. We offer some suggestions as to how media used to support different social forms can be softened and hardened for different kinds of learning applications.

  10. Use of Design Patterns According to Hand Dominance in a Mobile User Interface

    Science.gov (United States)

    Al-Samarraie, Hosam; Ahmad, Yusof

    2016-01-01

    User interface (UI) design patterns for mobile applications provide a solution to design problems and can improve the usage experience for users. However, there is a lack of research categorizing the uses of design patterns according to users' hand dominance in a learning-based mobile UI. We classified the main design patterns for mobile…

  11. Designing a Facebook Interface for Senior Users

    Directory of Open Access Journals (Sweden)

    Gonçalo Gomes

    2014-01-01

    Full Text Available The adoption of social networks by older adults has increased in recent years. However, many still cannot make use of social networks as these are simply not adapted to them. Through a series of direct observations, interviews, and focus groups, we identified recommendations for the design of social networks targeting seniors. Based on these, we developed a prototype for tablet devices, supporting sharing and viewing Facebook content. We then conducted a user study comparing our prototype with Facebook's native mobile application. We have found that Facebook's native application does not meet senior users concerns, like privacy and family focus, while our prototype, designed in accordance with the collected recommendations, supported relevant use cases in a usable and accessible manner.

  12. User interface design principles for the SSM/PMAD automated power system

    Science.gov (United States)

    Jakstas, Laura M.; Myers, Chris J.

    1991-01-01

    Martin Marietta has developed a user interface for the space station module power management and distribution (SSM/PMAD) automated power system testbed which provides human access to the functionality of the power system, as well as exemplifying current techniques in user interface design. The testbed user interface was designed to enable an engineer to operate the system easily without having significant knowledge of computer systems, as well as provide an environment in which the engineer can monitor and interact with the SSM/PMAD system hardware. The design of the interface supports a global view of the most important data from the various hardware and software components, as well as enabling the user to obtain additional or more detailed data when needed. The components and representations of the SSM/PMAD testbed user interface are examined. An engineer's interactions with the system are also described.

  13. EarthScope's Education, Outreach, and Communications: Using Social Media from Continental to Global Scales

    Science.gov (United States)

    Bohon, W.; Frus, R.; Arrowsmith, R.; Fouch, M. J.; Garnero, E. J.; Semken, S. C.; Taylor, W. L.

    2011-12-01

    Social media has emerged as a popular and effective form of communication among all age groups, with nearly half of Internet users belonging to a social network or using another form of social media on a regular basis. This phenomenon creates an excellent opportunity for earth science organizations to use the wide reach, functionality and informal environment of social media platforms to disseminate important scientific information, create brand recognition, and establish trust with users. Further, social media systems can be utilized for missions of education, outreach, and communicating important timely information (e.g., news agencies are common users). They are eminently scaleable (thus serving from a few to millions of users with no cost and no performance problem), searchable (people are turning to them more frequently as conduits for information), and user friendly (thanks to the massive resources poured into the underlying technology and design, these systems are easy to use and have been widely adopted). They can be used, therefore, to engage the public interactively with the EarthScope facilities, experiments, and discoveries, and continue the cycle of discussions, experiments, analysis and conclusions that typify scientific advancement. The EarthScope National Office (ESNO) is launching an effort to utilize social media to broaden its impact as a conduit between scientists, facilities, educators, and the public. The ESNO will use the opportunities that social media affords to offer high quality science content in a variety of formats that appeal to social media users of various age groups, including blogs (popular with users 18-29), Facebook and Twitter updates (popular with users ages 18-50), email updates (popular with older adults), and video clips (popular with all age groups). We will monitor the number of "fans" and "friends" on social media and networking pages in order to gauge the increase in the percentage of the user population visiting the

  14. Social media for movie lovers

    OpenAIRE

    Nguyen, Hieu

    2013-01-01

    The main objective of this thesis project is to develop a basic social media application which targets a specific group of users – movie lovers. So the project aim is to firstly develop a basic social media application, which is a web application that has basic features of social media such as user authentication, user relationship, news feed, etc. Secondly, the website should provide special features such as movie information, movie reviewing, recommendation system. to target the group of mo...

  15. User-centered design of a mobile medication management.

    Science.gov (United States)

    Sedlmayr, Brita; Schöffler, Jennifer; Prokosch, Hans-Ulrich; Sedlmayr, Martin

    2018-03-05

    The use of a nationwide medication plan has been promoted as an effective strategy to improve patient safety in Germany. However, the medication plan only exists as a paper-based version, which is related to several problems, that could be circumvented by an electronic alternative. The main objective of this study was to report on the development of a mobile interface concept to support the management of medication information. The human-centered design (UCD) process was chosen. First the context of use was analyzed, and personas and an interaction concept were designed. Next, a paper prototype was developed and evaluated by experts. Based on those results, a medium-fidelity prototype was created and assessed by seven end-users who performed a thinking-aloud test in combination with a questionnaire based on the System Usability Scale (SUS). Initially for one persona/user type, an interface design concept was developed, which received an average SUS-Score of 92.1 in the user test. Usability problems have been solved so that the design concept could be fixed for a future implementation. Contribution: The approach of the UCD process and the methods involved can be applied by other researchers as a framework for the development of similar applications.

  16. Design Strategy of Information Construction Based on User Participation

    OpenAIRE

    Gao Jundong

    2017-01-01

    In the design of the Internet products, the information construction is one of the important factors to determine that whether a product is friendly. It is a challenge for every information architect to discover new innovations on the basis of established user habits. In practice, we often found that the development of many new functions did not meet the needs of users and many functions would be improved by users themselves, the fact of which shows the strong desire of users to participate i...

  17. Using rapid prototyping to design a smoking cessation website with end-users

    OpenAIRE

    Ronquillo, C. E.; Currie, L.; Rowsell, D.; Phillips, J. C.

    2016-01-01

    Rapid prototyping is an iterative approach to design involving cycles of prototype building, review by end-users, and refinement, and can be a valuable tool in user-centered website design. Informed by various user-centered approaches, we used rapid prototyping as a tool to collaborate with users in building a peer-support focused smoking-cessation website for gay men living with HIV. Rapid prototyping was effective in eliciting feedback on the needs of this group of potential end-users\\ud fr...

  18. Collective innovative practice through user-centred design thinking

    DEFF Research Database (Denmark)

    Poulsen, Søren Bolvig; Lassen, Astrid Heidemann; Wandahl, Søren

    2012-01-01

    Establishing a collective innovative practice within a value chain is vital as competition often takes place between supply chains rather than individual companies (Lambert, 2006). This requires new new innovative approaches and an adaptive learning culture (Tyre and von Hippel 1997). User driven...... innovation has added significant aspects to the field of innovation management (e.g. Chesbrough, 2003) and companies can innovate with user collaboration or amplified notion of user together with hybrid collaborative constellations and new ways of working (von Hippel 2005). This paper examines how design...

  19. Designing a Safer Interactive Healthcare System - The Impact of Authentic User Participation

    Science.gov (United States)

    Went, Kathryn L.; Gregor, Peter; Ricketts, Ian W.

    Information technology has been widely promoted in the healthcare sector to improve current practice and patient safety. However, end users are seldom involved extensively in the design and development of healthcare systems, with lip service often paid to the idea of true user involvement. In this case study the impact of sustained authentic user participation was explored using an interdisciplinary team, consisting of experts both in interaction and healthcare design and consultant anaesthetists, nurses, and pharmacists, to create an electronic prescribing and administration system. This paper details the interface that was created and provides examples of the way in which the design evolved in response to the sustained authentic user participation methods. The working prototype both reduced the opportunity for user error and was preferred by its users to the existing manual system.

  20. Through the Eyes of the User: Evaluating Neonatal Intensive Care Unit Design.

    Science.gov (United States)

    Denham, Megan E; Bushehri, Yousef; Lim, Lisa

    2018-01-01

    This article presents a pilot study that employed a user-centered methodology for evaluating and quantifying neonatal intensive care unit (NICU) designs based on the needs of the primary users. The design of NICUs has begun to shift from open-bay to single-family rooms. Both designs present unique advantages and challenges that impact babies, families, and caregivers. One NICU design was analyzed using the functional scenario (FS) analysis method. For the FS, users' needs were determined through literature review, interviews with NICU providers and parents, and a review of published design guidelines. Quantitative metrics were developed for each FS, so that characteristics of the NICU design could be analyzed to determine how successful they were in meeting the users' needs. The results were graphically represented to visualize the success and considerations of the design. A total of 23 FSs and 61 spatial metrics were developed. FSs for babies focused on infection prevention, minimizing exposure to environmental stimuli, and supporting enriching care activities. FSs for family members focused on direct access to the baby, and privacy and adequate space for daily activities. FSs for providers and caregivers focused on infection prevention, care activities, care zones, and visibility. Using an FS approach highlights design characteristics in the NICU that need to be addressed during the design process to more successfully meet the needs of the different users. Additionally, using this approach can inform design professionals' decision-making by presenting them with the design characteristics that impact the needs of the user groups.

  1. Using Social Media Sentiment Analysis for Interaction Design Choices

    DEFF Research Database (Denmark)

    McGuire, Mark; Kampf, Constance Elizabeth

    2015-01-01

    Social media analytics is an emerging skill for organizations. Currently, developers are exploring ways to create tools for simplifying social media analysis. These tools tend to focus on gathering data, and using systems to make it meaningful. However, we contend that making social media data...... meaningful is by nature a human-computer interaction problem. We examine this problem around the emerging field of sentiment analysis, exploring criteria for designing sentiment analysis systems based in Human Computer interaction, HCI. We contend that effective sentiment analysis affects audience analysis...

  2. Building Library Community Through Social Media

    Directory of Open Access Journals (Sweden)

    Scott Woodward Hazard Young

    2015-03-01

    Full Text Available In this article academic librarians present and analyze a model for community building through social media. Findings demonstrate the importance of strategy and interactivity via social media for generating new connections with library users. Details of this research include successful guidelines for building community and developing engagement online with social media. By applying intentional social media practices, the researchers’ Twitter user community grew 100 percent in one year, with a corresponding 275 percent increase in user interactions. Using a community analysis approach, this research demonstrates that the principles of personality and interactivity can lead to community formation for targeted user groups. Discussion includes the strategies and research approaches that were employed to build, study, and understand user community, including user type analysis and action-object mapping. From this research a picture of the library as a member of an active academic community comes into focus.

  3. Design for Change - engaging with users

    DEFF Research Database (Denmark)

    2014-01-01

    IN THIS PROJECT we explore ways to raise young users’ and design students’ awareness of textiles as a valuable material in garments. In a number of ways we investigate what kind of situations and experiences might further emotional bonds between user and garment to prolong its active lifetime....

  4. Pengembangan Media Pembelajaran Fisika Menggunakan Lectora Inspire pada Materi Usaha dan Energi SMA

    Directory of Open Access Journals (Sweden)

    Inggrid Ayu Putri

    2016-12-01

    Full Text Available Abstract The development of instructional media aims to help students to do independent learning outside the classroom but still under the supervision of teachers. This study uses Research and Development (R & D DDD-E type developed by Ivers and Barron. The steps of DDD-E developing method method consist of Decide, Design, Develop, and Evaluate. Decide is determination of the project objectives, design determines the structure of the media contents to be developed, develop step is developing a media that is already planned. The evaluation exist on DDD steps, so the instructional media can be controlled. The software used in this research is Lectora Inspire. Lectora Inspire used on this research because the software user friendly or easy to use. Keywords: Lectora Inspire, media, work, energy Abstrak Pengembangan media pembelajaran ini bertujuan untuk membantu siswa dalam melakukan pembelajaran mandiri diluar kelas tetapi masih dalam pengawasan guru. Penelitian ini menggunakan metode penelitian dan pengembangan atau Research and Development (R&D tipe DDD-E yang dikembangkan oleh Ivers dan Barron. Langkah – langkah metode pengembangan DDD-E terdiri dari tahap decide, yaitu penentuan tujuan proyek, design, yaitu menentukan struktur isi dari media yang akan dikembangkan, develop adalah tahap untuk mengembangkan media pembelajaran yang sudah direncanakan. Tahap Evaluate adalah tahap evaluasi pengembangan media, dimana langkah ini terdapat pada seluruh tahapan DDD. Perangkat lunak yang digunakan adalah Lectora Inspire. Software ini dipilih karena langkah penggunaan yang user friendly atau mudah digunakan. Kata-kata kunci:Lectora Inspire, media, usaha, energi

  5. Designing Privacy for You : A User Centric Approach For Privacy

    OpenAIRE

    Senarath, Awanthika; Arachchilage, Nalin A. G.; Slay, Jill

    2017-01-01

    Privacy directly concerns the user as the data owner (data- subject) and hence privacy in systems should be implemented in a manner which concerns the user (user-centered). There are many concepts and guidelines that support development of privacy and embedding privacy into systems. However, none of them approaches privacy in a user- centered manner. Through this research we propose a framework that would enable developers and designers to grasp privacy in a user-centered manner and implement...

  6. USER REQUIREMENTS CUSTOMIZATION AND ATTRACTIVE QUALITY CREATION FOR DESIGN IMPROVEMENT ATTRIBUTES

    Directory of Open Access Journals (Sweden)

    Ismail Wilson Taifa

    2017-03-01

    Full Text Available The aim of this paper was to customize user requirements and quality creation for design improvement of furniture. The major purpose has been achieved with the use of Quality Function Deployment technique and Kano Model. The study involved 564 students from 3 engineering colleges. Extensive user requirements were identified with the help of Questionnaires. The use of House of Quality, Kano Model and Pareto Diagram helped in prioritizing all important features which are needed in customizing user requirements. The prioritized requirements include ergonomic design, desk adjustability, comfortability, product corners (sharp corners and latest material. All these factors both got high relative and absolute weight. Therefore, more engineering efforts need to be directed towards these requirements for achieving user customization for design improvement. The developed House of Quality with the help of Kano Model results has proved to be a good tool in customizing user requirements.

  7. User-centered design to improve clinical decision support in primary care.

    Science.gov (United States)

    Brunner, Julian; Chuang, Emmeline; Goldzweig, Caroline; Cain, Cindy L; Sugar, Catherine; Yano, Elizabeth M

    2017-08-01

    A growing literature has demonstrated the ability of user-centered design to make clinical decision support systems more effective and easier to use. However, studies of user-centered design have rarely examined more than a handful of sites at a time, and have frequently neglected the implementation climate and organizational resources that influence clinical decision support. The inclusion of such factors was identified by a systematic review as "the most important improvement that can be made in health IT evaluations." (1) Identify the prevalence of four user-centered design practices at United States Veterans Affairs (VA) primary care clinics and assess the perceived utility of clinical decision support at those clinics; (2) Evaluate the association between those user-centered design practices and the perceived utility of clinical decision support. We analyzed clinic-level survey data collected in 2006-2007 from 170 VA primary care clinics. We examined four user-centered design practices: 1) pilot testing, 2) provider satisfaction assessment, 3) formal usability assessment, and 4) analysis of impact on performance improvement. We used a regression model to evaluate the association between user-centered design practices and the perceived utility of clinical decision support, while accounting for other important factors at those clinics, including implementation climate, available resources, and structural characteristics. We also examined associations separately at community-based clinics and at hospital-based clinics. User-centered design practices for clinical decision support varied across clinics: 74% conducted pilot testing, 62% conducted provider satisfaction assessment, 36% conducted a formal usability assessment, and 79% conducted an analysis of impact on performance improvement. Overall perceived utility of clinical decision support was high, with a mean rating of 4.17 (±.67) out of 5 on a composite measure. "Analysis of impact on performance

  8. Using Rapid Prototyping to Design a Smoking Cessation Website with End-Users.

    Science.gov (United States)

    Ronquillo, Charlene; Currie, Leanne; Rowsell, Derek; Phillips, J Craig

    2016-01-01

    Rapid prototyping is an iterative approach to design involving cycles of prototype building, review by end-users and refinement, and can be a valuable tool in user-centered website design. Informed by various user-centered approaches, we used rapid prototyping as a tool to collaborate with users in building a peer-support focused smoking-cessation website for gay men living with HIV. Rapid prototyping was effective in eliciting feedback on the needs of this group of potential end-users from a smoking cessation website.

  9. Using archetypes to design services for high users of healthcare.

    Science.gov (United States)

    Vaillancourt, Samuel; Shahin, Ilan; Aggarwal, Payal; Pomedli, Steve; Hayden, Leigh; Pus, Laura; Bhattacharyya, Onil

    2014-01-01

    A subset of people with complex health and social needs account for the majority of healthcare costs in Ontario. There is broad agreement that better solutions for these patients could lead to better health outcomes and lower costs, but we have few tools to design services around their diverse needs. Predictive modelling may help determine numbers of high users, but design methods such as user archetypes may offer important ways of understanding how to meet their needs. We studied a range of patient profiles and interviews with frequent emergency department users to develop four archetypes of patients with complex needs to orient the service design process. These can be refined and adapted for use within initiatives like Health Links to help provide more appropriate cost-effective care.

  10. Proposing co-design of personas as a method to heighten validity and engage users

    DEFF Research Database (Denmark)

    Albrechtsen, Charlotte; Pedersen, Majbrit; Pedersen, Nicholai Friis

    2016-01-01

    This paper proposes co-designing personas with users as a strategy to overcome a challenge inherent in the design of personas or fictitious users: On one hand, personas should appear realistic and believable as individuals, and on the other hand, personas should represent a broader range of users....... By involving empirical users in all parts of the process of persona design, the risk of creating personas that are too stereotypical is minimized, as the participating users enrich the data on which the personas are based with up-to-date and firsthand contextual knowledge. Advantages of co-designing personas...... with users is illustrated by a case from higher education in which personas were co-designed with students as part of a project aiming at designing a smartphone application for Master's thesis students. © 2016, IGI Global....

  11. Modern Embedded Computing Designing Connected, Pervasive, Media-Rich Systems

    CERN Document Server

    Barry, Peter

    2012-01-01

    Modern embedded systems are used for connected, media-rich, and highly integrated handheld devices such as mobile phones, digital cameras, and MP3 players. All of these embedded systems require networking, graphic user interfaces, and integration with PCs, as opposed to traditional embedded processors that can perform only limited functions for industrial applications. While most books focus on these controllers, Modern Embedded Computing provides a thorough understanding of the platform architecture of modern embedded computing systems that drive mobile devices. The book offers a comprehen

  12. Game Design to Introduce Pets

    Directory of Open Access Journals (Sweden)

    Wahyu Febriyanto

    2017-02-01

    Full Text Available Introduction of animals from an early age can make children to love animals, especially pets. Children are the easiest group to receive stimulation, such as for example the stimulation of introducing children to the pet. Various media are used by parents to introduce pet. For examplle, by the media of books, multimedia, etc. One of the interesting media to introduce pet is with game. Of these problems then need to know how to make concept and design game to introduced pets for children age 3-6 years. In this paper, author formulate how to make pet game design include game genre, user interface design, image model selection, game characters, and game engine. The expected design of this game can be formulation of learning through proper game as a learning tool children. Game design derived from this writing by using model 2-dimensional images are funny and interesting coloring. And combines several game genres into one, or use the mini games that children do not get bored quickly. Design of GUI (Graphical User Interface is made as simple as possible so that children easily understand in playing this game, but also must use an interesting image

  13. A Study of the Demographics of Web-Based Health-Related Social Media Users.

    Science.gov (United States)

    Sadah, Shouq A; Shahbazi, Moloud; Wiley, Matthew T; Hristidis, Vagelis

    2015-08-06

    The rapid spread of Web-based social media in recent years has impacted how patients share health-related information. However, little work has studied the demographics of these users. Our aim was to study the demographics of users who participate in health-related Web-based social outlets to identify possible links to health care disparities. We analyze and compare three different types of health-related social outlets: (1) general Web-based social networks, Twitter and Google+, (2) drug review websites, and (3) health Web forums. We focus on the following demographic attributes: age, gender, ethnicity, location, and writing level. We build and evaluate domain-specific classifiers to infer missing data where possible. The estimated demographic statistics are compared against various baselines, such as Internet and social networks usage of the population. We found that (1) drug review websites and health Web forums are dominated by female users, (2) the participants of health-related social outlets are generally older with the exception of the 65+ years bracket, (3) blacks are underrepresented in health-related social networks, (4) users in areas with better access to health care participate more in Web-based health-related social outlets, and (5) the writing level of users in health-related social outlets is significantly lower than the reading level of the population. We identified interesting and actionable disparities in the participation of various demographic groups to various types of health-related social outlets. These disparities are significantly distinct from the disparities in Internet usage or general social outlets participation.

  14. Teaching User-Centered Design in New Product Marketing

    Science.gov (United States)

    Love, Edwin; Stone, Donn E.; Wilton, Taine

    2011-01-01

    Thanks in part to groundbreaking work by companies such as Apple and IDEO, there has been growing interest in design as a way to improve the odds of new product success. This paper describes a user-centered design workshop developed for a new product marketing course. The workshop included exercises designed to explain and illustrate the…

  15. A case study on better iconographic design in electronic medical records' user interface.

    Science.gov (United States)

    Tasa, Umut Burcu; Ozcan, Oguzhan; Yantac, Asim Evren; Unluer, Ayca

    2008-06-01

    It is a known fact that there is a conflict between what users expect and what user interface designers create in the field of medical informatics along with other fields of interface design. The objective of the study is to suggest, from the 'design art' perspective, a method for improving the usability of an electronic medical record (EMR) interface. The suggestion is based on the hypothesis that the user interface of an EMR should be iconographic. The proposed three-step method consists of a questionnaire survey on how hospital users perceive concepts/terms that are going to be used in the EMR user interface. Then icons associated with the terms are designed by a designer, following a guideline which is prepared according to the results of the first questionnaire. Finally the icons are asked back to the target group for proof. A case study was conducted with 64 medical staff and 30 professional designers for the first questionnaire, and with 30 medical staff for the second. In the second questionnaire 7.53 icons out of 10 were matched correctly with a standard deviation of 0.98. Also, all icons except three were matched correctly in at least 83.3% of the forms. The proposed new method differs from the majority of previous studies which are based on user requirements by leaning on user experiments instead. The study demonstrated that the user interface of EMRs should be designed according to a guideline that results from a survey on users' experiences on metaphoric perception of the terms.

  16. Bridging Media with the Help of Players

    Science.gov (United States)

    Nitsche, Michael; Drake, Matthew; Murray, Janet

    We suggest harvesting the power of multiplayer design to bridge content across different media platforms and develop player-driven cross-media experiences. This paper first argues to partially replace complex AI systems with multiplayer design strategies to provide the necessary level of flexibility in the content generation for cross-media applications. The second part describes one example project - the Next Generation Play (NGP) project - that illustrates one practical approach of such a player-driven cross-media content generation. NGP allows players to collect virtual items while watching a TV show. These items are re-used in a multiplayer casual game that automatically generates new game worlds based on the various collections of active players joining a game session. While the TV experience is designed for the single big screen, the game executes on multiple mobile phones. Design and technical implementation of the prototype are explained in more detail to clarify how players carry elements of television narratives into a non-linear handheld gaming experience. The system describes a practical way to create casual game adaptations based on players' personal preferences in a multi-user environment.

  17. Peran Media Sosial sebagai Strategi Pemasaran pada Sewa Kostum Meiyu Aiko Malang

    Directory of Open Access Journals (Sweden)

    Premi Wahyu Widyaningrum

    2016-12-01

    Full Text Available Marketing Strategies with utilize Advancement of Information Technology have impact financially efficient and practically process, with using social media can create the best result. Promoting business using social media which are free cost and can attract new customers social media user, this things very suitable if applied in SME (Small Medium Enterprises business. This research aims to explore the utilization of social media as marketing strategy for Small and medium enterprises (SMEs. Qualitative approach with the case study is used as research design. Researchers using in-depth interview to the owner of Meiyu Aiko in Malang. The results showed that the Marketing Strategy through social media and website for the promotion of costum rent’s service in Malang can build a strong relationship between management of Meiyu Aiko with consumers both online and offline. Promotional activities can easily provide brand awareness and can be transmitted by social media followers to users of other social media. This research also emphasize social media as online advertising that could be used as marketing strategy in today’s digital era.

  18. Optimizing Lighting Design for Hospital Wards by Defining User Zones

    DEFF Research Database (Denmark)

    Thuesen, Niels; Stidsen, Lone; Kirkegaard, Poul Henning

    2011-01-01

    of lighting design, so it has the ability to support the different users activity and behavior on the ward. By using RFID tracking and manual observations we have analyzed and evaluated the ward functionality as working environment for the staff. The method creates a higher understanding of the ward...... of lighting design in private and public settings are often not similar. The purpose of this article is therefore present a approach dividing the hospital ward in 3 user zones for patients, staff and visitors. The main user of the zone should be in control of the light scenario and thereby a refining...

  19. Twitter Users with Access to Academic Library Services Request Health Sciences Literature through Social Media

    Directory of Open Access Journals (Sweden)

    Elizabeth Margaret Stovold

    2017-09-01

    Full Text Available A Review of: Swab, M., & Romme, K. (2016. Scholarly sharing via Twitter: #icanhazpdf requests for health sciences literature. Journal of the Canadian Health Libraries Association, 37(1, 6-11. http://dx.doi.org/10.5596/c16-009 Abstract Objective – To analyze article sharing requests for health sciences literature on Twitter, received through the #icanhazpdf protocol. Design – Social media content analysis. Setting – Twitter. Subjects – 302 tweets requesting health sciences articles with the #icanhazpdf tag. Methods – The authors used a subscription service called RowFeeder to collect public tweets posted with the hashtag #icanhazpdf between February and April 2015. Rowfeeder recorded the Twitter user name, location, date and time, URL, and content of the tweet. The authors excluded all retweets and then each reviewed one of two sets. They recorded the geographic region and affiliation of the requestor, whether the tweet was a request or comment, type of material requested, how the item was identified, and if the subject of the request was health or non-health. Health requests were further classified using the Scopus subject category of the journal. A journal could be classified with more than one category. Any uncertainties during the coding process were resolved by both authors reviewing the tweet and reaching a consensus. Main results – After excluding all the retweets and comments, 1079 tweets were coded as heath or non-health related. A final set of 302 health related requests were further analyzed. Almost all the requests were for journal articles (99%, n=300. The highest-ranking subject was medicine (64.9%, n=196, and the lowest was dentistry (0.3%, n=1. The most common article identifier was a link to the publisher’s website (50%, n=152, followed by a link to the PubMed record (22%, n=67. Articles were also identified by citation information (11%, n=32, DOI (5%, n=14, a direct request to an individual (3%, n=9, another method

  20. The psychosocial impact of hearing aids in children with otitis media with effusion.

    Science.gov (United States)

    Qureishi, A; Garas, G; Mallick, A; Parker, D

    2014-11-01

    In children, otitis media with effusion is treated using grommets or hearing aids. Parents considering treatment options express concerns regarding the psychosocial impact of hearing aids in terms of self-esteem and bullying. This study assessed the psychosocial impact of hearing aid use. A cross-sectional study was undertaken comparing hearing aid users to non hearing aid users with regard to their attitudes towards hearing aids. All subjects, who had been diagnosed with otitis media with effusion, were aged less than 16 years, were without disability and attended mainstream schools. A questionnaire was designed and utilised. The study comprised 47 children with hearing aids and 50 with grommets. Significant between-group differences (p negative perceptions of non hearing aid users were not reported by hearing aid users. Children with hearing aids do not suffer from bullying or low self-esteem to the extent perceived by parents. This information is useful for informed decisions regarding treatment of otitis media with effusion.

  1. The Design Process and User Focused Digital Spaces

    OpenAIRE

    Keating, Elaine M.

    2004-01-01

    This thesis presents a qualitative inquiry into how the graphic design process is being reconfigured within the new digital media landscape. The literature review looks at the historical relationship between graphic design and technology from the invention of the printing press to the personal computer and reviews how this relationship is again affected by the emergence of the computer as a medium for communication. The products of digital design are no longer static and fixed but are dynamic...

  2. The role of brand loyalty and social media in e-commerce interfaces: survey results and implications for user interfaces

    OpenAIRE

    Rigas, Dimitrios; Hussain, Hammad

    2015-01-01

    This paper explores the role of brand loyalty and social media in e-commerce interfaces. A survey consisting of 118 respondents was contacted to address the questions relating to online shopping and brand loyalty. Link between the frequency of access and time spent on an e-commerce user interface, and brand loyalty, gender and age profile differences, and the role of social media to branding and on-line shopping was analyzed. It was found that online loyalty differs from offline loyalty and l...

  3. Explore the design style of oriented facility based on user evaluation

    OpenAIRE

    Zhang, Ye; Liu, Yang; Yu, Hui

    2015-01-01

    This paper employs Kansei engineering to analyze the relationship between user preference and the given architectural design scheme. In this study, we first divide architectural styles into seven different categories. Then we classify the key factors in the oriented facility design into 7 types with 39 subcategories. On that basis, we explore which design factor plays main roles in the harmony and unity between the user-oriented type and the given architectural design among seven different ar...

  4. Media:Time card stack

    NARCIS (Netherlands)

    Annemarie Wennekers; Jos de Haan; Frank Huysmans

    2016-01-01

    Original title: Media:Tijd in kaart The Dutch spend a daily average of 8 hours 33 minutes using media. Men and people aged over 50 spend most time using media, at an average of 9 hours per day. Older media users prefer traditional media and devices over new media and modern devices. Young and

  5. Enhancing user experience design with an integrated storytelling method

    NARCIS (Netherlands)

    Peng, Qiong; Matterns, Jean Bernard; Marcus, A.

    2016-01-01

    Storytelling has been known as a service design method and been used broadly not only in service design but also in the context of user experience design. However, practitioners cannot yet fully appreciate the benefits of storytelling, and often confuse storytelling with storyboarding and scenarios.

  6. A User Friendly Software for Rigid Pavement Design

    Directory of Open Access Journals (Sweden)

    Aydın Kıcı

    2017-12-01

    Full Text Available Concrete pavements as concrete road slab, appear as a strong alternative for flexible superstructures especially because of their low cost for maintenance and repair and the high performance they show under heavy axle loads. The design of these concrete road slabs is quite different from the traditional concrete and reinforced concrete structures’ design. In the design for this kind of pavements, traffic conditions should be defined properly and considered an addition to the concrete and platform properties. There have been designing methods developed based on both experimental and mechanic foundations for concrete pavements. The most important ones of these methods are AASHTO (1993 and PCA (1984. In both design methods, it’s significant to know the maximum deflections and maximum strains the vehicles’ loads cause on the pavement. The calculation of this maximum deflections and maximum strains can be done via the finite element method or the closed formulas which have been developed by Westergaard. In this study, a user-friendly software has been developed based on AASHTO 1993, PCA 1984 design methods and Westergaard formulas. Thanks to this software, the user who wants to design the concrete pavement as concrete road slab can obtain the essential parameters automatically by entering the required data for the design.

  7. The New Digital Media Value Network: Proposing an Interactive Model of Digital Media Value Activities

    Directory of Open Access Journals (Sweden)

    Sylvia Chan-Olmsted

    2016-07-01

    Full Text Available This study models the dynamic nature of today’s media markets using the framework of value-adding activities in the provision and consumption of media products. The proposed user-centric approach introduces the notion that the actions of external users, social media, and interfaces affect the internal value activities of media firms via a feedback loop, and therefore should themselves be considered value activities. The model also suggests a more comprehensive list of indicators for value assessment.

  8. A Literature Review: Website Design and User Engagement.

    OpenAIRE

    Garett, R; Chiu, J; Zhang, L; Young, SD

    2016-01-01

    Proper design has become a critical element needed to engage website and mobile application users. However, little research has been conducted to define the specific elements used in effective website and mobile application design. We attempt to review and consolidate research on effective design and to define a short list of elements frequently used in research. The design elements mentioned most frequently in the reviewed literature were navigation, graphical representation, organization, c...

  9. Scoliosis brace design: influence of visual aesthetics on user acceptance and compliance.

    Science.gov (United States)

    Law, Derry; Cheung, Mei-Chun; Yip, Joanne; Yick, Kit-Lun; Wong, Christina

    2017-06-01

    Adolescent idiopathic scoliosis is a common condition found in adolescents. A rigid brace is often prescribed as the treatment for this spinal deformity, which negatively affects user compliance due to the discomfort caused by the brace, and the psychological distress resulting from its appearance. However, the latter, which is the impact of visual aesthetics, has not been thoroughly studied for scoliosis braces. Therefore, a qualitative study with in-depth interviews has been carried out with 10 participants who have a Cobb angle of 20°-30° to determine the impact of visual aesthetics on user acceptance and compliance towards the brace. It is found that co-designing with patients on the aesthetic aspects of the surface design of the brace increases the level of user compliance and induces positive user perception. Therefore, aesthetic preferences need to be taken into consideration in the design process of braces. Practitioner Summary: The impact of visual aesthetics on user acceptance and compliance towards a rigid brace for scoliosis is investigated. The findings indicate that an aesthetically pleasing brace and the involvement of patients in the design process of the brace are important for increasing user compliance and addressing psychological issues during treatment.

  10. How do users design? The case of sugar cane harvester machines.

    Science.gov (United States)

    Narimoto, Lidiane Regina; Camarotto, João Alberto

    2017-01-01

    Design in use and inventiveness are key concepts in ergonomics. It is well-known that users design but is not explored in the literature how they manage to do that. This paper aims to contribute to the discussion of how users actually design, by showing a research conducted in sugar cane harvesting in Brazil and in Australia. Through the methodology of the Ergonomic Work Analysis (EWA), the design modifications made by the harvesting teams were identified as well as their elaboration process. Three categories of modifications in machines' design were identified: structural, functional and operational and they were more numerous in Brazilian situations. It is proposed that two theories underlying the theme are intertwined: the instrument-mediated activity approach and the design as bricolage. It is argued that users design through the articulation of: a) the operators' activity, b) the mechanical technicians' inventory to practice bricolage as a way of designing and c) the work organisation and the existence of social spaces of interaction between these two subjects.

  11. Structures and Processes in Didactic Design

    DEFF Research Database (Denmark)

    Helms, Niels Henrik; Heilesen, Simon

    2012-01-01

    This paper introduces a user-driven approach to designing new educational formats including new media for learning. Focus will be on didactic design involving the use of information technology as a means of mediating, augmenting or even fundamentally changing teaching and learning practices....... The two key points in the article are the introduction of a Quadrant-Model, and the understanding of the user as a construction....

  12. Structures and Processes in Didactic Design

    DEFF Research Database (Denmark)

    Helms, Niels Henrik; Heilesen, Simon

    This paper introduces a user-driven approach to designing new educational formats including new media for learning. Focus will be on didactic design involving the use of information technology as a means of mediating, augmenting or even fundamentally changing teaching and learning practices....... The two key points in the article are the introduction of a Quadrant-Model, and the understanding of the user as a construction....

  13. Designing a Multichannel Map Service Concept

    Directory of Open Access Journals (Sweden)

    Hanna-Marika Halkosaari

    2013-01-01

    Full Text Available This paper introduces a user-centered design process for developing a multichannel map service. The aim of the service is to provide hikers with interactive maps through several channels. In a multichannel map service, the same spatial information is available through various channels, such as printed maps, Web maps, mobile maps, and other interactive media. When properly networked, the channels share a uniform identity so that the user experiences the different channels as a part of a single map service. The traditional methods of user-centered design, such as design probes, personas, and scenarios, proved useful even in the emerging field of developing multichannel map services. The findings emphasize the need to involve users and multidisciplinary teams in the conceptual phases of designing complex services aimed at serving various kinds of users.

  14. Four Principles for User Interface Design of Computerised Clinical Decision Support Systems

    DEFF Research Database (Denmark)

    Kanstrup, Anne Marie; Christiansen, Marion Berg; Nøhr, Christian

    2011-01-01

    emphasises a focus on how users interact with the system, a focus on how information is provided by the system, and four principles of interaction. The four principles for design of user interfaces for CDSS are summarised as four A’s: All in one, At a glance, At hand and Attention. It is recommended that all...... four interaction principles are integrated in the design of user interfaces for CDSS, i.e. the model is an integrated model which we suggest as a guide for interaction design when working with preventing medication errors....

  15. Designing Tangible User Interfaces for NFC Phones

    Directory of Open Access Journals (Sweden)

    Mikko Pyykkönen

    2012-01-01

    Full Text Available The increasing amount of NFC phones is attracting application developers to utilize NFC functionality. We can hence soon expect a large amount of mobile applications that users command by touching NFC tags in their environment with their NFC phones. The communication technology and the data formats have been standardized by the NFC Forum, but there are no conventions for advertising to the users NFC tags and the functionality touching the tags triggers. Only individual graphical symbols have been suggested when guidelines for advertising a rich variety of functionality are called for. In this paper, we identify the main challenges and present our proposal, a set of design guidelines based on more than twenty application prototypes we have built. We hope to initiate discussion and research resulting in uniform user interfaces for NFC-based services.

  16. Media Morality and Visual Icons in the Age of Social Media

    DEFF Research Database (Denmark)

    Mortensen, Mette; Trenz, Hans-Jörg

    2016-01-01

    New and social media are increasingly used to raise issues of global justice. Images and texts representing distant suffering in an emotionally charged way involve users of social media in debates about ethical standards and moral responsibility. This raises the question of how social media users...... in fall 2015, which raised questions of distant spectatorship and moral responses with renewed urgency and immediacy. We consider the conditions of collective reception and interpretation of visual icons of human suffering, which became viral through social media in this period. We first situate social...... media reception in the framework for the analysis of moral spectatorship. We secondly explore the link between iconic images and the emergence of so-called impromptu publics of moral spectatorship. As an empirical case, we refer to the performance of reddit discussion groups in confronting the salient...

  17. Designing a Situational Awareness Information Display: Adopting an Affordance-Based Framework to Amplify User Experience in Environmental Interaction Design

    Directory of Open Access Journals (Sweden)

    Yingjie Victor Chen

    2016-06-01

    Full Text Available User experience remains a crucial consideration when assessing the successfulness of information visualization systems. The theory of affordances provides a robust framework for user experience design. In this article, we demonstrate a design case that employs an affordance-based framework and evaluate the information visualization display design. SolarWheels is an interactive information visualization designed for large display walls in computer network control rooms to help cybersecurity analysts become aware of network status and emerging issues. Given the critical nature of this context, the status and performance of a computer network must be precisely monitored and remedied in real time. In this study, we consider various aspects of affordances in order to amplify the user experience via visualization and interaction design. SolarWheels visualizes the multilayer multidimensional computer network issues with a series of integrated circular visualizations inspired by the metaphor of the solar system. To amplify user interaction and experience, the system provides a three-zone physical interaction that allows multiple users to interact with the system. Users can read details at different levels depending on their distance from the display. An expert evaluation study, based on a four-layer affordance framework, was conducted to assess and improve the interactive visualization design.

  18. Inclusive Briefing and User Involvement

    DEFF Research Database (Denmark)

    Jensen, Per Anker

    2011-01-01

    Briefing is not just about specifying needs as requirements but also about evaluating how well design proposals fulfil needs and aspirations. Furthermore, briefing is not only about building design. Briefing starts at the preproject stage to create a basis for the project decision and can include...... by top management. The article describes the briefing processes and the methods for user involvement, identifies problem areas and points out possible improvements. The author was actively involved in the project as deputy project director, with responsibility for the briefing process, and is now...... includes a literature study on briefing and user involvement in building projects, and presents a case study of a major building project of a new headquarters and media centre for the Danish Broadcasting Corporation in Copenhagen. The building project was actively used as part of a corporate change process...

  19. PHUSER (Primer Help for USER): a novel tool for USER fusion primer design

    DEFF Research Database (Denmark)

    Olsen, Lars Rønn; Hansen, Niels Bjørn; Bonde, Mads

    2011-01-01

    containing a customizable USER cassette. Designing primers using PHUSER ensures that the primers have similar annealing temperature (Tm), which is essential for efficient PCR. PHUSER also avoids identical overhangs, thereby ensuring correct order of assembly of DNA fragments. All possible primers...

  20. Identifying Topics for E-Cigarette User-Generated Contents: A Case Study From Multiple Social Media Platforms.

    Science.gov (United States)

    Zhan, Yongcheng; Liu, Ruoran; Li, Qiudan; Leischow, Scott James; Zeng, Daniel Dajun

    2017-01-20

    Electronic cigarette (e-cigarette) is an emerging product with a rapid-growth market in recent years. Social media has become an important platform for information seeking and sharing. We aim to mine hidden topics from e-cigarette datasets collected from different social media platforms. This paper aims to gain a systematic understanding of the characteristics of various types of social media, which will provide deep insights into how consumers and policy makers effectively use social media to track e-cigarette-related content and adjust their decisions and policies. We collected data from Reddit (27,638 e-cigarette flavor-related posts from January 1, 2011, to June 30, 2015), JuiceDB (14,433 e-juice reviews from June 26, 2013 to November 12, 2015), and Twitter (13,356 "e-cig ban"-related tweets from January, 1, 2010 to June 30, 2015). Latent Dirichlet Allocation, a generative model for topic modeling, was used to analyze the topics from these data. We found four types of topics across the platforms: (1) promotions, (2) flavor discussions, (3) experience sharing, and (4) regulation debates. Promotions included sales from vendors to users, as well as trades among users. A total of 10.72% (2,962/27,638) of the posts from Reddit were related to trading. Promotion links were found between social media platforms. Most of the links (87.30%) in JuiceDB were related to Reddit posts. JuiceDB and Reddit identified consistent flavor categories. E-cigarette vaping methods and features such as steeping, throat hit, and vapor production were broadly discussed both on Reddit and on JuiceDB. Reddit provided space for policy discussions and majority of the posts (60.7%) holding a negative attitude toward regulations, whereas Twitter was used to launch campaigns using certain hashtags. Our findings are based on data across different platforms. The topic distribution between Reddit and JuiceDB was significantly different (Puser discussions focused on different perspectives across the

  1. A user-oriented model for global enterprise portal design

    NARCIS (Netherlands)

    Feng, X.; Ehrenhard, Michel Léon; Hicks, Jeff; Maathuis, Stephanus Johannes; Maathuis, S.J.; Hou, Y.

    2010-01-01

    Enterprise portals collect and synthesise information from various systems to deliver personalised and highly relevant information to users. Enterprise portals' design and applications are widely discussed in the literature; however, the implications of portal design in a global networked

  2. Design of three-dimensional nonimaging concentrators with inhomogeneous media

    Science.gov (United States)

    Minano, J. C.

    1986-09-01

    A three-dimensional nonimaging concentrator is an optical system that transforms a given four-parametric manifold of rays reaching a surface (entry aperture) into another four-parametric manifold of rays reaching the receiver. A procedure of design of such concentrators is developed. In general, the concentrators use mirrors and inhomogeneous media (i.e., gradient-index media). The concentrator has the maximum concentration allowed by the theorem of conservation of phase-space volume. This is the first known concentrator with such properties. The Welford-Winston edge-ray principle in three-dimensional geometry is proven under several assumptions. The linear compound parabolic concentrator is derived as a particular case of the procedure of design.

  3. Social media management and media environment

    Directory of Open Access Journals (Sweden)

    Šiđanin Iva

    2012-01-01

    Full Text Available The paper deals with the system of services that social media management can offer to a variety of users. As social media systems are emerging, social media management can strengthen teams in social media and help to manage numerous social channels and distribution of social information from one place. Social media management is a system of procedures that are used to manage the flow of information in the environment of social media. This involves connecting with social media like Facebook, Twitter, LinkedIn, Plaxo, Ecademy, YouTube and many others, then the aggregation and management of social data. Social media management services are analysed through various fields, such as managing multiple social media profiles, mail scheduling and filtering, reporting and analytics. Social media management enables managing personal business through social media, which contributes to a significant reduction in expenditures. The paper also discusses the importance of social media management in marketing activities and various forms of social promotion, which allow companies to easily reach their customers.

  4. The influence of repressive legislation on the structure of a social media network

    OpenAIRE

    Marcoux, Marianne; Lusseau, David

    2013-01-01

    Social media have been widely used to organize citizen movements. In 2012, 75% university and college students in Quebec, Canada, participated in mass protests against an increase in tuition fees, mainly organized using social media. To reduce public disruption, the government introduced special legislation designed to impede protest organization. Here, we show that the legislation changed the behaviour of social media users but not the overall structure of their social network on Twitter. Th...

  5. From Here to Obscurity?: Media Substitution Theory and Traditional Media in an On-Line World.

    Science.gov (United States)

    Kaye, Barbara K.; Johnson, Thomas J.

    2003-01-01

    Describes an online survey targeted to politically interested users to assess whether traditional media use is decreasing, increasing, or remaining the same since users first started using the Web. Discusses media use gratifications, political attitudes, and demographics, and compares results with a similar study conducted in 1996. (Author/LRW)

  6. Design for Circular Behaviour: Considering Users in a Circular Economy

    Directory of Open Access Journals (Sweden)

    Thomas Wastling

    2018-05-01

    Full Text Available In a linear economy, a product is manufactured and sold to a customer. Then, little concern is given to what the user actually does with it when they have it. However, in a circular economy where the aim is to circulate products at their highest level of value, the customer’s behaviour can become an important part of the system. Circular design strategies have tended to focus on the physical aspects of a product (e.g., disassembly, material selection, but the design of products and services can also have an influence on user behaviour and, to date, this aspect of circular design has not been fully explored. This project aims to define what key user behaviours are required for circular business models to work and to outline how design can enable these ‘circular behaviours’. This research project consists of a literature review, case study analysis and expert interviews with practitioners. A theoretical framework for designing products and services to encourage circular behaviour is developed. This work provides an initial step towards a better understanding of the user’s role in the transition to a circular economy as well as a preliminary model for how design for behaviour change strategies could be implemented in this context.

  7. Medium Moderates the Message. How Users Adjust Their Communication Trajectories to Different Media in Collaborative Task Solving.

    Science.gov (United States)

    Lisiecka, Karolina; Rychwalska, Agnieszka; Samson, Katarzyna; Łucznik, Klara; Ziembowicz, Michał; Szóstek, Agnieszka; Nowak, Andrzej

    2016-01-01

    Rapid development of information and communications technologies (ICT) has triggered profound changes in how people manage their social contacts in both informal and professional contexts. ICT mediated communication may seem limited in possibilities compared to face-to-face encounters, but research shows that puzzlingly often it can be just as effective and satisfactory. We posit that ICT users employ specific communication strategies adapted to particular communication channels, which results in a comparable effectiveness of communication. In order to maintain a satisfactory level of conversational intelligibility they calibrate the content of their messages to a given medium's richness and adjust the whole conversation trajectory so that every stage of the communication process runs fluently. In the current study, we compared complex task solving trajectories in chat, mobile phone and face-to-face dyadic conversations. Media conditions did not influence the quality of decision outcomes or users' perceptions of the interaction, but they had impact on the amount of time devoted to each of the identified phases of decision development. In face-to-face contacts the evaluation stage of the discussion dominated the conversation; in the texting condition the orientation-evaluation-control phases were evenly distributed; and the phone condition provided a midpoint between these two extremes. The results show that contemporary ICT users adjust their communication behavior to the limitations and opportunities of various media through the regulation of attention directed to each stage of the discussion so that as a whole the communication process remains effective.

  8. Safeguarding the User - Developing a Multimodal Design for Surveying and Raising Internet Safety and Security Awareness

    DEFF Research Database (Denmark)

    Gjedde, Lisa; Sharp, Robin; Andersen, Preben

    2009-01-01

    Internet safety and security for the user is an issue of great importance for the successful implementation of ICT, but since it is a complex field, with a specialist vocabulary that cannot immediately be understood by the common user, it is difficult to survey the field. The user may not underst......Internet safety and security for the user is an issue of great importance for the successful implementation of ICT, but since it is a complex field, with a specialist vocabulary that cannot immediately be understood by the common user, it is difficult to survey the field. The user may...... describes an ICT-based research method that combines a verbal mode of inquiry with a visual mode employing illustrations, animations and simulations to provide the user with a multimodal media experience. The rationale for this is that we are working in a complex technical field with a specialist vocabulary...

  9. Re-conceiving building design quality: A review of building users in their social context.

    Science.gov (United States)

    Watson, Kelly J; Evans, James; Karvonen, Andrew; Whitley, Tim

    2016-05-01

    Considerable overlap exists between post-occupancy research evaluating building design quality and the concept of 'social value', popularised by its recent application to issues of the public realm. To outline this potential research agenda, the paper reviews design quality research on buildings in relation to users and their social context where the term 'social context' refers to building user group dynamics, a combination of organisational cultures, management strategies, and social norms and practices. The review is conducted across five key building types, namely housing, workplaces, healthcare, education, and the retail/service sector. Research commonalities and gaps are identified in order to build a more comprehensive picture of the design quality literature and its handling of users in their social context. The key findings concerning each building type are presented visually. It is concluded that the design quality field comprises a patchwork of relatively isolated studies of various building types, with significant potential for theoretical and empirical development through interdisciplinary collaboration. Users tend to be conceived as anonymous and autonomous individuals with little analysis of user identity or interaction. Further, the contextual impact of user group dynamics on the relationship between building design and building user is rarely addressed in the literature. Producing a more nuanced understanding of users in situ is proposed as an important area for future design quality research.

  10. A Case Study of User-Centred Design in Four Swiss RUP Projects

    Directory of Open Access Journals (Sweden)

    Ljiljana Vukelja

    2010-01-01

    Full Text Available We analysed four Rational Unified Process (RUP projects in Switzerland that identified themselves as following a user-centred approach. Grounded theory served for analysis of 12 interviews with software developers, project managers, and UI specialists. For each professional group we analysed their work context, motivations, work practices, and strategies used to overcome the obstacles to user-centred design. Results show that end users did not participate in the projects. Instead of working directly with end users, participants used data from marketing research or consulted colleagues from other departments. Prototypes played an important role. We suggest the following remedies: (1 developing methods for easy integration of existing company knowledge about products with usability features, (2 professionalising UI design by educating project stakeholders in standard UI design, (3 creating an approved pool of company's personas for UI specialists' work, and (4 educating customers on their right to get good user interfaces.

  11. “GENIT” AS EFFECTIVE DESIGN OF LEARNING MEDIA

    Directory of Open Access Journals (Sweden)

    Supriadi Mardiki

    2018-01-01

    Full Text Available There are two main approaches to using media in schools: students can learn "from" Media and technology, and they can learn "with" media and technology. The basis for The use of media and technology as a "tutor" in schools is "educational communication," that is the deliberate act of communicating content (teaching content for students by assuming that they will learn something "from" this communication, so communication is not again free but controlled and conditioned for educational purposes. Findings on the impact of technologybased instruction in education can be concluded that technology as a tutor has a positive effect on learning, one of them is the student can complete a set of educational goals in less time than necessary in a traditional approach. However, these two approaches only make the task become easier but do not activate and facilitate them to think critical and higher learning. “Media Genit” uses a new approach as an approach that can optimize perspective-based cognitive processes, constructivism, which constitutes an environment in which the student as a designer thinks creative about content combined with real-world tasks, student learning content, enjoy the learning process, and recognize that they have created something that is valuable.

  12. NGDS USER CENTERED DESIGN MEETING THE NEEDS OF THE GEOTHERMAL COMMUNITY

    Energy Technology Data Exchange (ETDEWEB)

    Boyd, Suzanne [Anthro-Tech; Zheng, Sam Xianjun [Siemens Corporation; Patten, Kim [Arizona Geological Survey; Blackman, Harold [Boise State University

    2013-12-23

    In order to ensure the widest and greatest utility of IT and software projects designed for geothermal reservoir engineering the full consideration of end users’ task and workflow needs must be evaluated. This paper describes the user-centered design (UCD) approach taken in the development of a user interface (UI) solution for the National Geothermal Data System (NGDS). This development process has been researched based, highly collaborative, and incorporates state-of-the-art practices to ensure a quality user experience. Work is continuing on the interface, including future usability tests to further refine the interfaces as the overall system is developed.

  13. NGDS User Centered Design Meeting the Needs of the Geothermal Community

    Energy Technology Data Exchange (ETDEWEB)

    Boyd, Suzanne [Anthro-Tech, Inc; Zheng, Sam [Siemens Corporation; Patten, Kim [Arizona Geological Survey; Blackman, Harold [Boise State University

    2013-10-15

    In order to ensure the widest and greatest utility of IT and software projects designed for geothermal reservoir engineer- ing the full consideration of end users’ task and workflow needs must be evaluated. This paper describes the user-centered design (UCD) approach taken in the development of a user interface (UI) solution for the National Geothermal Data System (NGDS). This development process has been research based, highly collabora- tive, and incorporates state-of-the-art practices to ensure a quality user experience. Work is continuing on the interface, including future usability tests to further refine the interfaces as the overall system is developed.

  14. Configuring the User as Everybody: Gender and Design in Information and Communication Technologies

    NARCIS (Netherlands)

    Oudshoorn, Nelly E.J.; Rommes, E.W.M.; Stienstra, Marcelle

    2004-01-01

    Based on two case studies of the design of electronic communication networks developed in the public and private sector, this article explores the barriers within current design cultures to account for the needs and diversity of users. Whereas the constraints on user-centered design are usually

  15. UX, XD & UXD. User Experience, Experience Design og User Experience Design. 8 paradokser - og 8 forsøg på (op)løsninger. Mod fælles forståelser og definitioner

    DEFF Research Database (Denmark)

    Jensen, Jens F.

    experience, experience design og user experience design. Disse begreber er beslægtede og i nogle sammenhænge tæt sammenvævede, men har dog også separate betydninger. I denne publikations sammenhæng vil vi både tale om user experience, experience design og user experience design som et samlet felt og om de...

  16. Lithium NLP: A System for Rich Information Extraction from Noisy User Generated Text on Social Media

    OpenAIRE

    Bhargava, Preeti; Spasojevic, Nemanja; Hu, Guoning

    2017-01-01

    In this paper, we describe the Lithium Natural Language Processing (NLP) system - a resource-constrained, high- throughput and language-agnostic system for information extraction from noisy user generated text on social media. Lithium NLP extracts a rich set of information including entities, topics, hashtags and sentiment from text. We discuss several real world applications of the system currently incorporated in Lithium products. We also compare our system with existing commercial and acad...

  17. Analysis and Design of Web-Based Database Application for Culinary Community

    Directory of Open Access Journals (Sweden)

    Choirul Huda

    2017-03-01

    Full Text Available This research is based on the rapid development of the culinary and information technology. The difficulties in communicating with the culinary expert and on recipe documentation make a proper support for media very important. Therefore, a web-based database application for the public is important to help the culinary community in communication, searching and recipe management. The aim of the research was to design a web-based database application that could be used as social media for the culinary community. This research used literature review, user interviews, and questionnaires. Moreover, the database system development life cycle was used as a guide for designing a database especially for conceptual database design, logical database design, and physical design database. Web-based application design used eight golden rules for user interface design. The result of this research is the availability of a web-based database application that can fulfill the needs of users in the culinary field related to communication and recipe management.

  18. Streaming of Continuous Media for Distance Education Systems

    Science.gov (United States)

    Dashti, Ali; Safar, Maytham

    2007-01-01

    Distance education created new challenges regarding the delivery of large size isochronous continuous streaming media (SM) objects. In this paper, we consider the design of a framework for customized SM presentations, where each presentation consists of a number of SM objects that should be retrieved and displayed to the user in a coherent…

  19. Project Portal User-Centered Design and Engineering Report

    Science.gov (United States)

    2016-06-01

    TECHNICAL REPORT 3013 June 2016 Project Portal User-Centered Design and Engineering Report Deborah Gill-Hesselgrave Veronica Higgins Sarah...Design and Engineering Branch Under authority of Chris Raney, Head Command and Control Technology and Experiments Division iii EXECUTIVE...navy.mil  Christian Szatkowski christian.szatkowski@navy.mil  Roni Higgins roni.higgins@navy.mil  Jake Viraldo jacob.viraldo@navy.mil B

  20. A National Study of Social Media, Television, Radio, and Internet Usage of Adults by Sexual Orientation and Smoking Status: Implications for Campaign Design.

    Science.gov (United States)

    Seidenberg, Andrew B; Jo, Catherine L; Ribisl, Kurt M; Lee, Joseph G L; Buchting, Francisco O; Kim, Yoonsang; Emery, Sherry L

    2017-04-21

    Background : Smoking rates among lesbian, gay, and bisexual (LGB) people significantly exceed that of heterosexuals. Media interventions are an important part of tobacco control efforts, but limited information is available on LGB people's media use. Methods : A nationally representative sample of 12,900 U.S. adults completed an online questionnaire assessing media use, smoking status, and demographic information. Multivariable logistic regression was used to assess relationships between media use with sexual orientation and smoking status. Results : A total of 590 (4.6%) respondents identified as LGB, of which 29% were smokers. Regardless of sexual orientation and smoking status, the Internet was the most popular media channel used, followed by television and radio. LGB respondents had significantly greater odds of having accounts on social media websites, accessing Facebook daily, and being a frequent Internet user, compared to heterosexual respondents. Similar media use was found between smokers and non-smokers, but smokers had greater odds of being frequent television viewers and frequent Internet users, compared to non-smokers. Conclusions : Compared to heterosexuals, LGB respondents reported greater use of the Internet, especially social media. Media campaigns targeting LGB populations can maximize reach by utilizing social media alongside traditional media channels.

  1. Joint beam design and user selection over non-binary coded MIMO interference channel

    Science.gov (United States)

    Li, Haitao; Yuan, Haiying

    2013-03-01

    In this paper, we discuss the problem of sum rate improvement for coded MIMO interference system, and propose joint beam design and user selection over interference channel. Firstly, we have formulated non-binary LDPC coded MIMO interference networks model. Then, the least square beam design for MIMO interference system is derived, and the low complexity user selection is presented. Simulation results confirm that the sum rate can be improved by the joint user selection and beam design comparing with single interference aligning beamformer.

  2. Methods and tools in user-centred design for information technology

    CERN Document Server

    Galer, Margaret; Ziegler, J; Galer, Mark

    1992-01-01

    This book is concerned with the development of human factorsinputs to software design. The aim is to create products whichmatch the requirements and characteristics of users and whichoffer usable user interfaces. The HUFIT project - Human Factorsin Information Technology - was carried out within the EuropeanStrategic Programme for Research and Development in InformationTechnology (ESPRIT) with the objective of enhancing the qualityof software design within the European Community. The variety ofactivities undertaken to achieve this goal are reflected in thisbook. It describes human factors know

  3. Misuse of social media marketing by alcohol companies

    Directory of Open Access Journals (Sweden)

    Zakirhusain A Shaikh

    2015-01-01

    Full Text Available Background and Aims: Epidemiological transition in the form of noncommunicable diseases (NCDs now becoming the main cause of mortality and morbidity is very much evident even in developing countries like India. Alcohol is an important risk factor for NCD. The use of alcohol is increasing especially in young people and women. This increased use can be attributed to aggressive and innovative marketing by alcohol, in spite of and due to restrictions on its marketing. Social media, in recent times, has been misused by alcohol companies for marketing their products legally, due to legal loophole. The present study examined the reach of alcohol companies on social media and the marketing strategies used by them. Design, Settings, Participants: Facebook, Twitter and YouTube were explored for accounts and content by alcohol companies for marketing their product. Policies of social media sites pertaining to alcohol marketing were also studied. Measurements: Alcohol marketing was measured in terms of content posted by alcohol companies, use of direct or surrogate advertisement and engagement with users. Findings: Alcohol companies have been conveniently using social media to target young urban population with direct and surrogate advertisements of their products. Current social media policies and laws are ineffective in controlling it. Conclusions: Amendment of laws pertaining to alcohol marketing to include social media also in its ambit is necessary. Social media sites should revise their policies to prevent alcohol marketing and promotion especially to underaged users.

  4. Current State of Agile User-Centered Design: A Survey

    Science.gov (United States)

    Hussain, Zahid; Slany, Wolfgang; Holzinger, Andreas

    Agile software development methods are quite popular nowadays and are being adopted at an increasing rate in the industry every year. However, these methods are still lacking usability awareness in their development lifecycle, and the integration of usability/User-Centered Design (UCD) into agile methods is not adequately addressed. This paper presents the preliminary results of a recently conducted online survey regarding the current state of the integration of agile methods and usability/UCD. A world wide response of 92 practitioners was received. The results show that the majority of practitioners perceive that the integration of agile methods with usability/UCD has added value to their adopted processes and to their teams; has resulted in the improvement of usability and quality of the product developed; and has increased the satisfaction of the end-users of the product developed. The top most used HCI techniques are low-fidelity prototyping, conceptual designs, observational studies of users, usability expert evaluations, field studies, personas, rapid iterative testing, and laboratory usability testing.

  5. Novel 3D media technologies

    CERN Document Server

    Dagiuklas, Tasos

    2015-01-01

    This book describes recent innovations in 3D media and technologies, with coverage of 3D media capturing, processing, encoding, and adaptation, networking aspects for 3D Media, and quality of user experience (QoE). The contributions are based on the results of the FP7 European Project ROMEO, which focuses on new methods for the compression and delivery of 3D multi-view video and spatial audio, as well as the optimization of networking and compression jointly across the future Internet. The delivery of 3D media to individual users remains a highly challenging problem due to the large amount of data involved, diverse network characteristics and user terminal requirements, as well as the user’s context such as their preferences and location. As the number of visual views increases, current systems will struggle to meet the demanding requirements in terms of delivery of consistent video quality to fixed and mobile users. ROMEO will present hybrid networking solutions that combine the DVB-T2 and DVB-NGH broadcas...

  6. Accessibility through user-centred and Inclusive Design processes

    DEFF Research Database (Denmark)

    Herriott, Richard

    2014-01-01

    This PhD dissertation addresses the subject of accessibility through user-centred and Inclusive Design processes (ID). The project takes as its starting point the observation that the concept of Inclusive Design is not adequately delimited. The supporting literature in the field of ID is structured...... around the fact that the needs of individuals with reduced capabilities compared to the norm (referred to for convenience as "the elderly and disabled") have not been properly addressed by standard design processes. In response to this fact, ID is a proposed design method to find more effective means...

  7. The Visual Web User Interface Design in Augmented Reality Technology

    OpenAIRE

    Chouyin Hsu; Haui-Chih Shiau

    2013-01-01

    Upon the popularity of 3C devices, the visual creatures are all around us, such the online game, touch pad, video and animation. Therefore, the text-based web page will no longer satisfy users. With the popularity of webcam, digital camera, stereoscopic glasses, or head-mounted display, the user interface becomes more visual and multi-dimensional. For the consideration of 3D and visual display in the research of web user interface design, Augmented Reality technology providing the convenient ...

  8. Designing with users to meet people needs: a teaching model.

    Science.gov (United States)

    Anselmi, Laura; Canina, Marita; Coccioni, Elisabetta

    2012-01-01

    Being in a context of great transformations of the whole system company-product-market, design becomes interpreter of the society and strategic key-point for production realities. Design must assume an ergonomic approach and a methodology oriented to product innovation where people are the main focus of the system. Today it is visible the need for a methodological approach able to include the context of use employing user's "creative skills". In this scenario, a design educational model based only on knowledge doesn't seem to be fulfilling; the traditional "deductive" method doesn't meet the needs of new productive assets, here the urgency to experiment within the "inductive" method for the development of a method where to know and to know how, theory and practice, act synergistically. The aim is to teach a method able to help a young designer to understand people's needs and desires considering both the concrete/cognitive level and the emotional level. The paper presents, through some case studies, an educational model developed combining theoretical/conceptual and practical/applicatory aspects with user experiential aspects. The proposed approach to design enables the students to investigate users' needs and desires and helps them proposing innovative ideas and projects better fitting today's market realities.

  9. A Framework for Mapping User-Designed Forms to Relational Databases

    Science.gov (United States)

    Khare, Ritu

    2011-01-01

    In the quest for database usability, several applications enable users to design custom forms using a graphical interface, and forward engineer the forms into new databases. The path-breaking aspect of such applications is that users are completely shielded from the technicalities of database creation. Despite this innovation, the process of…

  10. Public Deliberation on Government-managed Social Media

    DEFF Research Database (Denmark)

    Medaglia, Rony; Zhu, Demi

    2017-01-01

    – characterised by exposure to different opinions, mutual understanding, and reasonableness – or hinder them, resulting in increased homophily and polarisation. Using the theoretical lens of public deliberation, this study investigates attitudinal and cognitive aspects of user conversations on government......-managed social media accounts. Drawing on a survey of 417 users of the Chinese social media platform Weibo, our findings show that interactions on social media are mostly non-dialogical and non-creative in nature, and characterised by homophily and polarisation, even though users perceive their interactions...

  11. Designing Tools for Supporting User Decision-Making in e-Commerce

    Science.gov (United States)

    Sutcliffe, Alistair; Al-Qaed, Faisal

    The paper describes a set of tools designed to support a variety of user decision-making strategies. The tools are complemented by an online advisor so they can be adapted to different domains and users can be guided to adopt appropriate tools for different choices in e-commerce, e.g. purchasing high-value products, exploring product fit to users’ needs, or selecting products which satisfy requirements. The tools range from simple recommenders to decision support by interactive querying and comparison matrices. They were evaluated in a scenario-based experiment which varied the users’ task and motivation, with and without an advisor agent. The results show the tools and advisor were effective in supporting users and agreed with the predictions of ADM (adaptive decision making) theory, on which the design of the tools was based.

  12. Blind Separation of Two Users Based on User Delays and Optimal Pulse-Shape Design

    Directory of Open Access Journals (Sweden)

    Poor HVincent

    2010-01-01

    Full Text Available A wireless network is considered, in which two spatially distributed users transmit narrow-band signals simultaneously over the same channel using the same power. User separation is achieved by oversampling the received signal and formulating a virtual multiple-input multiple-output (MIMO system based on the resulting polyphase components. Because of oversampling, high correlations can occur between the columns of the virtual MIMO system matrix which can be detrimental to user separation. A novel pulse-shape waveform design is proposed that results in low correlation between the columns of the system matrix, while it exploits all available bandwidth as dictated by a spectral mask. It is also shown that the use of successive interference cancelation in combination with blind source separation further improves the separation performance.

  13. The Perceived Business Value of Social Media at Work

    DEFF Research Database (Denmark)

    Razmerita, Liana; Kirchner, Kathrin; Nielsen, Pia

    is customizable to specific user needs, empowering employees to design specific workflows thus helping them to work more effectively. Using social media, personal knowledge can be synergized into collective knowledge through social collaborative processes that may facilitate externalization of knowledge......Social Media is a new phenomenon that impacts businesses, society and individuals. Social media has swept into the business world, disrupting businesses, bringing new opportunities and challenges. The use of social media in organizations has the potential to shape the “future of the work”. Both...... consultancy reports and scholarly articles highlight and discuss the new opportunities and organizational benefits provided by social media to change the current top-down (i.e. initiated by management) business model to a more collaborative and bottom-up (i.e. initiated by employees) approach. Such a model...

  14. User-centric incentive design for participatory mobile phone sensing

    Science.gov (United States)

    Gao, Wei; Lu, Haoyang

    2014-05-01

    Mobile phone sensing is a critical underpinning of pervasive mobile computing, and is one of the key factors for improving people's quality of life in modern society via collective utilization of the on-board sensing capabilities of people's smartphones. The increasing demands for sensing services and ambient awareness in mobile environments highlight the necessity of active participation of individual mobile users in sensing tasks. User incentives for such participation have been continuously offered from an application-centric perspective, i.e., as payments from the sensing server, to compensate users' sensing costs. These payments, however, are manipulated to maximize the benefits of the sensing server, ignoring the runtime flexibility and benefits of participating users. This paper presents a novel framework of user-centric incentive design, and develops a universal sensing platform which translates heterogenous sensing tasks to a generic sensing plan specifying the task-independent requirements of sensing performance. We use this sensing plan as input to reduce three categories of sensing costs, which together cover the possible sources hindering users' participation in sensing.

  15. Pengembangan Media Pembelajaran Berupa Komik Fisika Berbantuan Sosial Media Instagram sebagai Alternatif Pembelajaran

    Directory of Open Access Journals (Sweden)

    Irwandani Irwandani

    2016-04-01

    Full Text Available The development trend of technology and information at this time should be used by the world of education to make it as a learning tool, both outside and inside the classroom. One trend that is emerging now is the use of social media as a medium of learning. Social media will be focused to develop is a media Instagram, in which can contain images and text content. The study was conducted with the aim of producing instructional media products that meet the necessary criteria. The research is the research and development method undertaken by several stages, a preliminary investigation, gathering information, product design, product validation, testing is limited to the user, and product revision. Based on the stages that made learning media product obtained declared fit and is needed by learners after validating and testing the product. Validation linguists gained 84%, the design of 82.67%, 86.67% materials, and media gained 87.14%. Meanwhile, based on the scoring is obtained 90.83%. Tren perkembangan teknologi dan informasi saat ini seharusnya bisa dimanfaatkan oleh dunia pendidikan untuk menjadikannya sebagai sarana pembelajaran, baik itu di luar maupun di dalam kelas. Salah satu tren yang sedang muncul saat ini adalah pemanfaatan media sosial sebagai media pembelajaran. Media sosial yang akan difokuskan untuk dikembangkan adalah media instagram, yang di dalamnya bisa memuat konten gambar dan tulisan. Penelitian dilakukan dengan tujuan menghasilkan produk media pembelajaran yang memenuhi kriteria yang dibutuhkan. Penelitian yang digunakan adalah penelitian dan pengembangan yang dilakukan dengan beberapa tahap yaitu melakukan penelitian pendahuluan, mengumpulkan informasi, desain produk, validasi produk, ujicoba terbatas kepada pengguna, kemudian revisi produk. Berdasarkan tahapan-tahapan yang dilakukan diperoleh produk media pembelajaran yang dinyatakan layak dan sangat dibutuhkan oleh peserta didik setelah melakukan validasi

  16. A foundation for translating user interaction designs into OSF/Motif-based software

    OpenAIRE

    Hinson, Kenneth Paul

    1994-01-01

    The user interface development process occurs in a behavioral domain and in a constructional domain. The development process in the behavioral domain focuses on the "look and feel" of the user interface and its behavior in response to user actions. The development process in the constructional domain focuses on developing software to implement the user interface. Although one may attempt to design a user interface from a constructional view, it is important to concentrate desig...

  17. UNWANTED BEHAVIOUR AMONG YOUTH: INFLUENCE OF DIGITAL MEDIA CONSUMPTION

    Directory of Open Access Journals (Sweden)

    Mateja Rek

    2016-09-01

    Full Text Available In many cases of unwanted behaviour that we analysed (for instance in case of cheating on school tests, beating, being bullied, conflicts with parents, gambling, intentionally damaging or destroying property we found a statistically significant effect of the extent of digital media use on incidence of such behaviour. Youth, who are large digital media users, behave in such socially unwanted ways more often compared to smaller media users. A dominant share of youth isn’t involved in violent behaviour or vandalism at all. However, the incidence of violence or vandalism in the large media users group is significantly higher compared to low and medium users group.

  18. Medium Moderates the Message. How Users Adjust Their Communication Trajectories to Different Media in Collaborative Task Solving.

    Directory of Open Access Journals (Sweden)

    Karolina Lisiecka

    Full Text Available Rapid development of information and communications technologies (ICT has triggered profound changes in how people manage their social contacts in both informal and professional contexts. ICT mediated communication may seem limited in possibilities compared to face-to-face encounters, but research shows that puzzlingly often it can be just as effective and satisfactory. We posit that ICT users employ specific communication strategies adapted to particular communication channels, which results in a comparable effectiveness of communication. In order to maintain a satisfactory level of conversational intelligibility they calibrate the content of their messages to a given medium's richness and adjust the whole conversation trajectory so that every stage of the communication process runs fluently. In the current study, we compared complex task solving trajectories in chat, mobile phone and face-to-face dyadic conversations. Media conditions did not influence the quality of decision outcomes or users' perceptions of the interaction, but they had impact on the amount of time devoted to each of the identified phases of decision development. In face-to-face contacts the evaluation stage of the discussion dominated the conversation; in the texting condition the orientation-evaluation-control phases were evenly distributed; and the phone condition provided a midpoint between these two extremes. The results show that contemporary ICT users adjust their communication behavior to the limitations and opportunities of various media through the regulation of attention directed to each stage of the discussion so that as a whole the communication process remains effective.

  19. User-Centered Design for Interactive Maps: A Case Study in Crime Analysis

    Directory of Open Access Journals (Sweden)

    Robert E. Roth

    2015-02-01

    Full Text Available In this paper, we address the topic of user-centered design (UCD for cartography, GIScience, and visual analytics. Interactive maps are ubiquitous in modern society, yet they often fail to “work” as they could or should. UCD describes the process of ensuring interface success—map-based or otherwise—by gathering input and feedback from target users throughout the design and development of the interface. We contribute to the expanding literature on UCD for interactive maps in two ways. First, we synthesize core concepts on UCD from cartography and related fields, as well as offer new ideas, in order to organize existing frameworks and recommendations regarding the UCD of interactive maps. Second, we report on a case study UCD process for GeoVISTA CrimeViz, an interactive and web-based mapping application supporting visual analytics of criminal activity in space and time. The GeoVISTA CrimeViz concept and interface were improved iteratively by working through a series of user→utility→usability loops in which target users provided input and feedback on needs and designs (user, prompting revisions to the conceptualization and functional requirements of the interface (utility, and ultimately leading to new mockups and prototypes of the interface (usability for additional evaluation by target users (user… and so on. Together, the background review and case study offer guidance for applying UCD to interactive mapping projects, and demonstrate the benefit of including target users throughout design and development.

  20. Playing with Personal Media: On an Epistemology of Ignoranc

    Directory of Open Access Journals (Sweden)

    Timo Kaerlein

    2013-12-01

    Full Text Available Mobile devices are ubiquitous and increasingly an integral part of everyday media usage. One remarkable development in the field of personal media (smartphones, tablet computers, etc. is the trivialization of their interfaces and appearance, espe-cially when compared to the complexity of the underlying software and hardware. The iPhone and its successors trump with usability, they offer simple and seeming-ly direct access to many functions. Software can be handled with basic hand gestures or voice control, no expert knowledge is required to use the devices. Rather, current apps and operating systems are designed for a playful approach that favours unbiased exploration. The article investigates forms of the trivial in both device materiality and interface design from a media studies perspective. Pertinent philosophical positions on human-technology relationships by Günther Anders and Hans Blumenberg are discussed to explore the ramifications of a highly productive epistemology of ignorance. A focus is placed upon the process of blackboxing, a technique of invisi-bilization common to media technologies wherein the social and material prerequisites of a given artefact are hidden from users. The black box also serves as a model of thought to offer a way of analysing unknown complex systems as proposed in cybernetics, and it has more recently been picked up and refashioned in significant ways in actor-network theory. Playing with personal media is situated between the poles of user infantilization and the freedom of exploring new practices. Triviality in interface design is am-biguous in that it denies insight into more fundamental processes but at the same time creates a space for playful variation not requiring professional knowledge. The article aims to negotiate between positions of elitist criticism and affirmative technophilia, which are widespread in the discourse on mobile devices.

  1. A National Study of Social Media, Television, Radio, and Internet Usage of Adults by Sexual Orientation and Smoking Status: Implications for Campaign Design

    Science.gov (United States)

    Seidenberg, Andrew B.; Jo, Catherine L.; Ribisl, Kurt M.; Lee, Joseph G. L.; Buchting, Francisco O.; Kim, Yoonsang; Emery, Sherry L.

    2017-01-01

    Background: Smoking rates among lesbian, gay, and bisexual (LGB) people significantly exceed that of heterosexuals. Media interventions are an important part of tobacco control efforts, but limited information is available on LGB people’s media use. Methods: A nationally representative sample of 12,900 U.S. adults completed an online questionnaire assessing media use, smoking status, and demographic information. Multivariable logistic regression was used to assess relationships between media use with sexual orientation and smoking status. Results: A total of 590 (4.6%) respondents identified as LGB, of which 29% were smokers. Regardless of sexual orientation and smoking status, the Internet was the most popular media channel used, followed by television and radio. LGB respondents had significantly greater odds of having accounts on social media websites, accessing Facebook daily, and being a frequent Internet user, compared to heterosexual respondents. Similar media use was found between smokers and non-smokers, but smokers had greater odds of being frequent television viewers and frequent Internet users, compared to non-smokers. Conclusions: Compared to heterosexuals, LGB respondents reported greater use of the Internet, especially social media. Media campaigns targeting LGB populations can maximize reach by utilizing social media alongside traditional media channels. PMID:28430161

  2. A National Study of Social Media, Television, Radio, and Internet Usage of Adults by Sexual Orientation and Smoking Status: Implications for Campaign Design

    Directory of Open Access Journals (Sweden)

    Andrew B. Seidenberg

    2017-04-01

    Full Text Available Background: Smoking rates among lesbian, gay, and bisexual (LGB people significantly exceed that of heterosexuals. Media interventions are an important part of tobacco control efforts, but limited information is available on LGB people’s media use. Methods: A nationally representative sample of 12,900 U.S. adults completed an online questionnaire assessing media use, smoking status, and demographic information. Multivariable logistic regression was used to assess relationships between media use with sexual orientation and smoking status. Results: A total of 590 (4.6% respondents identified as LGB, of which 29% were smokers. Regardless of sexual orientation and smoking status, the Internet was the most popular media channel used, followed by television and radio. LGB respondents had significantly greater odds of having accounts on social media websites, accessing Facebook daily, and being a frequent Internet user, compared to heterosexual respondents. Similar media use was found between smokers and non-smokers, but smokers had greater odds of being frequent television viewers and frequent Internet users, compared to non-smokers. Conclusions: Compared to heterosexuals, LGB respondents reported greater use of the Internet, especially social media. Media campaigns targeting LGB populations can maximize reach by utilizing social media alongside traditional media channels.

  3. General multimode polarization splitter design in uniaxial media

    Science.gov (United States)

    Teixeira, Poliane A.; Silva, Daniely G.; Gabrielli, Lucas H.; Spadoti, Danilo H.; Junqueira, Mateus A. F. C.

    2018-03-01

    Quasiconformal transformation optics is used to design two-dimensional polarization beam splitters. The resulting media present inhomogeneous uniaxial permittivity and nonmagnetic response. The compact devices are theoretically designed and investigated for symmetrical and asymmetrical geometries, with footprint of 64 and 110 μm2, respectively. The polarization splitter performance is evaluated for the fundamental mode and third mode, exhibiting an insertion loss closer to 0 dB and extinction ratio above 40 dB over a broad wavelength range.

  4. Essays on Social Media Fundraising and E-Commerce

    Science.gov (United States)

    Tan, Xue

    2017-01-01

    This dissertation has two components: social media fundraising and e-commerce. The first component of social media fundraising discusses social media users' charitable content generation in essay 1 and charitable giving in essay 2. In essay 1, we examine how reciprocity of followees affects social influence on users' charitable content generation.…

  5. Mapping Government Social Media Research and Moving it Forward

    DEFF Research Database (Denmark)

    Medaglia, Rony; Zheng, Lei

    2017-01-01

    ), and the public administration (PA) research fields, we mapped government social media research into the six focus categories of context, user characteristics, user behavior, platform properties, management, and effects. Findings show that 1) research focuses on government, rather than on users; 2) studies......The growing phenomenon of government social media requires better informed and more complex studies, but all beginning with a clearer understanding of the current research. Drawing on a comprehensive review of government social media literature in the e-government, the Information Systems (IS...... focusing on context, management, and users mostly focus on quantitative aspects; 3) the properties of social media platforms are under-investigated; and 4) research on the relationship between constructs of the government social media phenomenon is under-investigated. Based on our analysis, we propose...

  6. User productivity as a function of AutoCAD interface design.

    Science.gov (United States)

    Mitta, D A; Flores, P L

    1995-12-01

    Increased operator productivity is a desired outcome of user-CAD interaction scenarios. Two objectives of this research were to (1) define a measure of operator productivity and (2) empirically investigate the potential effects of CAD interface design on operator productivity, where productivity is defined as the percentage of a drawing session correctly completed per unit time. Here, AutoCAD provides the CAD environment of interest. Productivity with respect to two AutoCAD interface designs (menu, template) and three task types (draw, dimension, display) was investigated. Analysis of user productivity data revealed significantly higher productivity under the menu interface condition than under the template interface condition. A significant effect of task type was also discovered, where user productivity under display tasks was higher than productivity under the draw and dimension tasks. Implications of these results are presented.

  7. Aplikasi Virtual Reality Media Pembelajaran Sistem Tata Surya

    Directory of Open Access Journals (Sweden)

    I Putu Astya Prayudha

    2017-08-01

    Full Text Available Learning of the solar system is taught since primary school. The learning materials of the solar system are generally explained through blackboards and using books, causing a less of visualization of the solar system that becomes an obstacle in the learning process of the solar system. Develop Virtual Reality Application Learning Media of Solar System in this study aims to facilitate learning with the addition of visualization of the delivery of materials related to the solar system. The application is designed to combine entertainment and knowledge where users interact with virtual environments and see the existence of planets and planets information in the solar system with virtually mode. Application are developed with the delivery of text and voice learning to provide knowledge to users such as the distance the planet to the Sun, diameter, layers, and the constituents of the planet. Users agree Virtual Reality Application Learning Media of Solar System effectively facilitate learning related to the solar system system as evidenced by the questionnaire of 60% for agree value on the content aspect.

  8. Assessing Trustworthiness in Social Media: A Social Computing Approach

    Science.gov (United States)

    2015-11-17

    University Press, (05 2014) Huan Liu, Jiliang Tang. Trust in Social Media , Synthesis Lectures on Information Security, Privacy , and Trust: Morgan & Claypool...applications such as targeted advertisements or real- time monitoring of political opinions. Huge amounts of data generated by social media users present...Networking Site" • Research Problem Studied: Privacy and security are major concerns for many users of social media . When users share information (e.g

  9. Credible checklists and quality questionnaires a user-centered design method

    CERN Document Server

    Wilson, Chauncey

    2013-01-01

    Credible Checklists and Quality Questionnaires starts off with an examination of the critical but commonly overlooked checklist method. In the second chapter, questionnaires and surveys are discussed. Asking questions sounds simple, but the hard truth is that asking questions (and designing questionnaires) is a difficult task. This chapter discusses being mindful of the choice of words, order of questions and how early questions influence later questions, answer scales and how they impact the user response, questionnaire design, and much more. The final chapter provides examples of some common questionnaires (both free and fee-based) for assessing the usability of products. After reading this book, readers will be able to use these user design tools with greater confidence and certainty.

  10. Understanding Social Media Logic

    OpenAIRE

    José van Dijck; Thomas Poell

    2013-01-01

    Over the past decade, social media platforms have penetrated deeply into the mech­anics of everyday life, affecting people's informal interactions, as well as institutional structures and professional routines. Far from being neutral platforms for everyone, social media have changed the conditions and rules of social interaction. In this article, we examine the intricate dynamic between social media platforms, mass media, users, and social institutions by calling attention to social media log...

  11. Social Media Reputation

    DEFF Research Database (Denmark)

    Etter, Michael Andreas; Ravasi, Davide; Colleoni, Elanor

    motivational drivers and contextual conditions associated with the formation of narratives in traditional news media and social media influence their content, diffusion, and impact significantly. Our analysis suggests that current theories of media reputation may provide an incomplete representation......Social media enable millions of users to create and disseminate narratives about organizations that increase their public exposure and shape public perceptions. In this paper, we draw on the sociology of news production and research on computer-mediated communication to discuss how different...... of the phenomenon, and highlight theoretically relevant differences and interrelationships between reputational dynamics involving news media and social media....

  12. Data Mining to Capture User-Experience: A Case Study in Notebook Product Appearance Design

    OpenAIRE

    Rhoann Kerh; Chen-Fu Chien; Kuo-Yi Lin

    2014-01-01

    In the era of rapidly increasing notebook market, consumer electronics manufacturers are facing a highly dynamic and competitive environment. In particular, the product appearance is the first part for user to distinguish the product from the product of other brands. Notebook product should differ in its appearance to engage users and contribute to the user experience (UX). The UX evaluates various product concepts to find the design for user needs; in addition, help the designer to further u...

  13. Configuring the User as Everybody. Gender and Design Cultures in Information and Communication Technologies

    NARCIS (Netherlands)

    Oudshoorn, N.E.J.; Rommes, E.W.M.; Stienstra, M.

    2004-01-01

    Based on two case studies of the design of electronic communication networks developed in the public and private sector, this article explores the barriers within current design cultures to account for the needs and diversity of users. Whereas the constraints on user-centered design are usually

  14. Script of Healthcare Technology: Do Designs of Robotic Beds Exclude or Include Users?

    DEFF Research Database (Denmark)

    Brodersen, Søsser Grith Kragh; Hansen, Meiken; Lindegaard, Hanne

    2015-01-01

    Many new product designs are currently being implemented in the healthcare sector, and this presents designers with challenges involved in socially innovative design. In this paper, we argue that designing assistive technologies requires focus on multiple users and use practices. We see the design...... of assistive technologies as design of socio-material assemblies , which include an analysis of the products already used in relation to multiple users, their practices and wishes. In the article we focus on the challenges in the implementation of two types of robotic beds used for disability care...

  15. Earthquake Early Warning: User Education and Designing Effective Messages

    Science.gov (United States)

    Burkett, E. R.; Sellnow, D. D.; Jones, L.; Sellnow, T. L.

    2014-12-01

    The U.S. Geological Survey (USGS) and partners are transitioning from test-user trials of a demonstration earthquake early warning system (ShakeAlert) to deciding and preparing how to implement the release of earthquake early warning information, alert messages, and products to the public and other stakeholders. An earthquake early warning system uses seismic station networks to rapidly gather information about an occurring earthquake and send notifications to user devices ahead of the arrival of potentially damaging ground shaking at their locations. Earthquake early warning alerts can thereby allow time for actions to protect lives and property before arrival of damaging shaking, if users are properly educated on how to use and react to such notifications. A collaboration team of risk communications researchers and earth scientists is researching the effectiveness of a chosen subset of potential earthquake early warning interface designs and messages, which could be displayed on a device such as a smartphone. Preliminary results indicate, for instance, that users prefer alerts that include 1) a map to relate their location to the earthquake and 2) instructions for what to do in response to the expected level of shaking. A number of important factors must be considered to design a message that will promote appropriate self-protective behavior. While users prefer to see a map, how much information can be processed in limited time? Are graphical representations of wavefronts helpful or confusing? The most important factor to promote a helpful response is the predicted earthquake intensity, or how strong the expected shaking will be at the user's location. Unlike Japanese users of early warning, few Californians are familiar with the earthquake intensity scale, so we are exploring how differentiating instructions between intensity levels (e.g., "Be aware" for lower shaking levels and "Drop, cover, hold on" at high levels) can be paired with self-directed supplemental

  16. Translating research into practice through user-centered design: An application for osteoarthritis healthcare planning.

    Science.gov (United States)

    Carr, Eloise Cj; Babione, Julie N; Marshall, Deborah

    2017-08-01

    To identify the needs and requirements of the end users, to inform the development of a user-interface to translate an existing evidence-based decision support tool into a practical and usable interface for health service planning for osteoarthritis (OA) care. We used a user-centered design (UCD) approach that emphasized the role of the end-users and is well-suited to knowledge translation (KT). The first phase used a needs assessment focus group (n=8) and interviews (n=5) with target users (health care planners) within a provincial health care organization. The second phase used a participatory design approach, with two small group sessions (n=6) to explore workflow, thought processes, and needs of intended users. The needs assessment identified five design recommendations: ensuring the user-interface supports the target user group, allowing for user-directed data explorations, input parameter flexibility, clear presentation, and provision of relevant definitions. The second phase identified workflow insights from a proposed scenario. Graphs, the need for a visual overview of the data, and interactivity were key considerations to aid in meaningful use of the model and knowledge translation. A UCD approach is well suited to identify health care planners' requirements when using a decision support tool to improve health service planning and management of OA. We believe this is one of the first applications to be used in planning for health service delivery. We identified specific design recommendations that will increase user acceptability and uptake of the user-interface and underlying decision support tool in practice. Our approach demonstrated how UCD can be used to enable knowledge translation. Copyright © 2017 Elsevier B.V. All rights reserved.

  17. The shifting cross-media news landscape

    DEFF Research Database (Denmark)

    Schrøder, Kim Christian; Steeg Larsen, Bent

    2010-01-01

    and lifestyles. Theoretically the study is anchored in Habermas’s notion of the public sphere, and its recent reconceptualizations in theories of ‘cultural citizenship’, 'civic agency' and 'public connection'. The project operationalizes these theories through the concept of users' perceived “worthwhileness......The article offers new insights for democracy and for news producers by mapping the use and users of today’s cross-media news landscape, as the everyday consumption of news across the range of available news media and formats is shifting as a result of transformations of technology, culture......” of news media, a user-anchored concept which incorporates the different functionalities of the situational cross-media use of news by citizen/consumers in everyday life. Empirically the article presents the findings of a large-scale survey that traces the imminent challenges facing players in the news...

  18. Snapchat media retrieval for novice device users

    CSIR Research Space (South Africa)

    Khan, ZC

    2015-03-01

    Full Text Available procedures that are easily enough for novice smartphone users to employ: not necessarily hackers or information security specialists, but an average smartphone user. The results indicate that, it is indeed possible for novices to retrieve Snapchat data...

  19. Users' manual for LEHGC: A Lagrangian-Eulerian Finite-Element Model of Hydrogeochemical Transport Through Saturated-Unsaturated Media. Version 1.1

    International Nuclear Information System (INIS)

    Yeh, Gour-Tsyh

    1995-11-01

    The computer program LEHGC is a Hybrid Lagrangian-Eulerian Finite-Element Model of HydroGeo-Chemical (LEHGC) Transport Through Saturated-Unsaturated Media. LEHGC iteratively solves two-dimensional transport and geochemical equilibrium equations and is a descendant of HYDROGEOCHEM, a strictly Eulerian finite-element reactive transport code. The hybrid Lagrangian-Eulerian scheme improves on the Eulerian scheme by allowing larger time steps to be used in the advection-dominant transport calculations. This causes less numerical dispersion and alleviates the problem of calculated negative concentrations at sharp concentration fronts. The code also is more computationally efficient than the strictly Eulerian version. LEHGC is designed for generic application to reactive transport problems associated with contaminant transport in subsurface media. Input to the program includes the geometry of the system, the spatial distribution of finite elements and nodes, the properties of the media, the potential chemical reactions, and the initial and boundary conditions. Output includes the spatial distribution of chemical element concentrations as a function of time and space and the chemical speciation at user-specified nodes. LEHGC Version 1.1 is a modification of LEHGC Version 1.0. The modification includes: (1) devising a tracking algorithm with the computational effort proportional to N where N is the number of computational grid nodes rather than N 2 as in LEHGC Version 1.0, (2) including multiple adsorbing sites and multiple ion-exchange sites, (3) using four preconditioned conjugate gradient methods for the solution of matrix equations, and (4) providing a model for some features of solute transport by colloids

  20. Stakeholders' influence on the importance of users' and clients' information and constraints during website design.

    Science.gov (United States)

    Chevalier, Aline

    2007-12-01

    The present study aims at determining the role of the stakeholder (via a user vs a client spokesperson) on the importance allocated to information and constraints considered by novice and professional web designers. Analysis showed all designers focused mainly on clients' constraints and information even when they dealt with a user spokesperson: they considered clients' constraints as more important than users' constraints. These results are new with regard to those previously obtained in web design, which showed designers considered prescribed constraints (regardless of the stakeholder to which they are related) as unavaoidable, and the vast majority of others as avoidable if required. Research is required to help web designers to ponder users' and clients' constraints and to assess whether the same patterns of results occur in other design domains.

  1. User interface inspection methods a user-centered design method

    CERN Document Server

    Wilson, Chauncey

    2014-01-01

    User Interface Inspection Methods succinctly covers five inspection methods: heuristic evaluation, perspective-based user interface inspection, cognitive walkthrough, pluralistic walkthrough, and formal usability inspections. Heuristic evaluation is perhaps the best-known inspection method, requiring a group of evaluators to review a product against a set of general principles. The perspective-based user interface inspection is based on the principle that different perspectives will find different problems in a user interface. In the related persona-based inspection, colleagues assume the

  2. Designing personal attentive user interfaces in the mobile public safety domain

    NARCIS (Netherlands)

    Streefkerk, J.W.; Esch van-Bussemakers, M.P.; Neerincx, M.A.

    2006-01-01

    In the mobile computing environment, there is a need to adapt the information and service provision to the momentary attentive state of the user, operational requirements and usage context. This paper proposes to design personal attentive user interfaces (PAUI) for which the content and style of

  3. EVALUASI KUALITAS WEBSITE DITINJAU DARI KEPUASAN USER DENGAN WEB ANALYTIC (STUDI KASUS PADA WEBSITE MAJALAH LIVINGETC INDONESIA

    Directory of Open Access Journals (Sweden)

    Kim Ming

    2014-01-01

    Full Text Available The purpose of this study is to evaluate livingetcindonesia.com website, in order to improve user satisfaction as an online media and the extent to which the level of user satisfaction to the presentation of the website. The website criteria: perceived usefulness, ease of use, ease of finding information, and the design/layout of page is examined to determine the effect on user satisfaction. Analysis of site infrastructure has been meeting the needs of web and database servers, database structure, web analytics to determine the user visits the website and area/location where a user visiting the website. The survey results showed variable Perceived usefullness, Ease of use, Ease of finding information, and Design/Layout of page significant effect on user satisfaction.

  4. Impediments to User Gains: Experiences from a Critical Participatory Design Project

    DEFF Research Database (Denmark)

    Bossen, Claus; Dindler, Christian; Iversen, Ole Sejer

    2012-01-01

    interviews with participants in a project aimed at developing technology that fosters engaging museum experiences, and rethinking cultural heritage communication. Despite the use of established PD techniques by experienced PD practitioners, a significant number of frustrations relating to the PD process were...... prominent in the research study. Based on these findings, we provide an analysis of impediments for users gains in PD projects: Differences between aims were unresolved, absence of a shared set-up for collaboration and different conceptions of technology.......Actual studies of user gains from involvement in design processes are few, although a concern for users’ gains is a core characteristic of participatory design (PD). We explore the question of user gains through a retrospective evaluation of a critical PD project. We conducted ten qualitative...

  5. The unbearable lightness of user consent

    Directory of Open Access Journals (Sweden)

    Rikke Frank Joergensen

    2014-10-01

    Full Text Available The article discusses challenges to privacy protection in social media platforms, focusing in particular on the principle of user consent. Based on a Danish study, the article argues that in relation to Facebook, user consent de facto served as the price for participating and for gaining access to a social infrastructure. The article opens with a brief introduction to privacy as a human right, followed by a discussion of some of the critique that has been raised towards social media platforms vis-à-vis the right to privacy. Second, it presents the findings from a study conducted amongst 68 Danish high school students in October 2013 concerning their privacy perceptions and practices when using social media platforms. Thirdly, it discusses the implications of these findings in relation to the principle of user consent as a means of providing individuals with control over their personal information in the context of social media platforms.

  6. Detecting Rumors Through Modeling Information Propagation Networks in a Social Media Environment.

    Science.gov (United States)

    Liu, Yang; Xu, Songhua; Tourassi, Georgia

    2015-01-01

    In the midst of today's pervasive influence of social media content and activities, information credibility has increasingly become a major issue. Accordingly, identifying false information, e.g. rumors circulated in social media environments, attracts expanding research attention and growing interests. Many previous studies have exploited user-independent features for rumor detection. These prior investigations uniformly treat all users relevant to the propagation of a social media message as instances of a generic entity. Such a modeling approach usually adopts a homogeneous network to represent all users, the practice of which ignores the variety across an entire user population in a social media environment. Recognizing this limitation of modeling methodologies, this study explores user-specific features in a social media environment for rumor detection. The new approach hypothesizes that whether a user tends to spread a rumor is dependent upon specific attributes of the user in addition to content characteristics of the message itself. Under this hypothesis, information propagation patterns of rumors versus those of credible messages in a social media environment are systematically differentiable. To explore and exploit this hypothesis, we develop a new information propagation model based on a heterogeneous user representation for rumor recognition. The new approach is capable of differentiating rumors from credible messages through observing distinctions in their respective propagation patterns in social media. Experimental results show that the new information propagation model based on heterogeneous user representation can effectively distinguish rumors from credible social media content.

  7. Exploring the impact of wheelchair design on user function in a rural South African setting.

    Science.gov (United States)

    Visagie, Surona; Duffield, Svenje; Unger, Mariaan

    2015-01-01

    Wheelchairs provide mobility that can enhance function and community integration. Function in a wheelchair is influenced by wheelchair design. To explore the impact of wheelchair design on user function and the variables that guided wheelchair prescription in the study setting. A mixed-method, descriptive design using convenience sampling was implemented. Quantitative data were collected from 30 wheelchair users using the functioning every day with a Wheelchair Scale and a Wheelchair Specification Checklist. Qualitative data were collected from ten therapists who prescribed wheelchairs to these users, through interviews. The Kruskal-Wallis test was used to identify relationships, and content analysis was undertaken to identify emerging themes in qualitative data. Wheelchairs with urban designs were issued to 25 (83%) participants. Wheelchair size, fit, support and functional features created challenges concerning transport, operating the wheelchair, performing personal tasks, and indoor and outdoor mobility. Users using wheelchairs designed for use in semi-rural environments achieved significantly better scores regarding the appropriateness of the prescribed wheelchair than those using wheelchairs designed for urban use ( p = <0.01). Therapists prescribed the basic, four-wheel folding frame design most often because of a lack of funding, lack of assessment, lack of skills and user choice. Issuing urban type wheelchairs to users living in rural settings might have a negative effect on users' functional outcomes. Comprehensive assessments, further training and research, on long term cost and quality of life implications, regarding provision of a suitable wheelchair versus a cheaper less suitable option is recommended.

  8. Design Strategies for Efficient Access to Mobile Device Users via Amazon Mechanical Turk

    OpenAIRE

    Jacques, Jason; Kristensson, Per Ola

    2017-01-01

    It is often challenging to access a pool of mobile device users and instruct them to perform an interactive task. Yet such data is often vital to provide design insight at various stages of the design process of a mobile application, service or system. We propose accessing a pool of mobile device users via the microtask market Amazon Mechanical Turk (MTurk). While mobile device users are still a minority on MTurk, they provide unique opportunities for requesters. Not only does catering to mob...

  9. Incremental Knowledge Discovery in Social Media

    Science.gov (United States)

    Tang, Xuning

    2013-01-01

    In light of the prosperity of online social media, Web users are shifting from data consumers to data producers. To catch the pulse of this rapidly changing world, it is critical to transform online social media data to information and to knowledge. This dissertation centers on the issue of modeling the dynamics of user communities, trending…

  10. Benefits of social media for nurses and service users.

    Science.gov (United States)

    Betton, Victoria is deputy; Tomlinson, Victoria

    People with mental health problems are increasingly using social media channels as part of their recovery and to improve their lives. This article discusses social media and how it can be used to complement healthcare, offers useful tips on using social media, and explores case studies for nurses to use in clinical practice.

  11. Hue combinations in web design for Swedish and Thai users : Guidelines for combining color hues onscreen for Swedish and Thai users in the context of designing web sites

    OpenAIRE

    Ruse, Vidal

    2017-01-01

    Users can assess the visual appeal of a web page within 50 milliseconds and color is the first thing noticed onscreen. That directly influences user perception of the website, and choosing appealing color combinations is therefore crucial for successful web design. Recent scientific research has identified which individual colors are culturally preferred in web design in different countries but there is no similar research on hue combinations. Currently no effective, scientifically based guid...

  12. Parental Control of the Time Preadolescents Spend on Social Media: Links with Preadolescents' Social Media Appearance Comparisons and Mental Health.

    Science.gov (United States)

    Fardouly, Jasmine; Magson, Natasha R; Johnco, Carly J; Oar, Ella L; Rapee, Ronald M

    2018-07-01

    Time spent on social media and making online comparisons with others may influence users' mental health. This study examined links between parental control over the time their child spends on social media, preadolescents' time spent browsing social media, preadolescents' appearance comparisons on social media, and preadolescents' appearance satisfaction, depressive symptoms, and life satisfaction. Preadolescent social media users (N = 284, 49.1% female; aged 10-12) and one of their parents completed online surveys. Preadolescents, whose parents reported greater control over their child's time on social media, reported better mental health. This relationship was mediated by preadolescents spending less time browsing and making fewer appearance comparisons on social media. Parental control over time spent on social media may be associated with benefits for mental health among preadolescents.

  13. Diseño Centrado en el Usuario User Centered Design

    Directory of Open Access Journals (Sweden)

    Galeano Roylan

    2008-01-01

    Full Text Available El diseño centrado en el usuario surge como un enfoque y método que consiste en conocer algunas particularidades del usuario con el objetivo de hacer más familiares y efectivas las interfaces gráficas que se diseñan para él. Se describe su origen, características y técnicas complementarias. User center design arises as an approach and method that lies on the knowledge of some user details, with the aim of producing more familiar and effective graphic interfaces designed specifically for them. This article describes its origins, features and complementary techniques.

  14. Porting Social Media Contributions with SIOC

    Science.gov (United States)

    Bojars, Uldis; Breslin, John G.; Decker, Stefan

    Social media sites, including social networking sites, have captured the attention of millions of users as well as billions of dollars in investment and acquisition. To better enable a user's access to multiple sites, portability between social media sites is required in terms of both (1) the personal profiles and friend networks and (2) a user's content objects expressed on each site. This requires representation mechanisms to interconnect both people and objects on the Web in an interoperable, extensible way. The Semantic Web provides the required representation mechanisms for portability between social media sites: it links people and objects to record and represent the heterogeneous ties that bind each to the other. The FOAF (Friend-of-a-Friend) initiative provides a solution to the first requirement, and this paper discusses how the SIOC (Semantically-Interlinked Online Communities) project can address the latter. By using agreed-upon Semantic Web formats like FOAF and SIOC to describe people, content objects, and the connections that bind them together, social media sites can interoperate and provide portable data by appealing to some common semantics. In this paper, we will discuss the application of Semantic Web technology to enhance current social media sites with semantics and to address issues with portability between social media sites. It has been shown that social media sites can serve as rich data sources for SIOC-based applications such as the SIOC Browser, but in the other direction, we will now show how SIOC data can be used to represent and port the diverse social media contributions (SMCs) made by users on heterogeneous sites.

  15. New detection systems of bacteria using highly selective media designed by SMART: selective medium-design algorithm restricted by two constraints.

    Directory of Open Access Journals (Sweden)

    Takeshi Kawanishi

    Full Text Available Culturing is an indispensable technique in microbiological research, and culturing with selective media has played a crucial role in the detection of pathogenic microorganisms and the isolation of commercially useful microorganisms from environmental samples. Although numerous selective media have been developed in empirical studies, unintended microorganisms often grow on such media probably due to the enormous numbers of microorganisms in the environment. Here, we present a novel strategy for designing highly selective media based on two selective agents, a carbon source and antimicrobials. We named our strategy SMART for highly Selective Medium-design Algorithm Restricted by Two constraints. To test whether the SMART method is applicable to a wide range of microorganisms, we developed selective media for Burkholderia glumae, Acidovorax avenae, Pectobacterium carotovorum, Ralstonia solanacearum, and Xanthomonas campestris. The series of media developed by SMART specifically allowed growth of the targeted bacteria. Because these selective media exhibited high specificity for growth of the target bacteria compared to established selective media, we applied three notable detection technologies: paper-based, flow cytometry-based, and color change-based detection systems for target bacteria species. SMART facilitates not only the development of novel techniques for detecting specific bacteria, but also our understanding of the ecology and epidemiology of the targeted bacteria.

  16. Navigating cross-media news use

    DEFF Research Database (Denmark)

    Swart, Joëlle; Peters, Chris; Broersma, Marcel

    2017-01-01

    distinctive cross-media repertoires, and what makes these compositions meaningful. This article analyzes the value of different platforms, genres and practices in everyday life by mapping patterns of cross-media news use. Combining Q methodology with think-aloud protocols and day-in-the-life-interviews, five...... distinct news media repertoires are identified: 1) regionally-oriented 2) background-oriented 3) digital 4) laid-back and 5) nationally-oriented news use. Our findings indicate that users do not always use what they prefer, nor do they prefer what they use. Moreover, the boundaries they draw between news......The current news media landscape is characterized by an abundance of digital outlets and increased opportunities for users to navigate news themselves. Yet, it is still unclear how people negotiate this fluctuating environment to decide which news media to select or ignore, how they assemble...

  17. User experience in libraries applying ethnography and human-centred design

    CERN Document Server

    Borg, Matt

    2016-01-01

    Modern library services can be incredibly complex. Much more so than their forebears, modern librarians must grapple daily with questions of how best to implement innovative new services, while also maintaining and updating the old. The efforts undertaken are immense, but how best to evaluate their success? In this groundbreaking new book from Routledge, library practitioners, anthropologists, and design experts combine to advocate a new focus on User Experience (or UX ) research methods. Through a combination of theoretical discussion and applied case studies, they argue that this ethnographic and human-centred design approach enables library professionals to gather rich evidence-based insights into what is really going on in their libraries, allowing them to look beyond what library users say they do to what they actually do. Edited by the team behind the international UX in Libraries conference, "User Experience in Libraries" will ignite new interest in a rapidly emerging and game-changing area of resear...

  18. E-Center: A Collaborative Platform for Wide Area Network Users

    Science.gov (United States)

    Grigoriev, M.; DeMar, P.; Tierney, B.; Lake, A.; Metzger, J.; Frey, M.; Calyam, P.

    2012-12-01

    The E-Center is a social collaborative web-based platform for assisting network users in understanding network conditions across network paths of interest to them. It is designed to give a user the necessary tools to isolate, identify, and resolve network performance-related problems. E-Center provides network path information on a link-by-link level, as well as from an end-to-end perspective. In addition to providing current and recent network path data, E-Center is intended to provide a social media environment for them to share issues, ideas, concerns, and problems. The product has a modular design that accommodates integration of other network services that make use of the same network path and performance data.

  19. E-center: A collaborative platform for wide area network users

    Energy Technology Data Exchange (ETDEWEB)

    Grigoriev, M. [Fermilab; DeMar, P. [Fermilab; Tierney, B. [LBL, Berkeley; Lake, A. [LBL, Berkeley; Metzger, J. [LBL, Berkeley; Frey, M. [Bucknell U.; Calyam, P. [Ohio State U.

    2012-01-01

    The E-Center is a social collaborative web-based platform for assisting network users in understanding network conditions across network paths of interest to them. It is designed to give a user the necessary tools to isolate, identify, and resolve network performance-related problems. E-Center provides network path information on a link-by-link level, as well as from an end-to-end perspective. In addition to providing current and recent network path data, E-Center is intended to provide a social media environment for them to share issues, ideas, concerns, and problems. The product has a modular design that accommodates integration of other network services that make use of the same network path and performance data.

  20. E-Center: A Collaborative Platform for Wide Area Network Users

    International Nuclear Information System (INIS)

    Grigoriev, M; DeMar, P; Tierney, B; Lake, A; Metzger, J; Frey, M; Calyam, P

    2012-01-01

    The E-Center is a social collaborative web-based platform for assisting network users in understanding network conditions across network paths of interest to them. It is designed to give a user the necessary tools to isolate, identify, and resolve network performance-related problems. E-Center provides network path information on a link-by-link level, as well as from an end-to-end perspective. In addition to providing current and recent network path data, E-Center is intended to provide a social media environment for them to share issues, ideas, concerns, and problems. The product has a modular design that accommodates integration of other network services that make use of the same network path and performance data.

  1. The Use of User-Centered Participatory Design in Serious Games for Anxiety and Depression.

    Science.gov (United States)

    Dekker, Maria R; Williams, Alishia D

    2017-12-01

    There is increasing interest in using serious games to deliver or complement healthcare interventions for mental health, particularly for the most common mental health conditions such as anxiety and depression. Initial results seem promising, yet variations exist in the effectiveness of serious games, highlighting the importance of understanding optimal design features. It has been suggested that the involvement of end-users in the design and decision-making process could influence game effectiveness. In user-centered design (UCD) or participatory design (PD), users are involved in stages of the process, including planning, designing, implementing, and testing the serious game. To the authors' knowledge, no literature review to date has assessed the use of UCD/PD in games that are designed for mental health, specifically for anxiety or depression. The aim of this review is, therefore, to document the extent to which published studies of serious games that are designed to prevent or treat anxiety and depression have adopted a PD framework. A search of keywords in PubMed and PsychINFO databases through to December 2016 was conducted. We identified 20 serious games developed to prevent, treat or complement existing therapies for anxiety and/or depression. Half (N = 10; 50%) of these games were developed with input from the intended end-users, in either informant (N = 7; 70%) or full participatory co-design roles (N = 3; 30%). Less than half of games (45%) included users only in the testing phase.

  2. User Experience Design of History Game: An Analysis Review and Evaluation Study for Malaysia Context

    Science.gov (United States)

    Wong, Seng Yue; Ghavifekr, Simin

    2018-01-01

    User experience (UX) and user interface design of an educational game are important in enhancing and sustaining the utilisation of Game Based Learning (GBL) in learning history. Thus, this article provides a detailed literature review on history learning problems, as well as previous studies on user experience in game design. Future studies on…

  3. An information model to support user-centered design of medical devices.

    Science.gov (United States)

    Hagedorn, Thomas J; Krishnamurty, Sundar; Grosse, Ian R

    2016-08-01

    The process of engineering design requires the product development team to balance the needs and limitations of many stakeholders, including those of the user, regulatory organizations, and the designing institution. This is particularly true in medical device design, where additional consideration must be given for a much more complex user-base that can only be accessed on a limited basis. Given this inherent challenge, few projects exist that consider design domain concepts, such as aspects of a detailed design, a detailed view of various stakeholders and their capabilities, along with the user-needs simultaneously. In this paper, we present a novel information model approach that combines a detailed model of design elements with a model of the design itself, customer requirements, and of the capabilities of the customer themselves. The information model is used to facilitate knowledge capture and automated reasoning across domains with a minimal set of rules by adopting a terminology that treats customer and design specific factors identically, thus enabling straightforward assessments. A uniqueness of this approach is that it systematically provides an integrated perspective on the key usability information that drive design decisions towards more universal or effective outcomes with the very design information impacted by the usability information. This can lead to cost-efficient optimal designs based on a direct inclusion of the needs of customers alongside those of business, marketing, and engineering requirements. Two case studies are presented to show the method's potential as a more effective knowledge management tool with built-in automated inferences that provide design insight, as well as its overall effectiveness as a platform to develop and execute medical device design from a holistic perspective. Copyright © 2016 Elsevier Inc. All rights reserved.

  4. User-Centered Design, Experience, and Usability of an Electronic Consent User Interface to Facilitate Informed Decision-Making in an HIV Clinic.

    Science.gov (United States)

    Ramos, S Raquel

    2017-11-01

    Health information exchange is the electronic accessibility and transferability of patient medical records across various healthcare settings and providers. In some states, patients have to formally give consent to allow their medical records to be electronically shared. The purpose of this study was to apply a novel user-centered, multistep, multiframework approach to design and test an electronic consent user interface, so patients with HIV can make more informed decisions about electronically sharing their health information. This study consisted of two steps. Step 1 was a cross-sectional, descriptive, qualitative study that used user-centric design interviews to create the user interface. This informed Step 2. Step 2 consisted of a one group posttest to examine perceptions of usefulness, ease of use, preference, and comprehension of a health information exchange electronic consent user interface. More than half of the study population had college experience, but challenges remained with overall comprehension regarding consent. The user interface was not independently successful, suggesting that in addition to an electronic consent user interface, human interaction may also be necessary to address the complexities associated with consenting to electronically share health information. Comprehension is key factor in the ability to make informed decisions.

  5. The Design of an Interactive Data Retrieval System for Casual Users.

    Science.gov (United States)

    Radhakrishnan, T.; And Others

    1982-01-01

    Describes an interactive data retrieval system which was designed and implemented for casual users and which incorporates a user-friendly interface, aids to train beginners in use of the system, versatility in output, and error recovery protocols. A 14-item reference list and two figures illustrating system operation and output are included. (JL)

  6. ASSESSMENT OF STUDENTS’ MEDIA COMPETENCE: TEST RESULTS ANALYSI

    Directory of Open Access Journals (Sweden)

    Alexander Fedorov

    2011-12-01

    Full Text Available Ascertaining levels of media competence (development in the field of media culture of students is based on the classification of indicators developed by the author. In accordance with this classification, audience is invited to a basic blocks of questions and tasks. The gargets are: to detect the levels of motivational indicators of audience’s media competence (genre, thematic, psychological, therapeutic, emotional, cognitive, moral, intellectual, creative and aesthetic reasons which the audience contact with media texts; to identify the level of the user / contact rate (frequency of contacts with various kinds of media, user skills in relation to the media; to identify the level of cognitive / information index (knowledge of terminology, history and theory of media culture of university students’ media competence.

  7. Analisis Kebutuhan Terhadap Program Multi Media Interaktif Sebagai Media Pembelajaran

    OpenAIRE

    waldopo, Waldopo

    2011-01-01

    Multimedia interactive is on instructional media that combines elements of sound, visual and text, and can interact with the users. The aim of this study is to obtain information about the needs of interactive multimedia as instructional media. If needed, what kind of subjects that need to be supported by multi-media and type of format that presented. The population are students, teachers and senior secondary school principals. Sample was taken randomly. From the results of randomization assi...

  8. Development of a Virtual Reality Solution for End User Involvement in Interior Design

    DEFF Research Database (Denmark)

    Svidt, Kjeld; Sørensen, Jesper Bendix

    2016-01-01

    This paper describes development and test of a prototype Virtual Reality system aimed at user involvement in hospital design. User needs and functional requirements are captured by interviews and observations in three case studies of ongoing projects in Denmark. Based on the identified requirements......, a prototype is developed based on a multitouch display for manipulating room layout in a floor plan view and a set of Oculus Rift glasses for experiencing the design in Virtual Reality. Together with users from the studied cases, test scenarios were performed to identify possible benefits, challenges...

  9. User-inspired design methodology using Affordance Structure Matrix (ASM) for construction projects

    OpenAIRE

    Maheswari J. Uma; Charlesraj V. Paul C.; Battacharya Soma

    2017-01-01

    Traditionally, design phase of construction projects is often performed with incomplete and inaccurate user preferences. This is due to inefficiencies in the methodologies used for capturing the user requirements that can subsequently lead to inconsistencies and result in non-optimised end-result. Iterations and subsequent reworks due to such design inefficiencies is one of the major reasons for unsuccessful project delivery as they impact project performance measures such as time and cost am...

  10. Design of Electronic Medical Record User Interfaces: A Matrix-Based Method for Improving Usability

    Directory of Open Access Journals (Sweden)

    Kushtrim Kuqi

    2013-01-01

    Full Text Available This study examines a new approach of using the Design Structure Matrix (DSM modeling technique to improve the design of Electronic Medical Record (EMR user interfaces. The usability of an EMR medication dosage calculator used for placing orders in an academic hospital setting was investigated. The proposed method captures and analyzes the interactions between user interface elements of the EMR system and groups elements based on information exchange, spatial adjacency, and similarity to improve screen density and time-on-task. Medication dose adjustment task time was recorded for the existing and new designs using a cognitive simulation model that predicts user performance. We estimate that the design improvement could reduce time-on-task by saving an average of 21 hours of hospital physicians’ time over the course of a month. The study suggests that the application of DSM can improve the usability of an EMR user interface.

  11. The Limits of Social Media: What Social Media Can Be, and What We Should Hope They Never Become

    OpenAIRE

    Sam Srauy

    2015-01-01

    Social media are among many tools that people use to articulate culture. However, it must be remembered that social media are websites that afford community building regardless of the morality, social benefit, or social detriment of the communities that get built. At their core, social media sites are products created by their respective corporations with the intent of monetizing the labor of their users. The values that these sites might offer are dependent on the users and the users’ abilit...

  12. Social media through the requirements lens : a case study of Google Maps

    OpenAIRE

    Kanchev, Georgi M.; Chopra, Amit K.

    2015-01-01

    Social media serves as an extensive repository of user interaction related to software applications. Users discuss application features and express their sentiments about them in both qualitative (usually in natural language) and quantitative ways (for example, via votes). Further, many social media applications support explicit social networks of users and measures such as user reputation. Naturally, content on social media has the potential to inform requirements engineering. However, model...

  13. Who are your users?

    DEFF Research Database (Denmark)

    Nielsen, Lene; Salminen, joni; Jung, Soon-Gyo

    2017-01-01

    One of the reasons for using personas is to align user understandings across project teams and sites. As part of a larger persona study, at Al Jazeera English (AJE), we conducted 16 qualitative interviews with media producers, the end users of persona descriptions. We asked the participants about...... their understanding of a typical AJE media consumer, and the variety of answers shows that the understandings are not aligned and are built on a mix of own experiences, own self, assumptions, and data given by the company. The answers are sometimes aligned with the data-driven personas and sometimes not. The end...

  14. User profiles and personas in the design and development of consumer health technologies.

    Science.gov (United States)

    LeRouge, Cynthia; Ma, Jiao; Sneha, Sweta; Tolle, Kristin

    2013-11-01

    "The graying of the globe" has resulted in exponential rise in health care expenses, over-worked health care professionals and a growing patient base suffering from multiple chronic diseases, one of which is diabetes. Consumer health technologies (CHT) are considered important catalysts for empowering health care consumers to take a proactive role in managing their health and related costs. Adoption rate and usability of such devices among the aging is far from being satisfactory. Past studies noted the motivation for adoption by the aging is dependent on the suitability/relevance, perceived usability and anticipated benefits associated with usage of technological innovation. Traditional information technology (IT) development adopts a systematic approach without necessarily using a specific user model that personalizes the system to the aging user groups. The aging patient population has unique needs arising from progressive deterioration in both physiological and psychological abilities. These needs are often ignored in the design, development, trial and adoption of consumer health products resulting in low adoption and usage. The main objective of this research is to investigate the user-centered design (UCD), specifically user profiles and personas, as methodological tools to inform the design and development of CHT devices for an aging population. The adoption of user profile and persona has not received much attention in health care informatics research and, in particular, research involving CHT. Our work begins to fill this void in three ways. We (1) illuminate the process of developing CHT user profiles and personas for a Chinese elder population with a demanding health care needs, i.e., self-management of chronic diabetes, with the hope that the resulting profiles and personas may be used as foundational material for informing the design, development and evaluation of CHT in other similar contexts; (2) call attention to how to further enhance and

  15. A new efficient mixture screening design for optimization of media.

    Science.gov (United States)

    Rispoli, Fred; Shah, Vishal

    2009-01-01

    Screening ingredients for the optimization of media is an important first step to reduce the many potential ingredients down to the vital few components. In this study, we propose a new method of screening for mixture experiments called the centroid screening design. Comparison of the proposed design with Plackett-Burman, fractional factorial, simplex lattice design, and modified mixture design shows that the centroid screening design is the most efficient of all the designs in terms of the small number of experimental runs needed and for detecting high-order interaction among ingredients. (c) 2009 American Institute of Chemical Engineers Biotechnol. Prog., 2009.

  16. Lessons learned from the design and implementation of distributed post-WIMP user interfaces

    OpenAIRE

    Seifried, Thomas; Jetter, Hans-Christian; Haller, Michael; Reiterer, Harald

    2011-01-01

    Creating novel user interfaces that are “natural” and distributed is challenging for designers and developers. “Natural” interaction techniques are barely standardized and in combination with distributed UIs additional technical difficulties arise. In this paper we present the lessons we have learned in developing several natural and distributed user interfaces and propose design patterns to support development of such applications.

  17. Designing with the mind in mind simple guide to understanding user interface design guidelines

    CERN Document Server

    Johnson, Jeff

    2014-01-01

    In this completely updated and revised edition of Designing with the Mind in Mind, Jeff Johnson provides you with just enough background in perceptual and cognitive psychology that user interface (UI) design guidelines make intuitive sense rather than being just a list or rules to follow. Early UI practitioners were trained in cognitive psychology, and developed UI design rules based on it. But as the field has evolved since the first edition of this book, designers enter the field from many disciplines. Practitioners today have enough experience in UI design that they have been exposed to

  18. DIGITALIZATION AND NEW MEDIA LANDSCAPE

    Directory of Open Access Journals (Sweden)

    Tadej Praprotnik

    2016-05-01

    Full Text Available The article presents the phenomena of new communication technologies. It exposes the role of social media (Web 2.0 and sketches some global trends within the field of new media. It further outlines basic characteristics of traditional mass communication and consumption of media products, and as a counter-part presents interactive nature of a new media and the phenomena of user-generated media contents. The main focus of the article is the process of digitalization and its influence on important social system: media industry and production. Digitalization and growth of social media have challenged the news industry, so the latter has to adjust its media production to the rising power of independent publishers on social media platforms, as well as to users, which became publishers themselves, the so-called prosumers. The process of multimedia production is described through various types of inclusion promised in the technological formats. This article also highlights the transformed “intimacy” of new media cultures, which presents further evidence of new, unstable, and to some respect blurring divisions between the public and private spheres of communication. Several positive and negative consequences of digitalization on media landscape are enumerated. There are problems concerning transparency, accountability and professionalism of media production. Digital media has speed up the process of media production, journalists are faced with lack of time. Journalists as multitasking professionals are becaming the norm. The article exposes social activities manifested on social media (networks. Social networks, such as Facebook and Twitter, are becoming news platforms for spreading information and news among users. Moreover, social media has become a powerful tool for publishers and journalists, as it enables them to augment or to keep their audience. Since social networks are usually used to accomplish interpersonal rather than professional goals

  19. Measuring user satisfaction for design variations through virtual reality

    NARCIS (Netherlands)

    Orzechowski, M.A.; Timmermans, H.J.P.; Vries, de B.; Timmermans, H.J.P.; Vries, de B.

    2000-01-01

    This paper describes Virtual Reality as an environment to collect information about user satisfaction. Because Virtual Reality (VR) allows visualization with added interactivity, this form of representation bas particular advantages when presenting new designs. The paper reports on the development

  20. Social Media Utilization in the Cochlear Implant Community

    Science.gov (United States)

    Saxena, Rajeev C.; Lehmann, Ashton E.; Hight, A. Ed; Darrow, Keith; Remenschneider, Aaron; Kozin, Elliott D.; Lee, Daniel J.

    2015-01-01

    Background More than 200,000 individuals worldwide have received a cochlear implant (CI). Social media Websites may provide a paramedical community for those who possess or are interested in a CI. The utilization patterns of social media by the CI community, however, have not been thoroughly investigated. Purpose The purpose of this study was to investigate participation of the CI community in social media Websites. Research Design We conducted a systematic survey of online CI-related social media sources. Using standard search engines, the search terms cochlear implant, auditory implant, forum, and blog identified relevant social media platforms and Websites. Social media participation was quantified by indices of membership and posts. Study Sample Social media sources included Facebook, Twitter, YouTube, blogs, and online forums. Each source was assigned one of six functional categories based on its description. Intervention No intervention was performed. Data Collection and Analysis We conducted all online searches in February 2014. Total counts of each CI-related social media source were summed, and descriptive statistics were calculated. Results More than 350 sources were identified, including 60 Facebook groups, 36 Facebook pages, 48 Twitter accounts, 121 YouTube videos, 13 forums, and 95 blogs. The most active online communities were Twitter accounts, which totaled 35,577 members, and Facebook groups, which totaled 17,971 members. CI users participated in Facebook groups primarily for general information/support (68%). Online forums were the next most active online communities by membership. The largest forum contained approximately 9,500 topics with roughly 127,000 posts. CI users primarily shared personal stories through blogs (92%), Twitter (71%), and YouTube (62%). Conclusions The CI community engages in the use of a wide range of online social media sources. The CI community uses social media for support, advocacy, rehabilitation information, research

  1. Connected media in the future Internet era

    CERN Document Server

    Dagiuklas, Tasos

    2017-01-01

    This book describes recent innovations in 3D media and technologies, with coverage of 3D media capturing, processing, encoding, and adaptation, networking aspects for 3D Media, and quality of user experience (QoE). The contributions are based on the results of the FP7 European Project ROMEO, which focuses on new methods for the compression and delivery of 3D multi-view video and spatial audio, as well as the optimization of networking and compression jointly across the future Internet. The delivery of 3D media to individual users remains a highly challenging problem due to the large amount of data involved, diverse network characteristics and user terminal requirements, as well as the user’s context such as their preferences and location. As the number of visual views increases, current systems will struggle to meet the demanding requirements in terms of delivery of consistent video quality to fixed and mobile users. ROMEO will present hybrid networking solutions that combine the DVB-T2 and DVB-NGH broadcas...

  2. Tipografi pada Media 3 Dimensi sebagai Duta Pesan yang Efektif

    Directory of Open Access Journals (Sweden)

    Inda Ariesta

    2013-04-01

    Full Text Available Typography is now no longer considered as a science application on flat dimensions. Beyond the flat dimension, it is now often found not only in the form of dots, colors, lines, textures, Shapes and forms, but also thrived on typography users. Typography was used to deliver the message, through the formation of the language contained writings as title, subtitle, to captions on television media, but is now also used by other disciplines to deliver messages more readable than using other design elements. The purpose of this paper is to see the application of typography on the form, and how it can be delivered in addition to communicating the message letters by letters that can be strung into words, symbols, but in form. Typography was enjoyed so far for only words by words containing in newspapers, magazines, posters, flyers, brochures, etc., but now it can be enjoyed through out the media to the extent shapes, which also maximizes the delivery of messages. The character selecting skill which is adjusted in media and the message is one of new factors, because media controlling and materials are crossing disciplines of Visual Communication Design, which is in contact with the Product Design and Interior Design, which could work together to maximize the the message.   

  3. Design Program in Graphic User Interface Environment for Automobile ER Devices

    Science.gov (United States)

    Lim, S. C.; Park, J. S.; Sohn, J. W.; Choi, S. B.

    This work presents a design and analysis program for vehicle devices utilizing an electrorheological (ER) fluid. The program is operated in graphic user interface (GUI) environment and the initial window is consisted of four subprogram modules which are related to ER shock absorber, ER seat damper, ER engine mount, and ER anti-lock brake system (ABS), respectively. In order to execute each module, both material properties and design parameters are to be chosen by the user. Then, the output display window shows the field-dependent performance characteristics to be considered as design criteria. In addition, control performances of the vehicle system equipped with ER devices are displayed in time and frequency domain. In order to demonstrate the effectiveness of the proposed program, ER shock absorber and ER ABS are designed and manufactured and their performance characteristics are evaluated.

  4. Going Public on Social Media

    Directory of Open Access Journals (Sweden)

    Greg Elmer

    2015-04-01

    Full Text Available This brief essay questions the disconnect between the financial goals of social media properties and the concerns of privacy advocates and other new media critics. It is argued that critics of social media often fail to recognize the financial imperative of social media companies, one that requires users to divulge and publicize ever more granular aspects of their daily lives, thoughts, and feelings.

  5. Researching intimacy through social media: A cross-platform approach

    Directory of Open Access Journals (Sweden)

    Cristina Miguel

    2016-06-01

    Full Text Available This paper aims to contribute to the understanding of how to study the way people build intimacy and manage privacy through social media interaction. It explores the research design and methodology of a research project based on a multi-sited case study composed of three different social media platforms: Badoo, CouchSurfing, and Facebook. This cross-platform approach is useful to observe how intimacy is often negotiated across different platforms. The research project focuses on the cities of Leeds (UK and Barcelona (Spain. In particular, this article discusses the methods used to recruit participants and collect data for that study - namely, participant observation, semi-structured interviews, and user profiles analysis. This cross-platform approach and multi-method research design is helpful to investigate the nature of intimacy practices facilitated by social media at several levels: online/offline, across different platforms, among different types of relationships, within both new and existing relationships, and in different locations

  6. Exploring the persona model as a tool to generate user insight through co-creation with users in the early phase of a design project

    DEFF Research Database (Denmark)

    Hansen, Jane Holm; Haase, Louise Møller

    2017-01-01

    The persona model is a widely know tool for synthesizing user research. A persona is a hypothetical archetype based on actual users, which is typically created to create a shared understanding of the user in the design team. Previous research has focused on the personal model as a consensus......-making tool. However, in this paper the aim is to explore, whether the persona model can also be useful and valuable for collecting user insights. More specifically, the paper investigates the potentials and challenges of using the persona model as a generative tool to achieve user insight, when co......-creating with the user in the early phase of a design project. A modified persona template with fixed parameters has been introduced to users in two co-creation workshops. The users were asked to fill in the persona template based on their own experiences. This study is a first endeavor into exploring the persona model...

  7. Flexibility and adaptability - key elements of end-user participation in living space designing

    Directory of Open Access Journals (Sweden)

    Jakšić Željko

    2017-01-01

    Full Text Available An end-user has the main role in the creation of space where spends most of its lifetime (home, workplace. That is why important that a designer (he first recognizes what requests of the end-user are. In the reference literature and researches that deal with the spatial organisations and designing of living area, the role of an end-user is essential. However, what does the end user participation mean, actually? At what level an end-user makes a final decision? Is it a choice among several alternative solutions provided by an architect or end-user himself? This article precisely deals with that subject - where begins and where ends participation of the end-user when the theme is the final spatial solution and under what circumstances. In this case, habitation represents the much more sensitive area than any other area for human needs or activities. In technical terms, an end-user could be someone who either knows nothing or knows a lot but not enough about both the spatial and functional organisations. His role should be reduced to choice of one from the group of high-quality solutions and, in a technical sense, logical solutions made by an expert. No more than that.

  8. A user-oriented and quantifiable approach to irrigation design.

    NARCIS (Netherlands)

    Baars, E.; Bastiaansen, A.P.M.; Menenti, M.

    1995-01-01

    A new user-oriented approach is presented to apply marketing research techniques to quantify perceptions, preferences and utility values of farmers. This approach was applied to design an improved water distribution method for an irrigation scheme in Mendoza, Argentina. The approach comprises two

  9. ?Not all my friends need to know?: a qualitative study of teenage patients, privacy, and social media

    OpenAIRE

    van der Velden, Maja; El Emam, Khaled

    2013-01-01

    Background The literature describes teenagers as active users of social media, who seem to care about privacy, but who also reveal a considerable amount of personal information. There have been no studies of how they manage personal health information on social media. Objective To understand how chronically ill teenage patients manage their privacy on social media sites. Design A qualitative study based on a content analysis of semistructured interviews with 20 hospital patients (12?18?years)...

  10. Using social media for support and feedback by mental health service users: thematic analysis of a twitter conversation.

    Science.gov (United States)

    Shepherd, Andrew; Sanders, Caroline; Doyle, Michael; Shaw, Jenny

    2015-02-19

    Internet based social media websites represent a growing space for interpersonal interaction. Research has been conducted in relation to the potential role of social media in the support of individuals with physical health conditions. However, limited research exists exploring such utilisation by individuals with experience of mental health problems. It could be proposed that access to wider support networks and knowledge could be beneficial for all users, although this positive interpretation has been challenged. The present study focusses on a specific discussion as a case study to assess the role of the website www.twitter.com as a medium for interpersonal communication by individuals with experience of mental disorder and possible source of feedback to mental health service providers. An electronic search was performed to identify material contributing to an online conversation entitled #dearmentalhealthprofessionals. Output from the search strategy was combined in such a way that repeated material was eliminated and all individual material anonymised. The remaining textual material was reviewed and combined in a thematic analysis to identify common themes of discussion. 515 unique communications were identified relating to the specified conversation. The majority of the material related to four overarching thematic headings: The impact of diagnosis on personal identity and as a facilitator for accessing care; Balance of power between professional and service user; Therapeutic relationship and developing professional communication; and Support provision through medication, crisis planning, service provision and the wider society. Remaining material was identified as being direct expression of thanks, self-referential in its content relating to the on-going conversation or providing a link to external resources and further discussion. The present study demonstrates the utility of online social media as both a discursive space in which individuals with experience

  11. Social media and suicide prevention: a systematic review.

    Science.gov (United States)

    Robinson, Jo; Cox, Georgina; Bailey, Eleanor; Hetrick, Sarah; Rodrigues, Maria; Fisher, Steve; Herrman, Helen

    2016-04-01

    Social media platforms are commonly used for the expression of suicidal thoughts and feelings, particularly by young people. Despite this, little is known about the ways in which social media can be used for suicide prevention. The aim of this study was to conduct a systematic review to identify current evidence pertaining to the ways in which social media are currently used as a tool for suicide prevention. Medline, PsycInfo, Embase, CINHAL and the Cochrane Library were searched for articles published between 1991 and April 2014. English language articles with a focus on suicide-related behaviour and social media were included. No exclusion was placed on study design. Thirty studies were included; 4 described the development of social media sites designed for suicide prevention, 6 examined the potential of social media in terms of its ability to reach or identify people at risk of suicide, 15 examined the ways in which people used social media for suicide prevention-related purposes, and 5 examined the experiences of people who had used social media sites for suicide prevention purposes. No intervention studies were identified. Social media platforms can reach large numbers of otherwise hard-to-engage individuals, may allow others to intervene following an expression of suicidal ideation online, and provide an anonymous, accessible and non-judgmental forum for sharing experiences. Challenges include difficulties controlling user behaviour and accurately assessing risk, issues relating to privacy and confidentiality and the possibility of contagion. Social media appears to hold significant potential for suicide prevention; however, additional research into its safety and efficacy is required. © 2015 Wiley Publishing Asia Pty Ltd.

  12. Development of Interactive Learning Media on Kinetic Gas Theory at SMAN 2 Takalar

    Science.gov (United States)

    Yanti, M.; Ihsan, N.; Subaer

    2017-02-01

    Learning media is the one of the most factor in supporting successfully in the learning process. The purpose of this interactive media is preparing students to improve skills in laboratory practice without need for assistance and are not bound by time and place. The subject of this study was 30 students grade XI IPA SMAN 2 Takalar. This paper discuss about the development of learning media based in theory of gas kinetic. This media designed to assist students in learning independently. This media made using four software, they are Microsoft word, Snagit Editor, Macromedia Flash Player and Lectora. This media are interactive, dynamic and could support the users desires to learn and understand course of gas theory. The development produce followed the four D models. Consisted of definition phase, design phase, development phase and disseminate phase. The results showed 1) the media were valid and reliable, 2) learning tools as well as hardcopy and softcopy which links to website 3) activity learners above 80% and 4) according to the test results, the concept of comprehension of student was improved than before given interactive media.

  13. Design and evaluation of an end-user friendly tool for robot programming

    NARCIS (Netherlands)

    Buchina, N.; Barakova, E.I.; Kamel, S.M.W.

    2016-01-01

    End-user programming for robots is becoming an increasingly important topic since robots are being introduced into a wide variety of domains. We propose a design of a web based programming interface that makes it possible for end-users with different backgrounds to program robots using natural

  14. OpinionFlow: Visual Analysis of Opinion Diffusion on Social Media.

    Science.gov (United States)

    Wu, Yingcai; Liu, Shixia; Yan, Kai; Liu, Mengchen; Wu, Fangzhao

    2014-12-01

    It is important for many different applications such as government and business intelligence to analyze and explore the diffusion of public opinions on social media. However, the rapid propagation and great diversity of public opinions on social media pose great challenges to effective analysis of opinion diffusion. In this paper, we introduce a visual analysis system called OpinionFlow to empower analysts to detect opinion propagation patterns and glean insights. Inspired by the information diffusion model and the theory of selective exposure, we develop an opinion diffusion model to approximate opinion propagation among Twitter users. Accordingly, we design an opinion flow visualization that combines a Sankey graph with a tailored density map in one view to visually convey diffusion of opinions among many users. A stacked tree is used to allow analysts to select topics of interest at different levels. The stacked tree is synchronized with the opinion flow visualization to help users examine and compare diffusion patterns across topics. Experiments and case studies on Twitter data demonstrate the effectiveness and usability of OpinionFlow.

  15. Co-constructing stories : a participatory design technique to elicit in-depth user feedback and suggestions about design concepts

    NARCIS (Netherlands)

    Ozcelik, D.; Terken, J.M.B.

    2012-01-01

    In this paper we introduce a participatory design technique for early, formative concept evaluations to elicit in-depth user feedback and suggestions, revealing attitudes and motivations of users. The technique is motivated by the link between memories, experiences and dreams, and is based on the

  16. Instructional Designers' Media Selection Practices for Distributed Problem-Based Learning Environments

    Science.gov (United States)

    Fells, Stephanie

    2012-01-01

    The design of online or distributed problem-based learning (dPBL) is a nascent, complex design problem. Instructional designers are challenged to effectively unite the constructivist principles of problem-based learning (PBL) with appropriate media in order to create quality dPBL environments. While computer-mediated communication (CMC) tools and…

  17. Multimodal user interfaces to improve social integration of elderly and mobility impaired.

    Science.gov (United States)

    Dias, Miguel Sales; Pires, Carlos Galinho; Pinto, Fernando Miguel; Teixeira, Vítor Duarte; Freitas, João

    2012-01-01

    Technologies for Human-Computer Interaction (HCI) and Communication have evolved tremendously over the past decades. However, citizens such as mobility impaired or elderly or others, still face many difficulties interacting with communication services, either due to HCI issues or intrinsic design problems with the services. In this paper we start by presenting the results of two user studies, the first one conducted with a group of mobility impaired users, comprising paraplegic and quadriplegic individuals; and the second one with elderly. The study participants carried out a set of tasks with a multimodal (speech, touch, gesture, keyboard and mouse) and multi-platform (mobile, desktop) system, offering an integrated access to communication and entertainment services, such as email, agenda, conferencing, instant messaging and social media, referred to as LHC - Living Home Center. The system was designed to take into account the requirements captured from these users, with the objective of evaluating if the adoption of multimodal interfaces for audio-visual communication and social media services, could improve the interaction with such services. Our study revealed that a multimodal prototype system, offering natural interaction modalities, especially supporting speech and touch, can in fact improve access to the presented services, contributing to the reduction of social isolation of mobility impaired, as well as elderly, and improving their digital inclusion.

  18. Experiences of Facebook among media students in northern Sweden:living in a social media culture

    OpenAIRE

    Juntti-Henriksson, Ann-Kristin

    2013-01-01

    University students enrolled on the “Media and communication program” in northern Sweden have been interviewed regarding their use of social media. By examining the resulting narratives through approaching poststructuralism, the study put emphasis on how the media students think and feel about their use of Facebook. Media students are heavy Facebook users who spend many hours on the social network. As future professional workers in the media industry they have a multidimensional interest in s...

  19. User-centric design of a personal assistance robot (FRASIER) for active aging.

    Science.gov (United States)

    Padir, Taşkin; Skorinko, Jeanine; Dimitrov, Velin

    2015-01-01

    We present our preliminary results from the design process for developing the Worcester Polytechnic Institute's personal assistance robot, FRASIER, as an intelligent service robot for enabling active aging. The robot capabilities include vision-based object detection, tracking the user and help with carrying heavy items such as grocery bags or cafeteria trays. This work-in-progress report outlines our motivation and approach to developing the next generation of service robots for the elderly. Our main contribution in this paper is the development of a set of specifications based on the adopted user-centered design process, and realization of the prototype system designed to meet these specifications.

  20. Computers, Mass Media, and Schooling: Functional Equivalence in Uses of New Media.

    Science.gov (United States)

    Lieberman, Debra A.; And Others

    1988-01-01

    Presents a study of 156 California eighth grade students which contrasted their recreational and intellectual computer use in terms of academic performance and use of other media. Among the conclusions were that recreational users watched television heavily and performed poorly in school, whereas intellectual users watched less television,…

  1. Global Social Media Directory. A Resource Guide

    Energy Technology Data Exchange (ETDEWEB)

    Noonan, Christine F. [Pacific Northwest National Lab. (PNNL), Richland, WA (United States); Piatt, Andrew W. [Pacific Northwest National Lab. (PNNL), Richland, WA (United States)

    2015-10-01

    Social media platforms are internet-based applications focused on broadcasting user-generated content. While primarily web-based, these services are increasingly available on mobile platforms. Communities and individuals share information, photos, music, videos, provide commentary and ratings/reviews, and more. In essence, social media is about sharing information, consuming information, and repurposing content. Social media technologies identified in this report are centered on social networking services, media sharing, blogging and microblogging. The purpose of this Resource Guide is to provide baseline information about use and application of social media platforms around the globe. It is not intended to be comprehensive as social media evolves on an almost daily basis. The long-term goal of this work is to identify social media information about all geographic regions and nations. The primary objective is that of understanding the evolution and spread of social networking and user-generated content technologies internationally.

  2. The role of social media for patients and consumer health. Contribution of the IMIA Consumer Health Informatics Working Group.

    Science.gov (United States)

    Lau, A Y S; Siek, K A; Fernandez-Luque, L; Tange, H; Chhanabhai, P; Li, S Y W; Elkin, P L; Arjabi, A; Walczowski, L; Ang, C S; Eysenbach, G

    2011-01-01

    : To provide an overview on social media for consumers and patients in areas of health behaviours and outcomes. A directed review of recent literature. : We discuss the limitations and challenges of social media, ranging from social network sites (SNSs), computer games, mobile applications, to online videos. An overview of current users of social media (Generation Y), and potential users (such as low socioeconomic status and the chronically ill populations) is also presented. Future directions in social media research are also discussed. : We encourage the health informatics community to consider the socioeconomic class, age, culture, and literacy level of their populations, and select an appropriate medium and platform when designing social networked interventions for health. Little is known about the impact of second-hand experiences faciliated by social media, nor the quality and safety of social networks on health. Methodologies and theories from human computer interaction, human factors engineering and psychology may help guide the challenges in designing and evaluating social networked interventions for health. Further, by analysing how people search and navigate social media for health purposes, infodemiology and infoveillance are promising areas of research that should provide valuable insights on present and emergening health behaviours on a population scale.

  3. Effects of accessible website design on nondisabled users: age and device as moderating factors.

    Science.gov (United States)

    Schmutz, Sven; Sonderegger, Andreas; Sauer, Juergen

    2018-05-01

    This study examined how implementing recommendations from Web accessibility guidelines affects nondisabled people in different age groups using different technical devices. While recent research showed positive effects of implementing such recommendations for nondisabled users, it remains unclear whether such effects would apply to different age groups and kind of devices. A 2 × 2 × 2 design was employed with website accessibility (high accessibility vs. very low accessibility), age (younger adults vs. older adults) and type of device (laptop vs. tablet) as independent variables. 110 nondisabled participants took part in a usability test, in which performance and satisfaction were measured as dependent variables. The results showed that higher accessibility increased task completion rate, task completion time and satisfaction ratings of nondisabled users. While user age did not have any effects, users showed faster task completion time under high accessibility when using a tablet rather than a laptop. The findings confirmed previous findings, which showed benefits of accessible websites for nondisabled users. These beneficial effects may now be generalised to a wide age range and across different devices. Practitioner Summary: This work is relevant to the design of websites since it emphasises the need to consider the characteristics of different user groups. Accessible website design (aimed at users with disabilities) leads to benefits for nondisabled users across different ages. These findings provide further encouragement for practitioners to apply WCAG 2.0.

  4. An Approach to User Interface Design with Two Indigenous Groups in Namibia

    DEFF Research Database (Denmark)

    Rodil, Kasper; Winschiers-Theophilus, Heike; Stanley, Colin

    2014-01-01

    indigenous knowledge practices with digital object taxonomies. We present a method (picture card sorting) of discovering taxonomies that influence the users' interaction with a prototype system to preserve indigenous knowledge. Finally we describe the design implications, a new design approach based...... a user interface of a tablet based system aimed at preserving Indigenous Knowledge for rural Herero communities, we present findings from two sites in Namibia, complementing prior research. Participants who had little or no previous experience with technologies informed our endeavour of aligning local...

  5. Research report on human media; Human media no chosa kenkyu hokokusho

    Energy Technology Data Exchange (ETDEWEB)

    NONE

    1996-03-01

    The human multimedia technology corresponding to users` subjective characteristics was researched to realize information environment producing a sense of unity with human. The human media technology realizes a human sensitive information processing model and a common database easily acceptable sensitively by various users. This technology also should be able to fairly accept and transmit individual`s information and knowledge as multimedia information, and in addition it is required to supply a virtual space with presence. In fiscal 1995, the research committee studied the concrete developmental issue for integrating these advanced fundamental technologies, and as practical images planned the prototype systems such as human media interactive plant operation, supply of environment supporting personal intelligent activities, and virtual medical center. The research committee also discussed development of space mobile media to secure energy-saving and safety of automobiles, and an environment simulation system with participation of many people. 34 figs., 2 tabs.

  6. Spontaneous hedonic reactions to social media cues

    NARCIS (Netherlands)

    Koningsbruggen, G.M. van; Hartmann, T.; Eden, A.; Veling, H.P.

    2017-01-01

    Why is it so difficult to resist the desire to use social media? One possibility is that frequent social media users possess strong and spontaneous hedonic reactions to social media cues, which, in turn, makes it difficult to resist social media temptations. In two studies (total N = 200), we

  7. Environment-behaviour studies: A synergetic bridge between designers and users of open space

    Directory of Open Access Journals (Sweden)

    Barbara Goličnik

    2005-01-01

    Full Text Available This paper critically reflects on a kind and use of knowledge about the users of urban open public spaces in urban planning and design. It shows that designers’ perceptions about usage-spatial relationships are inadequate and many times very different form the actual situations. The findings are based on results from workshops with urban landscape designers and on the basis of observation and behavioural mapping in squares and parks of city centres of two European cities, Edinburgh and Ljubljana. As the behavioural maps graphically express structural relationships between physical qualities of places and their users, they represent a useful tool for improvement of designers’ knowledge and perception about potential and actual use of a place. In this respect they represent a basis for better cooperation and synergy between users and planners or designers, as the knowledge about any possible or expected behavioural patterns in places may lead into effective and responsive design.

  8. DIGITALIZATION AND NEW MEDIA LANDSCAPE

    OpenAIRE

    Tadej Praprotnik

    2016-01-01

    The article presents the phenomena of new communication technologies. It exposes the role of social media (Web 2.0) and sketches some global trends within the field of new media. It further outlines basic characteristics of traditional mass communication and consumption of media products, and as a counter-part presents interactive nature of a new media and the phenomena of user-generated media contents. The main focus of the article is the process of digitalization and its influence on import...

  9. Inferring Social Influence of Anti-Tobacco Mass Media Campaign.

    Science.gov (United States)

    Zhan, Qianyi; Zhang, Jiawei; Yu, Philip S; Emery, Sherry; Xie, Junyuan

    2017-07-01

    Anti-tobacco mass media campaigns are designed to influence tobacco users. It has been proved that campaigns will produce users' changes in awareness, knowledge, and attitudes, and also produce meaningful behavior change of audience. Anti-smoking television advertising is the most important part in the campaign. Meanwhile, nowadays, successful online social networks are creating new media environment, however, little is known about the relation between social conversations and anti-tobacco campaigns. This paper aims to infer social influence of these campaigns, and the problem is formally referred to as the Social Influence inference of anti-Tobacco mass mEdia campaigns (Site) problem. To address the Site problem, a novel influence inference framework, TV advertising social influence estimation (Asie), is proposed based on our analysis of two real anti-tobacco campaigns. Asie divides audience attitudes toward TV ads into three distinct stages: 1) cognitive; 2) affective; and 3) conative. Audience online reactions at each of these three stages are depicted by Asie with specific probabilistic models based on the synergistic influences from both online social friends and offline TV ads. Extensive experiments demonstrate the effectiveness of Asie.

  10. ICT-Supported end User Participation in Creative and Innovative Building Design

    DEFF Research Database (Denmark)

    Christiansson, Per; Dybro, U.; Svidt, Kjeld

    2010-01-01

    engineering and architectural companies. Experiences from design of the two companies’ new headquarters were used as input to method development and they have as well provided cases for method evaluations. The method supports user involvement in every phase of the design and construction process...

  11. User Participation and Participatory Design: Topics in Computing Education.

    Science.gov (United States)

    Kautz, Karlheinz

    1996-01-01

    Discusses user participation and participatory design in the context of formal education for computing professionals. Topics include the current curriculum debate; mathematical- and engineering-based education; traditional system-development training; and an example of a course program that includes computers and society, and prototyping. (53…

  12. Media Pembelajaran Interaktif Lectora Inspire sebagai Inovasi Pembelajaran

    Directory of Open Access Journals (Sweden)

    Norma Dewi Shalikhah

    2017-06-01

    Full Text Available Abstract The utilization of information and communication technology in education sector is a tremendous output. Support of ICT is hoped to become an innovation in learning with many involving information technology components inside. Therefore, in globalization era, education sector can not pass from its extent, with involves the inherent technology can produce a system of education. This paper discusses the interactive learning media that involve education technology using lectora inspire application. Lectora inspire is designed specifically for the beginner with purpose user friendly to use to make learning media, and can make the material test or evaluation. The development of interactive learning media with lectora inspire is conducted with how to provide training to the teachers in the elementary school. The methods are done with phases, includes gathering information, planning tools, implementing, presenting and reflecting. The object of this training is MIM Jagalan and MIM Jumoyo Greeting sub Magelang regency. Keywords: Media Interactive Learning, Lectora Inspire, Learning Innovation

  13. Persona Generation from Aggregated Social Media Data

    DEFF Research Database (Denmark)

    Jung, Soon-Gyo; An, Jisun; Kwak, Haewoon

    2017-01-01

    We develop a methodology for persona generation using real time social media data for the distribution of products via online platforms. From a large social media account containing more than 30 million interactions from users from 181 countries engaging with more than 4,200 digital products...... produced by a global media corporation, we demonstrate that our methodology can first identify both distinct and impactful user segments and then create persona descriptions by automatically adding pertinent features, such as names, photos, and personal attributes. We validate our approach by implementing...

  14. Algorithms and Public Service Media

    DEFF Research Database (Denmark)

    Sørensen, Jannick Kirk; Hutchinson, Jonathon

    2018-01-01

    When Public Service Media (PSM) organisations introduce algorithmic recommender systems to suggest media content to users, fundamental values of PSM are challenged. Beyond being confronted with ubiquitous computer ethics problems of causality and transparency, also the identity of PSM as curator...

  15. A user-centred design process of new cold-protective clothing for offshore petroleum workers operating in the Barents Sea.

    Science.gov (United States)

    Naesgaard, Ole Petter; Storholmen, Tore Christian Bjørsvik; Wiggen, Øystein Nordrum; Reitan, Jarl

    2017-12-07

    Petroleum operations in the Barents Sea require personal protective clothing (PPC) to ensure the safety and performance of the workers. This paper describes the accomplishment of a user-centred design process of new PPC for offshore workers operating in this area. The user-centred design process was accomplished by mixed-methods. Insights into user needs and context of use were established by group interviews and on-the-job observations during a field-trip. The design was developed based on these insights, and refined by user feedback and participatory design. The new PPC was evaluated via field-tests and cold climate chamber tests. The insight into user needs and context of use provided useful input to the design process and contributed to tailored solutions. Providing users with clothing prototypes facilitated participatory design and iterations of design refinement. The group interviews following the final field test showed consensus of enhanced user satisfaction compared to PPC in current use. The final cold chamber test indicated that the new PPC provides sufficient thermal protection during the 60 min of simulated work in a wind-chill temperature of -25°C. Accomplishing a user-centred design process contributed to new PPC with enhanced user satisfaction and included relevant functional solutions.

  16. Design and Development of a Web Based User Interface

    OpenAIRE

    László, Magda

    2014-01-01

    The first objective of the thesis is to study the technological background of application design and more specifically the Unified Modeling Language (hereinafter UML). Due to this, the research provides deeper understanding of technical aspects of the practical part of the thesis work. The second and third objectives of this thesis are to design and develop a web application and more specifically a Web Based User Interface for Multimodal Observation and Analysis System for Social Interactions...

  17. Studying Military Community Health, Well-being, and Discourse through the Social Media Lens

    Energy Technology Data Exchange (ETDEWEB)

    Pavalanathan, Umashanthi; Datla, Vivek V.; Volkova, Svitlana; Charles-Smith, Lauren E.; Pirrung, Megan A.; Harrison, Joshua J.; Chappell, Alan R.; Corley, Courtney D.

    2017-09-15

    Social media can provide a resource for characterizing communities and targeted populations through activities and content shared online. For instance, studying the armed forces’ use of social media may provide insights into their health and wellbeing. In this paper, we address three broad research questions: (1) How do military populations use social media? (2) What topics do military users discuss in social media? (3) Do military users talk about health and well-being differently than civilians? Military Twitter users were identified through keywords in the profile description of users who posted geotagged tweets at military installations. These military tweets were compared with the tweets from remaining population. Our analysis indicate that military users talk more about military related responsibilities and events, whereas non-military users talk more about school, work, and leisure activities. A significant difference in online content generated by both populations was identified, involving sentiment, health, language, and social media features.

  18. Empowering the end-user in smart grids: Recommendations for the design of products and services

    International Nuclear Information System (INIS)

    Geelen, Daphne; Reinders, Angèle; Keyson, David

    2013-01-01

    In discussions on smart grids, it is often stated that residential end-users will play a more active role in the management of electric power supply and demand. They are expected to shift from a passive role as consumer of electricity to an active role as co-provider. In this article, the extent to which current technologies, products and services empower end-users to take up an active role as co-providers is evaluated. Based on a review of literature and related pilot projects, current approaches were found to be driven by technical and financial considerations. There appears to be a lack of product and service design that supports end-users in their role as co-providers in a smart grid. This is reflected in the lack of thought given to how the end-users’ process of behavioral change can be supported to enable the transition from consumer to co-provider. Several recommendations are provided for product and service designers towards fostering the role of co-provider, which comes under under: (a) user interaction needs, (b) approaches to behavioral change and (c) community initiatives and management of resources. Designers are considered to play a bridging role between policy making and engineering, while facilitating involvement of end-users in the design process. - Highlights: • Overview of products and services for residential end-users in smart grids. • Evaluation of extent to which end-users are empowered to adopt a co-provider role. • Products and services often focus on technical functionality and financial incentives. • Behavioral aspects and social context would have to be taken into account more. • Design recommendations are proposed to empower end-users in becoming co-providers

  19. Virtual Reality based User Interface for Conceptual Design and Rapid Prototyping

    OpenAIRE

    Jadhav, Saurabh Subhash

    2017-01-01

    Computer Aided Design and Engineering (CAD/ CAE) tools currently available in the market have dramatically improved since their inception. In product development, CAD/ CAE has enabled the user to design, test, analyze and optimize the product virtually even before the first prototype is built. Use of direct modeling for product conceptualization allows the designer to create concept design iterations freely, quickly, flexibly and fast optimization. While modeling geometric databases have been...

  20. The MedlinePlus public user interface: studies of design challenges and opportunities

    Science.gov (United States)

    Marill, Jennifer L.; Miller, Naomi; Kitendaugh, Paula

    2006-01-01

    Question: What are the challenges involved in designing, modifying, and improving a major health information portal that serves over sixty million page views a month? Setting: MedlinePlus, the National Library of Medicine's (NLM's) consumer health Website, is examined. Method: Challenges are presented as six “studies,” which describe selected design issues and how NLM staff resolved them. Main Result: Improving MedlinePlus is an iterative process. Changes in the public user interface are ongoing, reflecting Web design trends, usability testing recommendations, user survey results, new technical requirements, and the need to grow the site in an orderly way. Conclusion: Testing and analysis should accompany Website design modifications. New technologies may enhance a site but also introduce problems. Further modifications to MedlinePlus will be informed by the experiences described here. PMID:16404467

  1. Factors affecting the use of social media in the learning process

    Directory of Open Access Journals (Sweden)

    Edison W. Lubua

    2017-10-01

    Full Text Available Background: The study was established based on the inherent challenges of traditional learning systems, which require to be addressed. Arguably, social media can address many challenges of traditional learning if used properly. On this basis, it was important for the study to determine factors associated with the adoption of social media in learning. Objectives: This study determines the relationship between the ease of use and the usefulness of social media to its adoption. Moreover, it shows whether the perceived security of social media relates to its adoption in the learning environment of higher learning students. The objectives were met through testing hypotheses. Methods: Overall, the study was objective and followed the positivism philosophical stance. It adopted the survey research design. Data were collected through the use of a closed-end questionnaire and was tested using descriptive statistics and the One-Way ANOVA model. The generalisation of the results of tested hypotheses is allowed to the population with characteristics similar to that of the study. Results: Social media offer a good platform for the learning process. Moreover, necessary efforts are required to enhance the perception of users on the usefulness of social media, and improve their awareness of security issues because they relate with the adoption of social media. Also, the complexity of social media relates with to adoption. An ease of use platform enhances the adoption. Conclusion: Social media offer a suitable platform for the extension of traditional classes. Their use would be more effective provided that users are aware of maintaining their safety, able to apply social media tools and able to share the content useful to their learning process. Moreover, the study recommends further studies in specific social media.

  2. Designing distributed user interfaces for ambient intelligent environments using models and simulations

    OpenAIRE

    LUYTEN, Kris; VAN DEN BERGH, Jan; VANDERVELPEN, Chris; CONINX, Karin

    2006-01-01

    There is a growing demand for design support to create interactive systems that are deployed in ambient intelligent environments. Unlike traditional interactive systems, the wide diversity of situations these type of user interfaces need to work in require tool support that is close to the environment of the end-user on the one hand and provide a smooth integration with the application logic on the other hand. This paper shows how the model-based user interface development methodology can be ...

  3. Hubungan Penggunaan Media Sosial dengan Tingkat Kepekaan Sosial di Usia Remaja

    Directory of Open Access Journals (Sweden)

    Gita Aprinta E.B.

    2017-01-01

    Full Text Available Social media could improve the deployment of information and communication among users, including teenagers user. However, to be considered is whether the intensity of high social media usage among teens can reduce their social skills, as teens tend to become more individualized. The study was conducted using quantitative methods that involving 145 respondents, who attend in public and private schools, within 1-15 km of study range location. This study done based on the Uses and gratification theory as the grand theory. Other theory which used in this study is media dependency theory, in order to see how dependent the user on the use of social media. The results shows that the more often user access to social media, the more frequently the information search is done as a fulfillment of the information, which will triggered the concern of environment as well as the form of social consciousness.

  4. The life cycle of social media

    NARCIS (Netherlands)

    Ph.H.B.F. Franses (Philip Hans)

    2014-01-01

    markdownabstract__Abstract__ Using weekly data on the interest for 17 social media via Google trends and using quarterly data on actual users for 3 social media, it is reported in this letter that the life cycles of social media mimic those of durable consumer goods. On average, the popularity of

  5. User-Generated Geographic Information for Visitor Monitoring in a National Park: A Comparison of Social Media Data and Visitor Survey

    Directory of Open Access Journals (Sweden)

    Vuokko Heikinheimo

    2017-03-01

    Full Text Available Protected area management and marketing require real-time information on visitors’ behavior and preferences. Thus far, visitor information has been collected mostly with repeated visitor surveys. A wealth of content-rich geographic data is produced by users of different social media platforms. These data could potentially provide continuous information about people’s activities and interactions with the environment at different spatial and temporal scales. In this paper, we compare social media data with traditional survey data in order to map people’s activities and preferences using the most popular national park in Finland, Pallas-Yllästunturi National Park, as a case study. We compare systematically collected survey data and the content of geotagged social media data and analyze: (i where do people go within the park; (ii what are their activities; (iii when do people visit the park and if there are temporal patterns in their activities; (iv who the visitors are; (v why people visit the national park; and (vi what complementary information from social media can provide in addition to the results from traditional surveys. The comparison of survey and social media data demonstrated that geotagged social media content provides relevant information about visitors’ use of the national park. As social media platforms are a dynamic source of data, they could complement and enrich traditional forms of visitor monitoring by providing more insight on emerging activities, temporal patterns of shared content, and mobility patterns of visitors. Potentially, geotagged social media data could also provide an overview of the spatio-temporal activity patterns in other areas where systematic visitor monitoring is not taking place.

  6. Using the Mass Media: Need Gratification and Perceived Utility.

    Science.gov (United States)

    Kippax, Susan; Murray, John P.

    1980-01-01

    Examines the needs of media users and the perceived helpfulness of the media in gratifying these needs. Describes the relationship between the media-related needs and the use of the media and also the relationship of media use to perceived helpfulness. (JMF)

  7. A sense of change: media designers and artists communicating about complexity in social-ecological systems

    Directory of Open Access Journals (Sweden)

    Joost M. Vervoort

    2014-09-01

    Full Text Available To take on the current and future challenges of global environmental change, fostering a widespread societal understanding of and engagement with the complex dynamics that characterize interacting human and natural systems is essential. Current science communication methods struggle with a number of specific challenges associated with communicating about complex systems. In this study we report on two collaborative processes, a short workshop and longer course, that aimed to harness the insights of interactive media designers and artists to overcome these challenges. The two processes resulted in 86 new interactive media concepts which were selected by the participants and organizers using set criteria and then evaluated using the same criteria by a panel of communication and media design experts and a panel of complex systems scientists using the same criteria. The top eight concepts are discussed in this paper. These concepts fell into the categories of serious games, group interaction concepts, and social media storytelling. The serious games focused directly on complex systems characteristics and were evaluated to be intuitive and engaging designs that combined transparency and complexity well. The group interaction concepts focused mostly on feedbacks and nonlinearity but were fully developed and tested in the workshops, and evaluated as engaging, accessible, and easy to implement in workshops and educational settings. The social media storytelling concepts involved less direct interactions with system dynamics but were seen as highly accessible to large scale audiences. The results of this study show the potential of interdisciplinary collaboration between complex systems scientists, designers, and artists. The results and process discussed in this paper show the value of more structural engagement of interactive media designers and artist communities in the development of communication tools about human and natural systems change.

  8. Designing for Persuasion: Toward Ambient Eco-Visualization for Awareness

    Science.gov (United States)

    Kim, Tanyoung; Hong, Hwajung; Magerko, Brian

    When people are aware of their lifestyle's ecological consequences, they are more likely to adjust their behavior to reduce their impact. Persuasive design that provides feedback to users without interfering with their primary tasks can increases the awareness of neighboring problems. As a case study of design for persuasion, we designed two ambient displays as desktop widgets. Both represent a users' computer usage time, but in different visual styles. In this paper, we present the results of a comparative study of two ambient displays. We discuss the gradual progress of persuasion supported by the ambient displays and the differences in users' perception affected by the different visualization styles. Finally, Our empirical findings lead to a series of design implications for persuasive media.

  9. Designing visual displays and system models for safe reactor operations based on the user's perspective of the system

    International Nuclear Information System (INIS)

    Brown-VanHoozer, S.A.

    1995-01-01

    Most designers are not schooled in the area of human-interaction psychology and therefore tend to rely on the traditional ergonomic aspects of human factors when designing complex human-interactive workstations related to reactor operations. They do not take into account the differences in user information processing behavior and how these behaviors may affect individual and team performance when accessing visual displays or utilizing system models in process and control room areas. Unfortunately, by ignoring the importance of the integration of the user interface at the information process level, the result can be sub-optimization and inherently error- and failure-prone systems. Therefore, to minimize or eliminate failures in human-interactive systems, it is essential that the designers understand how each user's processing characteristics affects how the user gathers information, and how the user communicates the information to the designer and other users. A different type of approach in achieving this understanding is Neuro Linguistic Programming (NLP). The material presented in this paper is based on two studies involving the design of visual displays, NLP, and the user's perspective model of a reactor system. The studies involve the methodology known as NLP, and its use in expanding design choices from the user's ''model of the world,'' in the areas of virtual reality, workstation design, team structure, decision and learning style patterns, safety operations, pattern recognition, and much, much more

  10. Social media analytics and research testbed (SMART: Exploring spatiotemporal patterns of human dynamics with geo-targeted social media messages

    Directory of Open Access Journals (Sweden)

    Jiue-An Yang

    2016-06-01

    Full Text Available The multilevel model of meme diffusion conceptualizes how mediated messages diffuse over time and space. As a pilot application of implementing the meme diffusion, we developed the social media analytics and research testbed to monitor Twitter messages and track the diffusion of information in and across different cities and geographic regions. Social media analytics and research testbed is an online geo-targeted search and analytics tool, including an automatic data processing procedure at the backend and an interactive frontend user interface. Social media analytics and research testbed is initially designed to facilitate (1 searching and geo-locating tweet topics and terms in different cities and geographic regions; (2 filtering noise from raw data (such as removing redundant retweets and using machine learning methods to improve precision; (3 analyzing social media data from a spatiotemporal perspective; and (4 visualizing social media data in diagnostic ways (such as weekly and monthly trends, trend maps, top media, top retweets, top mentions, or top hashtags. Social media analytics and research testbed provides researchers and domain experts with a tool that can efficiently facilitate the refinement, formalization, and testing of research hypotheses or questions. Three case studies (flu outbreaks, Ebola epidemic, and marijuana legalization are introduced to illustrate how the predictions of meme diffusion can be examined and to demonstrate the potentials and key functions of social media analytics and research testbed.

  11. Bed occupancy monitoring: data processing and clinician user interface design.

    Science.gov (United States)

    Pouliot, Melanie; Joshi, Vilas; Goubran, Rafik; Knoefel, Frank

    2012-01-01

    Unobtrusive and continuous monitoring of patients, especially at their place of residence, is becoming a significant part of the healthcare model. A variety of sensors are being used to monitor different patient conditions. Bed occupancy monitoring provides clinicians a quantitative measure of bed entry/exit patterns and may provide information relating to sleep quality. This paper presents a bed occupancy monitoring system using a bed pressure mat sensor. A clinical trial was performed involving 8 patients to collect bed occupancy data. The trial period for each patient ranged from 5-10 weeks. This data was analyzed using a participatory design methodology incorporating clinician feedback to obtain bed occupancy parameters. The parameters extracted include the number of bed exits per night, the bed exit weekly average (including minimum and maximum), the time of day of a particular exit, and the amount of uninterrupted bed occupancy per night. The design of a clinical user interface plays a significant role in the acceptance of such patient monitoring systems by clinicians. The clinician user interface proposed in this paper was designed to be intuitive, easy to navigate and not cause information overload. An iterative design methodology was used for the interface design. The interface design is extendible to incorporate data from multiple sensors. This allows the interface to be part of a comprehensive remote patient monitoring system.

  12. Media Designed Programs for Librarians.

    Science.gov (United States)

    Penland, Patrick R.

    Media materials and services may be used for two different but closely related purposes: motivating people to participate in informational and educational experiences, and motivating them to learn. As more librarians and patrons begin to use the audiovisual media they may be induced to question conventional principles of composition and work to…

  13. Secure remote service execution for web media streaming

    OpenAIRE

    Mikityuk, Alexandra

    2017-01-01

    Through continuous advancements in streaming and Web technologies over the past decade, the Web has become a platform for media delivery. Web standards like HTML5 have been designed accordingly, allowing for the delivery of applications, high-quality streaming video, and hooks for interoperable content protection. Efficient video encoding algorithms such as AVC/HEVC and streaming protocols such as MPEG-DASH have served as additional triggers for this evolution. Users now employ...

  14. Gradually including potential users: A tool to counter design exclusions.

    Science.gov (United States)

    Zitkus, Emilene; Langdon, Patrick; Clarkson, P John

    2018-01-01

    The paper describes an iterative development process used to understand the suitability of different inclusive design evaluation tools applied into design practices. At the end of this process, a tool named Inclusive Design Advisor was developed, combining data related to design features of small appliances with ergonomic task demands, anthropometric data and exclusion data. When auditing a new design the tool examines the exclusion that each design feature can cause, followed by objective recommendations directly related to its features. Interactively, it allows designers or clients to balance design changes with the exclusion caused. It presents the type of information that enables designers and clients to discuss user needs and make more inclusive design decisions. Copyright © 2017. Published by Elsevier Ltd.

  15. A study on effects of demographic variables on success of social media

    Directory of Open Access Journals (Sweden)

    Marjan Mohammadreza

    2012-10-01

    Full Text Available In the recent years, social media have developed significantly and their usages have become main activities of internet users. The proposed study of this paper considers the effects of personal characteristics such as age, gender and marital status on social media. The study designs a questionnaire and distributes 385 questionnaires among students who are enrolled in different educational levels in governmental university named Allameh Tabatabayi university located in Tehran, Iran during the year of 2011. Because of abnormality of data, non-parametric test were used. In this research, we studied the effects of demographic variables on success of social media. The results showed that success of social media is more important among female students. Marriage situation shows that social media success variable is more important among married than single ones and, finally, this variable is more important among older people.

  16. WEB ANALYTICS COMBINED WITH EYE TRACKING FOR SUCCESSFUL USER EXPERIENCE DESIGN: A CASE STUDY

    OpenAIRE

    Magdalena BORYS; Monika CZWÓRNÓG; Tomasz RATAJCZYK

    2016-01-01

    The authors propose a new approach for the mobile user experience design process by means of web analytics and eye-tracking. The proposed method was applied to design the LUT mobile website. In the method, to create the mobile website design, data of various users and their behaviour were gathered and analysed using the web analytics tool. Next, based on the findings from web analytics, the mobile prototype for the website was created and validated in eye-tracking usability testing. The analy...

  17. Exploiting the User: Adapting Personas for Use in Security Visualization Design

    Energy Technology Data Exchange (ETDEWEB)

    Stoll, Jennifer C.; McColgin, David W.; Gregory, Michelle L.; Crow, Vernon L.; Edwards, Keith

    2007-10-29

    It has long been noted that visual representations of complex information can facilitate rapid understanding of data {citation], even with respect to ComSec applications {citation]. Recognizing that visualizations can increase usability in ComSec applications, [Zurko, Sasse] have argued that there is a need to create more usable security visualizations. (VisSec) However, usability of applications generally fall into the domain of Human Computer Interaction (HCI), which generally relies on heavy-weight user-centered design (UCD) processes. For example, the UCD process can involve many prototype iterations, or an ethnographic field study that can take months to complete. The problem is that VisSec projects generally do not have the resources to perform ethnographic field studies, or to employ complex UCD methods. They often are running on tight deadlines and budgets that can not afford standard UCD methods. In order to help resolve the conflict of needing more usable designs in ComSec, but not having the resources to employ complex UCD methods, in this paper we offer a stripped-down lighter weight version of a UCD process which can help with capturing user requirements. The approach we use is personas which a user requirements capturing method arising out of the Participatory Design philosophy [Grudin02].

  18. Non-professional user`s understanding of Geographic Information

    DEFF Research Database (Denmark)

    Arleth, Mette

    2003-01-01

    of digital media, including online access to a variety of GI-based services; maps, online Geographic information systems, interactive 3D models etc. However, can we expect that a citizen, who has no relevant professional basis for understanding the concept geographic information, be able to use GI......-based online services and comprehend the information contents? Using the Gi-based online services qualitatively in the participatory process obviously requires knowledge of the non-professional user`s understanding and use of GI. This paper discusses the needs for research into this field as well as relevant...

  19. Ideas on a system design for end-user robots

    Science.gov (United States)

    Bonasso, R. P.; Slack, Marc G.

    1992-11-01

    Robots are being used successfully in factory automation; however, recently there has been some success in building robots which can operate in field environments, where the domain is less predictable. New perception and control techniques have been developed which allow a robot to accomplish its mission while dealing with natural changes in both land and underwater environments. Unfortunately, efforts in this area have resulted in many one-of-a-kind robots, limited to research laboratories or carefully delimited field task arenas. A user who would like to apply robotic technology to a particular field problem must basically start from scratch. The problem is that the robotic technology (i.e., the hardware and software) which might apply to the user's domain exists in a diverse array of formats and configurations. For end-user robots to become a reality, an effort to standardize some aspects of the robotic technology must be made, in much the same way that personal computer technology is becoming standardized. Presently, a person can buy a computer and then acquire hardware and software extensions which simply `plug in' and provide the user with the required utility without the user having to understand the inner workings of the pieces of the system. This technology even employs standardized interface specifications so the user is presented with a familiar interaction paradigm. This paper outlines some system requirements (hardware and software) and a preliminary design for end-user robots for field environments, drawing parallels to the trends in the personal computer market. The general conclusion is that the appropriate components as well as an integrating architecture are already available, making development of out-of-the- box, turnkey robots for a certain range of commonly required tasks a potential reality.

  20. Ageing in media: rethinking the studying of media use in later life

    DEFF Research Database (Denmark)

    Givskov, Cecilie

    in the realms of politics and commerce – and, of course, media. Ageing populations are key drivers of media sales, especially in the areas of mobile and online media, and they are the dominant audience groups following the news. At the same time, social institutions realign their relations with (older) citizens...... characterized by chronological life phase and generational perspectives, to some extent influenced by medicalised images of old age where ageing after the 60s gets correlated with a loss of intellectual and creative resources, a decline of social life and physical health, and with regard to media, a lack...... through digital media. In spite of this inversion of the age pyramid and their significance as media users and active citizens, older people’s media use is rarely the focus of media producers or communication scholars. What research does get carried out involving older people’s media use is generally...

  1. Usability Studies and User-Centered Design in Digital Libraries

    Science.gov (United States)

    Comeaux, David J.

    2008-01-01

    Digital libraries continue to flourish. At the same time, the principles of user-centered design and the practice of usability testing have been growing in popularity, spreading their influence into the library sphere. This article explores the confluence of these two trends by surveying the current literature on usability studies of digital…

  2. Circumventing Graphical User Interfaces in Chemical Engineering Plant Design

    Science.gov (United States)

    Romey, Noel; Schwartz, Rachel M.; Behrend, Douglas; Miao, Peter; Cheung, H. Michael; Beitle, Robert

    2007-01-01

    Graphical User Interfaces (GUIs) are pervasive elements of most modern technical software and represent a convenient tool for student instruction. For example, GUIs are used for [chemical] process design software (e.g., CHEMCAD, PRO/II and ASPEN) typically encountered in the senior capstone course. Drag and drop aspects of GUIs are challenging for…

  3. The role of organizational strategy in the user-centered design of mobile applications

    NARCIS (Netherlands)

    Eshet, Eyal; de Reuver, G.A.; Bouwman, W.A.G.A.

    2017-01-01

    Gathering insights on users and the contexts they use mobile applications is at the core of the user-centered design (UCD). Organizations find it strategically important to efficiently and effectively use these insights. With the proliferation of mobile applications, gaining timely and relevant

  4. Optimal design method to minimize users' thinking mapping load in human-machine interactions.

    Science.gov (United States)

    Huang, Yanqun; Li, Xu; Zhang, Jie

    2015-01-01

    The discrepancy between human cognition and machine requirements/behaviors usually results in serious mental thinking mapping loads or even disasters in product operating. It is important to help people avoid human-machine interaction confusions and difficulties in today's mental work mastered society. Improving the usability of a product and minimizing user's thinking mapping and interpreting load in human-machine interactions. An optimal human-machine interface design method is introduced, which is based on the purpose of minimizing the mental load in thinking mapping process between users' intentions and affordance of product interface states. By analyzing the users' thinking mapping problem, an operating action model is constructed. According to human natural instincts and acquired knowledge, an expected ideal design with minimized thinking loads is uniquely determined at first. Then, creative alternatives, in terms of the way human obtains operational information, are provided as digital interface states datasets. In the last, using the cluster analysis method, an optimum solution is picked out from alternatives, by calculating the distances between two datasets. Considering multiple factors to minimize users' thinking mapping loads, a solution nearest to the ideal value is found in the human-car interaction design case. The clustering results show its effectiveness in finding an optimum solution to the mental load minimizing problems in human-machine interaction design.

  5. PhysicsCentral's future in Snapchat, and new social media strategy

    Science.gov (United States)

    Roche, James

    In 2017, social media is no longer just an amplifier for marketing strategy, but for many large organizations is firmly at the core of it. Facebook is the reigning social media king, boasting 1.2 billion daily active users around the world. Snapchat, one of the latest platforms to be declared the future of social media, hits 150 million daily active users globally. The platforms differ by nature, with Snapchat valuing ephemerality over Facebook's stalk-able photo albums. However, the average age of a Facebook user is 40, while the average age range of Snapchat users is between 12-25, and on any given day, Snapchat reaches 41% of all 18-34 year olds in the United States. Students under 25 now turn nearly equally to TV and social media as their primary source of news content. The opportunity for physics outreach in an important young demographic is clear. American Physical Societys outreach website, physicscentral.com has found success on multiple online and social media platforms, and now thanks to the SPS summer intern program, has entered the Snapchat world.

  6. Discourse, Health and Well-being of Military Populations through the Social Media Lens

    Energy Technology Data Exchange (ETDEWEB)

    Pavalanathan, Umashanthi; Datla, Vivek V.; Volkova, Svitlana; Charles-Smith, Lauren E.; Pirrung, Megan A.; Harrison, Joshua J.; Chappell, Alan R.; Corley, Courtney D.

    2016-02-29

    Social media can provide a resource for characterizing communities and small populations through activities and content shared online. For instance, studying the language use in social media within military populations may provide insights into their health and wellbeing. In this paper, we address three research questions: (1) How do military populations use social media? (2) What do military users discuss in social media? And (3) Do military users talk about health and well-being differently than civilians? Military Twitter users were identified through keywords in the profile description of users who posted geo-tagged tweets at military installations. The data was anonymized for the analysis. User profiles that belong to military population were compared to the nonmilitary population. Our results indicate that military users talk more about events in their military life, whereas nonmilitary users talk more about school, work, and leisure activities. We also found that the online content generated by both populations is significantly different, including health-related language and communication behavior.

  7. Navigating Cross-Media News Use : Media repertoires and the value of news in everyday life.

    NARCIS (Netherlands)

    Swart, Joelle; Peters, Chris; Broersma, Marcel

    2017-01-01

    The current news media landscape is characterized by an abundance of digital outlets and increased opportunities for users to navigate news themselves. Yet, it is still unclear how people negotiate this fluctuating environment to decide which news media to select or ignore, how they assemble

  8. Medium Moderates the Message. How Users Adjust Their Communication Trajectories to Different Media in Collaborative Task Solving

    Science.gov (United States)

    Rychwalska, Agnieszka; Samson, Katarzyna; Łucznik, Klara; Ziembowicz, Michał; Szóstek, Agnieszka; Nowak, Andrzej

    2016-01-01

    Rapid development of information and communications technologies (ICT) has triggered profound changes in how people manage their social contacts in both informal and professional contexts. ICT mediated communication may seem limited in possibilities compared to face-to-face encounters, but research shows that puzzlingly often it can be just as effective and satisfactory. We posit that ICT users employ specific communication strategies adapted to particular communication channels, which results in a comparable effectiveness of communication. In order to maintain a satisfactory level of conversational intelligibility they calibrate the content of their messages to a given medium’s richness and adjust the whole conversation trajectory so that every stage of the communication process runs fluently. In the current study, we compared complex task solving trajectories in chat, mobile phone and face-to-face dyadic conversations. Media conditions did not influence the quality of decision outcomes or users’ perceptions of the interaction, but they had impact on the amount of time devoted to each of the identified phases of decision development. In face-to-face contacts the evaluation stage of the discussion dominated the conversation; in the texting condition the orientation-evaluation-control phases were evenly distributed; and the phone condition provided a midpoint between these two extremes. The results show that contemporary ICT users adjust their communication behavior to the limitations and opportunities of various media through the regulation of attention directed to each stage of the discussion so that as a whole the communication process remains effective. PMID:27337037

  9. User Preferences for Web-Based Module Design Layout and Design Impact on Information Recall Considering Age

    Science.gov (United States)

    Pomales-García, Cristina; Rivera-Nivar, Mericia

    2015-01-01

    Research in design of Web-based modules should incorporate aging as an important factor given the diversity of the current workforce. This work aims to understand how Web-Based Learning modules can be designed to accommodate young (25-35 years) as well as older (55-65 years) users by: (1) identifying how information sources (instructor video,…

  10. Diffusion aspects of designing porous growth media for earth and space

    DEFF Research Database (Denmark)

    Chamindu, Deepagoda; Møldrup, Per; Jensen, M P

    2012-01-01

    be avoided when designing safe plant growth media for space. The CWD concept was also applied to a natural volcanic ash soil (Nishi-Tokyo, Japan), and the natural soil was found competitive or better than the tested commercial growth media. This could bear large perspectives for Martian outpost missions......Growing plants in extraterrestrial environments, for example on a space station or in a future lunar or Martian outpost, is a challenge that has attracted increasing interest over the last few decades. Most of the essential plant needs for optimal growth (air, water, and nutrient supply...

  11. HyperGLOB/Freedom: Preparing Student Designers for a New Media.

    Science.gov (United States)

    Slawson, Brian

    The HyperGLOB project introduced university-level graphic design students to interactive multimedia. This technology involves using the personal computer to display and manipulate a variety of electronic media simultaneously (combining elements of text and speech, music and sound, still images, motion video, and animated graphics) and allows…

  12. Asymmetrical Learning Create and Sustain Users' Drive to Innovate, When Involved in Information Systems Design

    DEFF Research Database (Denmark)

    Kanstrup, Anne Marie; Christiansen, Ellen Tove

    2011-01-01

    We describe a case of development of an interface to online feedback on electricity consumption designed for private households. The development process was planned and executed in line with traditions of participatory design and Scandinavian systems design: inviting selected users to take the lead...... as much as possible by introducing a design space and design artifacts in their home environment, and gradually, in a sequence of three events unfolding over a month, drawing their attention to possible futures. Our reflection on this case makes us suggest a couple of central principles of user...

  13. Social Media Management Strategies for Organizational Impression Management and their Effect on Public Perception

    OpenAIRE

    Benthaus, Janek; Risius, Marten; Beck, Roman

    2016-01-01

    With the growing importance of social media, companies increasingly rely on social media management tools to analyze social media activities and to professionalize their social media engagement. In this study, we evaluate how social media management tools, as part of an overarching social media strategy, help companies to positively influence the public perception among social media users. A mixed methods approach is applied, where we quantitatively analyze 15 million user-generated Twitter m...

  14. Cross-media communication in context

    DEFF Research Database (Denmark)

    Thorhauge, Anne Mette; Lomborg, Stine

    2016-01-01

    In this article, we suggest and discuss a qualitative, multi-methods approach to data collected on smartphones as a way of uncovering a user-centred perspective on cross-media communication. As an individualised multimedia device, the smartphone represents a relevant starting point for studying......-media communication....

  15. Semantic-based framework for personalised ambient media

    NARCIS (Netherlands)

    Aroyo, L.M.; Bellekens, P.; Björkman, M.; Houben, G.J

    2008-01-01

    The paper proposes a semantic-based metadata framework for personalised interaction with TV media in a connected home context. Our approach allows the current home media centres to go beyond the simple concept of electronic programme guides and to offer the users a personalised media experience in

  16. Remediating a design tool

    DEFF Research Database (Denmark)

    Jensen, Mads Møller; Rädle, Roman; Klokmose, Clemens N.

    2018-01-01

    digital sticky notes setup. The paper contributes with a nuanced understanding of what happens when remediating a physical design tool into digital space, by emphasizing focus shifts and breakdowns caused by the technology, but also benefits and promises inherent in the digital media. Despite users......' preference for creating physical notes, handling digital notes on boards was easier and the potential of proper documentation make the digital setup a possible alternative. While the analogy in our remediation supported a transfer of learned handling, the users' experiences across technological setups impact......Sticky notes are ubiquitous in design processes because of their tangibility and ease of use. Yet, they have well-known limitations in professional design processes, as documentation and distribution are cumbersome at best. This paper compares the use of sticky notes in ideation with a remediated...

  17. Active Social Media Management: The Case of Health Care

    OpenAIRE

    Miller, Amalia R.; Tucker, Catherine Elizabeth

    2012-01-01

    Given the demand for authentic personal interactions over social media, it is unclear how much firms should actively manage their social media presence. We study this question empirically in a health care setting. We show that active social media management drives more user-generated content. However, we find that this is due to an incremental increase in user postings from an organization's employees rather than from its clients. This result holds when we explore exogenous variation in socia...

  18. Use of social media by dental educators.

    Science.gov (United States)

    Arnett, M R; Loewen, J M; Romito, L M

    2013-11-01

    Social networking applications have become an established means of communication; applications that did not exist ten years ago are now used daily. Social media can be used for a myriad of reasons including instructional tools to supplement learning. This project was designed to assess the usage of social media applications by dental school faculty members and identify the types of accounts they prefer. Four hundred forty-three full-time dental and dental hygiene faculty members from five U.S. dental schools were invited to complete a twelve-item online survey regarding their social media usage. The response rate was 50 percent (n=221). Of the respondents, nearly half were dentists, and 62 percent were ≥51 years of age. Facebook was the most popular social network, reportedly used by 111 respondents. The most often reported frequency of use was weekly (20.4 percent, n=221); users indicated utilizing a network primarily for personal rather than professional purposes. However, 37 percent of the respondents reported not using any social media. The most frequently cited barriers to the use of social media were time (48 percent) and privacy concerns (48 percent). Although few would dispute the influence social media has on today's students, the suitability and appropriateness of social media technology and its integration into dental curricula require further evaluation.

  19. Understanding Social Media Logic

    Directory of Open Access Journals (Sweden)

    José van Dijck

    2013-08-01

    Full Text Available Over the past decade, social media platforms have penetrated deeply into the mech­anics of everyday life, affecting people's informal interactions, as well as institutional structures and professional routines. Far from being neutral platforms for everyone, social media have changed the conditions and rules of social interaction. In this article, we examine the intricate dynamic between social media platforms, mass media, users, and social institutions by calling attention to social media logic—the norms, strategies, mechanisms, and economies—underpin­ning its dynamics. This logic will be considered in light of what has been identified as mass me­dia logic, which has helped spread the media's powerful discourse outside its institutional boundaries. Theorizing social media logic, we identify four grounding principles—programmabil­ity, popularity, connectivity, and datafication—and argue that these principles become increas­ingly entangled with mass media logic. The logic of social media, rooted in these grounding principles and strategies, is gradually invading all areas of public life. Besides print news and broadcasting, it also affects law and order, social activism, politics, and so forth. Therefore, its sustaining logic and widespread dissemination deserve to be scrutinized in detail in order to better understand its impact in various domains. Concentrating on the tactics and strategies at work in social media logic, we reassess the constellation of power relationships in which social practices unfold, raising questions such as: How does social media logic modify or enhance ex­isting mass media logic? And how is this new media logic exported beyond the boundaries of (social or mass media proper? The underlying principles, tactics, and strategies may be relat­ively simple to identify, but it is much harder to map the complex connections between plat­forms that distribute this logic: users that employ them, technologies that

  20. Social Representations of Social Media Users toward Syrian Refugees in Turkey

    Directory of Open Access Journals (Sweden)

    Fatih Ozdemir

    2017-04-01

    Full Text Available While the Syrian refugees crisis has increasingly continued its effect in both Turkey and other neighboring countries and European countries for more than five years, refugees do not adapt themselves to society in country of asylum, and are exposed to social exclusion. The purpose of the study is to explore social representations of social media users toward Syrian refugees in Turkey with a qualitative approach; because social representations may indicate the problems in the integration process of Syrian refugees and Turkish society, and the reasons of social exclusion toward Syrian refugees. Accordingly 98 entries, which were taken from frequently used social dictionaries in Turkey, were evaluated by researchers and seven thematic units were formed. Thematic units reflect (i perceived negative features of Syrian refugees, (ii perceived threats in Turkey due to Syrian refugees, (iii criticisms toward Syrian refugees policy of Turkish government, (iv positive attitudes toward Syrian refugees, (v perceived political importance of Syrian refugees, (vi proposed solutions toward perceived Syrian refugees problem, and (vii other criticisms toward Syrian refugees issue. Findings provide useful information which can be used to enable the social adaptation of Syrian refugees into Turkish society

  1. Personalised Access to Social Media

    NARCIS (Netherlands)

    M. Clements (Maarten)

    2010-01-01

    htmlabstractOn many websites users can personally contribute information, ranging from short text messages to photos and videos. Users can see the information contributed by others and respond to it. These social media actively engage their community in the structuring of the collection by making

  2. The European Public on Social Media

    DEFF Research Database (Denmark)

    Tarta, Ancuta-Gabriela

    This study explorers the European public on social media by discussing the case of communicative interactions taking place on the official Facebook page of the European Parliament. Based on the theoretical framework conceptualizing the public and the public sphere on social network sites, the study...... examines the European social media public from two perspectives. The first is a top-down, institutional perspective of European Parliament, based on a case-study approach to the way this European institution constructs and addresses the public through its social media communication. The second is a bottom......-up perspective of the public of social media users, informed by a content analysis of Facebook comments and a discourse analysis of live chat interactions with Members of the European Parliament. Results confirm a discursive potential of the Facebook public of users. In the case of the Facebook comment threads...

  3. Cross-media within the Facebook newsfeed

    DEFF Research Database (Denmark)

    Mathieu, David; Pavlíčková, Tereza

    2017-01-01

    This study investigates the role of interpretation in cross-media uses. Highlighting the specificity of cross-media uses within meta-media environments such as Facebook, we argue that interpretative processes play a crucial role in the formation of cross-media repertoires. The methodology relies...... on a reception analysis for which we conducted interviews with eleven expatriates using Facebook on a daily basis, in conjunction with a commented consultation of their newsfeed. In the analysis, we show that reading Facebook’s newsfeed is an activity that contributes to the construction of the user’s mediated...... lifeworld. Schutz’s phenomenological approach allows us to explore how users develop reading strategies to typify their experience of the social world within Facebook, to maintain the relevance of their newsfeed and to negotiate the technological features of Facebook, shedding light on how users assemble...

  4. Ethics and Privacy Implications of Using the Internet and Social Media to Recruit Participants for Health Research: A Privacy-by-Design Framework for Online Recruitment

    Science.gov (United States)

    Cyr, Alaina B; Arbuckle, Luk; Ferris, Lorraine E

    2017-01-01

    Background The Internet and social media offer promising ways to improve the reach, efficiency, and effectiveness of recruitment efforts at a reasonable cost, but raise unique ethical dilemmas. We describe how we used social media to recruit cancer patients and family caregivers for a research study, the ethical issues we encountered, and the strategies we developed to address them. Objective Drawing on the principles of Privacy by Design (PbD), a globally recognized standard for privacy protection, we aimed to develop a PbD framework for online health research recruitment. Methods We proposed a focus group study on the dietary behaviors of cancer patients and their families, and the role of Web-based dietary self-management tools. Using an established blog on our hospital website, we proposed publishing a recruitment post and sharing the link on our Twitter and Facebook pages. The Research Ethics Board (REB) raised concern about the privacy risks associated with our recruitment strategy; by clicking on a recruitment post, an individual could inadvertently disclose personal health information to third-party companies engaged in tracking online behavior. The REB asked us to revise our social media recruitment strategy with the following questions in mind: (1) How will you inform users about the potential for privacy breaches and their implications? and (2) How will you protect users from privacy breaches or inadvertently sharing potentially identifying information about themselves? Results Ethical guidelines recommend a proportionate approach to ethics assessment, which advocates for risk mitigation strategies that are proportional to the magnitude and probability of risks. We revised our social media recruitment strategy to inform users about privacy risks and to protect their privacy, while at the same time meeting our recruitment objectives. We provide a critical reflection of the perceived privacy risks associated with our social media recruitment strategy and

  5. User-Centered Design Strategies for Massive Open Online Courses (MOOCs)

    Science.gov (United States)

    Mendoza-Gonzalez, Ricardo, Ed.

    2016-01-01

    In today's society, educational opportunities have evolved beyond the traditional classroom setting. Most universities have implemented virtual learning environments in an effort to provide more opportunities for potential or current students seeking alternative and more affordable learning solutions. "User-Centered Design Strategies for…

  6. HOLISTIC MARKETING MANAGEMENT AND SOCIAL MEDIA

    OpenAIRE

    William PERTTULA

    2011-01-01

    Social media and social media marketing are real challenges to holistic marketing management approach focusing on real customer value. A distinct problem for social media is making a profit when the standard practice is to not charge the user any money. Social media marketing relies on its similarity to word of mouth marketing which has always been praised for its effectiveness. Social media marketing can be faster and cheaper that other forms of marketing, and should be integrated with the r...

  7. Iterative User Interface Design for Automated Sequential Organ Failure Assessment Score Calculator in Sepsis Detection.

    Science.gov (United States)

    Aakre, Christopher Ansel; Kitson, Jaben E; Li, Man; Herasevich, Vitaly

    2017-05-18

    The new sepsis definition has increased the need for frequent sequential organ failure assessment (SOFA) score recalculation and the clerical burden of information retrieval makes this score ideal for automated calculation. The aim of this study was to (1) estimate the clerical workload of manual SOFA score calculation through a time-motion analysis and (2) describe a user-centered design process for an electronic medical record (EMR) integrated, automated SOFA score calculator with subsequent usability evaluation study. First, we performed a time-motion analysis by recording time-to-task-completion for the manual calculation of 35 baseline and 35 current SOFA scores by 14 internal medicine residents over a 2-month period. Next, we used an agile development process to create a user interface for a previously developed automated SOFA score calculator. The final user interface usability was evaluated by clinician end users with the Computer Systems Usability Questionnaire. The overall mean (standard deviation, SD) time-to-complete manual SOFA score calculation time was 61.6 s (33). Among the 24% (12/50) usability survey respondents, our user-centered user interface design process resulted in >75% favorability of survey items in the domains of system usability, information quality, and interface quality. Early stakeholder engagement in our agile design process resulted in a user interface for an automated SOFA score calculator that reduced clinician workload and met clinicians' needs at the point of care. Emerging interoperable platforms may facilitate dissemination of similarly useful clinical score calculators and decision support algorithms as "apps." A user-centered design process and usability evaluation should be considered during creation of these tools. ©Christopher Ansel Aakre, Jaben E Kitson, Man Li, Vitaly Herasevich. Originally published in JMIR Human Factors (http://humanfactors.jmir.org), 18.05.2017.

  8. Social media disruptive change in healthcare : Responses of healthcare providers?

    NARCIS (Netherlands)

    Smailhodzic, E.; Boonstra, A.; Langley, D.J.

    2016-01-01

    Social media represent specific types of technologies that are end-user driven and end-users are able to drive disruptive change giving little time to organizations to react. With rapid and powerful emergence of social media communities in healthcare, this sector is faced with new and alternative

  9. Social media disruptive change in healthcare : responses of healthcare providers

    NARCIS (Netherlands)

    Smailhodzic, Edin; Boonstra, Albert; Langley, David

    Social media represent specific types of technologies that are end-user driven and end-users are able to drive disruptive change giving little time to organizations to react. With rapid and powerful emergence of social media communities in healthcare, this sector is faced with new and alternative

  10. Agenda Setting for Health Promotion: Exploring an Adapted Model for the Social Media Era.

    Science.gov (United States)

    Albalawi, Yousef; Sixsmith, Jane

    2015-01-01

    The foundation of best practice in health promotion is a robust theoretical base that informs design, implementation, and evaluation of interventions that promote the public's health. This study provides a novel contribution to health promotion through the adaptation of the agenda-setting approach in response to the contribution of social media. This exploration and proposed adaptation is derived from a study that examined the effectiveness of Twitter in influencing agenda setting among users in relation to road traffic accidents in Saudi Arabia. The proposed adaptations to the agenda-setting model to be explored reflect two levels of engagement: agenda setting within the social media sphere and the position of social media within classic agenda setting. This exploratory research aims to assess the veracity of the proposed adaptations on the basis of the hypotheses developed to test these two levels of engagement. To validate the hypotheses, we collected and analyzed data from two primary sources: Twitter activities and Saudi national newspapers. Keyword mentions served as indicators of agenda promotion; for Twitter, interactions were used to measure the process of agenda setting within the platform. The Twitter final dataset comprised 59,046 tweets and 38,066 users who contributed by tweeting, replying, or retweeting. Variables were collected for each tweet and user. In addition, 518 keyword mentions were recorded from six popular Saudi national newspapers. The results showed significant ratification of the study hypotheses at both levels of engagement that framed the proposed adaptions. The results indicate that social media facilitates the contribution of individuals in influencing agendas (individual users accounted for 76.29%, 67.79%, and 96.16% of retweet impressions, total impressions, and amplification multipliers, respectively), a component missing from traditional constructions of agenda-setting models. The influence of organizations on agenda setting is

  11. Agenda Setting for Health Promotion: Exploring an Adapted Model for the Social Media Era

    Science.gov (United States)

    2015-01-01

    Background The foundation of best practice in health promotion is a robust theoretical base that informs design, implementation, and evaluation of interventions that promote the public’s health. This study provides a novel contribution to health promotion through the adaptation of the agenda-setting approach in response to the contribution of social media. This exploration and proposed adaptation is derived from a study that examined the effectiveness of Twitter in influencing agenda setting among users in relation to road traffic accidents in Saudi Arabia. Objective The proposed adaptations to the agenda-setting model to be explored reflect two levels of engagement: agenda setting within the social media sphere and the position of social media within classic agenda setting. This exploratory research aims to assess the veracity of the proposed adaptations on the basis of the hypotheses developed to test these two levels of engagement. Methods To validate the hypotheses, we collected and analyzed data from two primary sources: Twitter activities and Saudi national newspapers. Keyword mentions served as indicators of agenda promotion; for Twitter, interactions were used to measure the process of agenda setting within the platform. The Twitter final dataset comprised 59,046 tweets and 38,066 users who contributed by tweeting, replying, or retweeting. Variables were collected for each tweet and user. In addition, 518 keyword mentions were recorded from six popular Saudi national newspapers. Results The results showed significant ratification of the study hypotheses at both levels of engagement that framed the proposed adaptions. The results indicate that social media facilitates the contribution of individuals in influencing agendas (individual users accounted for 76.29%, 67.79%, and 96.16% of retweet impressions, total impressions, and amplification multipliers, respectively), a component missing from traditional constructions of agenda-setting models. The influence

  12. Social Media Activism and State Censorship

    NARCIS (Netherlands)

    Poell, T.; Trottier, D.; Fuchs, C.

    2015-01-01

    This chapter interrogates how activist social media communication in authoritarian contexts is shaped through the mutual articulation of social media user practices, business models, and technological architectures, as well as through the controlling efforts of states. It specifically focuses on

  13. The impacts of post-media networks on the traditional media

    Directory of Open Access Journals (Sweden)

    Dr. Francisco Campos Freire

    2008-01-01

    Full Text Available The fast and successful penetration in society of the so-called social networks in the past two or three years has alarmed the traditional media. The new phenomenon reaches a wider audience, enhances advertising, achieves customization, and breaches some of the barriers of traditional media. The new communication channel is used already by millions of Internet users as their main source of information and entertainment. This research paper analyses the structure of eleven global social networks, which feature contents in Spanish and other languages, in relation to the electronic version (e-version of the main Spanish newspapers. The aim is to prove if the so-called social networks are a new type of media, a new platform for social relationships and post-media contents, which look more like the audiovisual media than the traditional newspapers.

  14. Personalised Access to Social Media

    NARCIS (Netherlands)

    Clements, M.

    2010-01-01

    On many websites users can personally contribute information, ranging from short text messages to photos and videos. Users can see the information contributed by others and respond to it. These social media actively engage their community in the structuring of the collection by making use of

  15. Peri-operative communication patterns and media usage--implications for systems design.

    Science.gov (United States)

    Karlsen, Ero S; Toussaint, Pieter Jelle

    2010-01-01

    Inter-hospital communication amounts for a great deal of clinicians' work time. While communication is essential to coordinate care, it can also be time consuming and interruptive, and breakdown in communication is an important source of medical errors. One contributor to the interruptive nature of communication is the use of synchronous media, and there is clearly a potential for novel technologies. To assess communication patterns and media usage we performed an ethnographic field study in the peri-operative environment at a Norwegian hospital, as well as interviews with nurses. We analyze the results with regards to choice of media, characteristics of the conversations taking place and meta-messages, and account for addressing, obtrusiveness and information richness in the message exchanges. We find a relative high degree of interruptiveness in communication, and ascribe it to 1) a lack of situational awareness between locations in the peri-operative domain, as well as 2) use of synchronous media. This suggests that design of novel technology for intra-hospital communication should aim at supporting sender-receiver awareness and signaling of availability.

  16. Social Media Use Among Physicians and Trainees: Results of a National Medical Oncology Physician Survey.

    Science.gov (United States)

    Adilman, Rachel; Rajmohan, Yanchini; Brooks, Edward; Urgoiti, Gloria Roldan; Chung, Caroline; Hammad, Nazik; Trinkaus, Martina; Naseem, Madiha; Simmons, Christine; Adilman, Rachel; Rajmohan, Yanchini; Brooks, Edward; Roldan Urgoiti, Gloria; Chung, Caroline; Hammad, Nazik; Trinkaus, Martina; Naseem, Madiha; Simmons, Christine

    2016-01-01

    Cancer management requires coordinated care from many health care providers, and its complexity requires physicians be up to date on current research. Web-based social media support physician collaboration and information sharing, but the extent to which physicians use social media for these purposes remains unknown. The complex field of oncology will benefit from increased use of online social media to enhance physician communication, education, and mentorship. To facilitate this, patterns of social media use among oncologists must be better understood. A nine-item survey investigating physician social media use, designed using online survey software, was distributed via e-mail to 680 oncology physicians and physicians in training in Canada. Responses were analyzed using descriptive statistics. A total of 207 responses (30%) were received; 72% of respondents reported using social media. Social media use was highest, at 93%, in respondents age 25 to 34 years and lowest, at 39%, in those age 45 to 54 years. This demonstrates a significant gap in social media use between younger users and mid- to late-career users. The main barrier to use was lack of free time. The identified gap in social media use between age cohorts may have negative implications for communication in oncology. Despite advancements in social media and efforts to integrate social media into medical education, most oncologists and trainees use social media rarely, which, along with the age-related gap in use, may have consequences for collaboration and education in oncology. Investigations to further understand barriers to social media use should be undertaken to enhance physician collaboration and knowledge sharing through social media.

  17. DarcyTools, Version 2.1. User's guide

    International Nuclear Information System (INIS)

    Svensson, Urban; Ferry, Michel

    2004-03-01

    DarcyTools is a computer code for simulation of flow and transport in porous and/or fractured media. The fractured media in mind is a fractured rock and the porous media the soil cover on the top of the rock; it is hence groundwater flows, which is the class of flows in mind.The User's Guide for DarcyTools V2.1 is intended to assist new users of DarcyTools. The Guide is far from complete and it has not been the ambition to write a manual that answers all questions a user may have. The objectives of the Guide can be stated as follows: - Give an overview of the code structure and how DarcyTools is used. - Get familiar with the 'Compact Input File', which is the main way to specify input data. - Get familiar with the 'Fortran Input File', which is the more advanced way to specify input data

  18. Extending Impact Analysis in Government Social Media Research

    DEFF Research Database (Denmark)

    Medaglia, Rony; Zheng, Lei

    2017-01-01

    of this phenomenon, and falls short of investigating the impacts that these dimensions have on each other. Drawing on a revised framework for classifying existing social media research foci in the categories of management, context, user behavior, user characteristics, platform properties, and effects, we present......The use of social media by governments is a complex phenomenon that touches upon multiple dimensions, and that involves a wide array of relationships between these dimensions. Existing empirical research on government social media, however, is still mostly focusing on describing isolated aspects...... five empirical cases to illustrate impacts between dimensions of government social media. The empirical findings from the cases extend impact analysis beyond the existing foci, and enable us to propose a research agenda for future research on impacts in government social media....

  19. The design and evaluation of an activity monitoring user interface for people with stroke.

    Science.gov (United States)

    Hart, Phil; Bierwirth, Rebekah; Fulk, George; Sazonov, Edward

    2014-01-01

    Usability is an important topic in the field of telerehabilitation research. Older users with disabilities in particular, present age-related and disability-related challenges that should be accommodated for in the design of a user interface for a telerehabilitation system. This paper describes the design, implementation, and assessment of a telerehabilitation system user interface that tries to maximize usability for an elderly user who has experienced a stroke. An Internet-connected Nintendo(®) Wii™ gaming system is selected as a hardware platform, and a server and website are implemented to process and display the feedback information. The usability of the interface is assessed with a trial consisting of 18 subjects: 10 healthy Doctor of Physical Therapy students and 8 people with a stroke. Results show similar levels of usability and high satisfaction with the gaming system interface from both groups of subjects.

  20. The effects of user factors and symbol referents on public symbol design using the stereotype production method.

    Science.gov (United States)

    Ng, Annie W Y; Siu, Kin Wai Michael; Chan, Chetwyn C H

    2012-01-01

    This study investigated the influence of user factors and symbol referents on public symbol design among older people, using the stereotype production method for collecting user ideas during the symbol design process. Thirty-one older adults were asked to draw images based on 28 public symbol referents and to indicate their familiarity with and ease with which they visualised each referent. Differences were found between the pictorial solutions generated by males and females. However, symbol design was not influenced by participants' education level, vividness of visual imagery, object imagery preference or spatial imagery preference. Both familiar and unfamiliar referents were illustrated pictorially without much difficulty by users. The more visual the referent, the less difficulty the users had in illustrating it. The findings of this study should aid the optimisation of the stereotype production method for user-involved symbol design. Copyright © 2011 Elsevier Ltd and The Ergonomics Society. All rights reserved.

  1. Time distortion when users at-risk for social media addiction engage in non-social media tasks.

    Science.gov (United States)

    Turel, Ofir; Brevers, Damien; Bechara, Antoine

    2018-02-01

    There is a growing concern over the addictiveness of Social Media use. Additional representative indicators of impaired control are needed in order to distinguish presumed social media addiction from normal use. (1) To examine the existence of time distortion during non-social media use tasks that involve social media cues among those who may be considered at-risk for social media addiction. (2) To examine the usefulness of this distortion for at-risk vs. low/no-risk classification. We used a task that prevented Facebook use and invoked Facebook reflections (survey on self-control strategies) and subsequently measured estimated vs. actual task completion time. We captured the level of addiction using the Bergen Facebook Addiction Scale in the survey, and we used a common cutoff criterion to classify people as at-risk vs. low/no-risk of Facebook addiction. The at-risk group presented significant upward time estimate bias and the low/no-risk group presented significant downward time estimate bias. The bias was positively correlated with Facebook addiction scores. It was efficacious, especially when combined with self-reported estimates of extent of Facebook use, in classifying people to the two categories. Our study points to a novel, easy to obtain, and useful marker of at-risk for social media addiction, which may be considered for inclusion in diagnosis tools and procedures. Copyright © 2017 Elsevier Ltd. All rights reserved.

  2. The Social Media Indicator 2 : Towards a Software Tool for Measuring the Influence of Social Media

    NARCIS (Netherlands)

    Withaar, Robin J.; Ribeiro, Gabriella F.; Effing, Robin

    2013-01-01

    Influence measurement regarding social media has gained importance. This paper introduces a matrix which is a framework to measure the influence of social media by individual users. This matrix comprises the metrics to measure personal influence for Facebook, Twitter, LinkedIn, YouTube and Google+.

  3. WA47 Tweets, hashtags and palliative care: a workshop for social media newbies looking to join the digital revolution.

    Science.gov (United States)

    Noonan, Kerrie

    2015-04-01

    : A recent article in the BMJ highlighted the role of social media has in changing the way we talk about and respond to death and dying. There are so many social media channels do you know which ones are best for communicating about your work? for networking with peers? participating in journal clubs? disseminating research with the international community? What about your local community- how do you increase engagement online to promote your work and events? How can you use social media to source and access interesting content and information about the public health approach? This workshop is designed as a beginner level and new user workshop and is suitable for anyone wanting to be more active in social media. It is designed specifically to focus on social media in relation to the end of life, palliative care and death care online communities. Bring your social media device - your phone, ipad or computer and we will do the following: login and practice communicating with other users develop and implement basic social media goals apply strategies to increase your engagement and effectiveness on social media learn simple ways to measure your reach. Workshop participants will have an opportunity to build confidence and be more effective communicators in social media. You then get to practice your newly learned skills for the remainder of the PHPC Conference. © 2015, Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://group.bmj.com/group/rights-licensing/permissions.

  4. Testing Video and Social Media for Engaging Users of the U.S. Climate Resilience Toolkit

    Science.gov (United States)

    Green, C. J.; Gardiner, N.; Niepold, F., III; Esposito, C.

    2015-12-01

    We developed a custom video production stye and a method for analyzing social media behavior so that we may deliberately build and track audience growth for decision-support tools and case studies within the U.S. Climate Resilience Toolkit. The new style of video focuses quickly on decision processes; its 30s format is well-suited for deployment through social media. We measured both traffic and engagement with video using Google Analytics. Each video included an embedded tag, allowing us to measure viewers' behavior: whether or not they entered the toolkit website; the duration of their session on the website; and the number pages they visited in that session. Results showed that video promotion was more effective on Facebook than Twitter. Facebook links generated twice the number of visits to the toolkit. Videos also increased Facebook interaction overall. Because most Facebook users are return visitors, this campaign did not substantially draw new site visitors. We continue to research and apply these methods in a targeted engagement and outreach campaign that utilizes the theory of social diffusion and social influence strategies to grow our audience of "influential" decision-makers and people within their social networks. Our goal is to increase access and use of the U.S. Climate Resilience Toolkit.

  5. Demographic-Based Content Analysis of Web-Based Health-Related Social Media.

    Science.gov (United States)

    Sadah, Shouq A; Shahbazi, Moloud; Wiley, Matthew T; Hristidis, Vagelis

    2016-06-13

    An increasing number of patients from diverse demographic groups share and search for health-related information on Web-based social media. However, little is known about the content of the posted information with respect to the users' demographics. The aims of this study were to analyze the content of Web-based health-related social media based on users' demographics to identify which health topics are discussed in which social media by which demographic groups and to help guide educational and research activities. We analyze 3 different types of health-related social media: (1) general Web-based social networks Twitter and Google+; (2) drug review websites; and (3) health Web forums, with a total of about 6 million users and 20 million posts. We analyzed the content of these posts based on the demographic group of their authors, in terms of sentiment and emotion, top distinctive terms, and top medical concepts. The results of this study are: (1) Pregnancy is the dominant topic for female users in drug review websites and health Web forums, whereas for male users, it is cardiac problems, HIV, and back pain, but this is not the case for Twitter; (2) younger users (0-17 years) mainly talk about attention-deficit hyperactivity disorder (ADHD) and depression-related drugs, users aged 35-44 years discuss about multiple sclerosis (MS) drugs, and middle-aged users (45-64 years) talk about alcohol and smoking; (3) users from the Northeast United States talk about physical disorders, whereas users from the West United States talk about mental disorders and addictive behaviors; (4) Users with higher writing level express less anger in their posts. We studied the popular topics and the sentiment based on users' demographics in Web-based health-related social media. Our results provide valuable information, which can help create targeted and effective educational campaigns and guide experts to reach the right users on Web-based social chatter.

  6. 政务社交媒体的公众接受模型研究%User Acceptance Model for Social Media of Government Agencies

    Institute of Scientific and Technical Information of China (English)

    吴云; 胡广伟

    2014-01-01

    Based on UTAUT, a user acceptance model for social media of government was established, in which three hypothetical con-structs were spotlighted:anxiety of privacy and comments (ANX), perceived credibility (PC) and social evaluation (SE). By means of CFA we found, SE and social influence (SI) were main factors affecting user intention (UI), while performance expectation (PE) and PC had impact on SE, however influences of ANX and effort expectation (EE) on UI were not significant. It was concluded that, firstly, public users were not sensitive to preserving their personal privacy and managing information on the internet;secondly, social relationship would be a good channel for promoting usage of governments' social media; last but not the least, public user expected social media to benefit the whole society such as improving government transparency and democracy.%根据UTAUT提供的影响结构,加入了焦虑、感知可信性、社会评价三个因素,构建了政务社交媒体公众接受模型。通过验证性因子分析发现,社会影响和社会评价是影响用户使用意愿的主要因素,绩效预期和感知可信性通过社会评价产生影响,而焦虑和付出预期影响不显著。研究结论如下:公众对个人隐私保护及言论管理方面存在的潜在问题不敏感;社会关系对政务社交媒体的推广效果有显著影响;公众期望政务社交媒体对整个社会有益(如提高政府透明度等)。

  7. Design and Characterization of Electrospun Polyamide Nanofiber Media for Air Filtration Applications

    Directory of Open Access Journals (Sweden)

    Jonas Matulevicius

    2014-01-01

    Full Text Available Electrospun polyamide 6 (PA 6 and polyamide 6/6 (PA 6/6 nanofibers were produced in order to investigate their experimental characteristics with the goal of obtaining filtration relevant fiber media. The experimental design model of each PA nanofibers contained the following variables: polymer concentration, ratio of solvents, nanofiber media collection time, tip-to-collector distance, and the deposition voltage. The average diameter of the fibers, their morphology, basis weight, thickness, and resulting media solidity were investigated. Effects of each variable on the essential characteristics of PA 6/6 and PA 6 nanofiber media were studied. The comparative analysis of the obtained PA 6/6 and PA 6 nanofiber characteristics revealed that PA 6/6 had higher potential to be used in filtration applications. Based on the experimental results, the graphical representation—response surfaces—for obtaining nanofiber media with the desirable fiber diameter and basis weight characteristics were derived. Based on the modelling results the nanofiber filter media (mats were fabricated. Filtration results revealed that nanofiber filter media electrospun from PA6/6 8% (w/vol solutions with the smallest fiber diameters (62–66 nm had the highest filtration efficiency (PA6/6_30 = 84.9–90.9% and the highest quality factor (PA6/6_10 = 0.0486–0.0749 Pa−1.

  8. Robust Transceivers Design for Multi-stream Multi-user MIMO Visible Light Communication

    KAUST Repository

    Sifaou, Houssem

    2017-11-27

    Visible light communication (VLC) is an emerging technique that uses light-emitting diodes to combine communication and illumination. It is considered as a promising scheme for indoor wireless communication that can be deployed at reduced costs, while offering high data rate performance. This paper focuses on the design of precoding and receiving schemes for downlink multi-user multiple-input multiple-output VLC systems using angle diversity receivers. Two major concerns need to be considered while solving such a problem. The first one is related to the inter-user interference, basically inherent to our consideration of a multi-user system, while the second results from the users’ mobility, causing imperfect channel estimates. To address both concerns, we propose robust precoding and receiver that solve the max-min SINR problem. The performance of the proposed VLC design is studied under different working conditions, where a significant gain of the proposed robust transceivers over their non-robust counterparts has been observed.

  9. Robust Transceivers Design for Multi-stream Multi-user MIMO Visible Light Communication

    KAUST Repository

    Sifaou, Houssem; Kammoun, Abla; Park, Kihong; Alouini, Mohamed-Slim

    2017-01-01

    Visible light communication (VLC) is an emerging technique that uses light-emitting diodes to combine communication and illumination. It is considered as a promising scheme for indoor wireless communication that can be deployed at reduced costs, while offering high data rate performance. This paper focuses on the design of precoding and receiving schemes for downlink multi-user multiple-input multiple-output VLC systems using angle diversity receivers. Two major concerns need to be considered while solving such a problem. The first one is related to the inter-user interference, basically inherent to our consideration of a multi-user system, while the second results from the users’ mobility, causing imperfect channel estimates. To address both concerns, we propose robust precoding and receiver that solve the max-min SINR problem. The performance of the proposed VLC design is studied under different working conditions, where a significant gain of the proposed robust transceivers over their non-robust counterparts has been observed.

  10. Clinician user involvement in the real world: Designing an electronic tool to improve interprofessional communication and collaboration in a hospital setting.

    Science.gov (United States)

    Tang, Terence; Lim, Morgan E; Mansfield, Elizabeth; McLachlan, Alexander; Quan, Sherman D

    2018-02-01

    User involvement is vital to the success of health information technology implementation. However, involving clinician users effectively and meaningfully in complex healthcare organizations remains challenging. The objective of this paper is to share our real-world experience of applying a variety of user involvement methods in the design and implementation of a clinical communication and collaboration platform aimed at facilitating care of complex hospitalized patients by an interprofessional team of clinicians. We designed and implemented an electronic clinical communication and collaboration platform in a large community teaching hospital. The design team consisted of both technical and healthcare professionals. Agile software development methodology was used to facilitate rapid iterative design and user input. We involved clinician users at all stages of the development lifecycle using a variety of user-centered, user co-design, and participatory design methods. Thirty-six software releases were delivered over 24 months. User involvement has resulted in improvement in user interface design, identification of software defects, creation of new modules that facilitated workflow, and identification of necessary changes to the scope of the project early on. A variety of user involvement methods were complementary and benefited the design and implementation of a complex health IT solution. Combining these methods with agile software development methodology can turn designs into functioning clinical system to support iterative improvement. Copyright © 2017 The Authors. Published by Elsevier B.V. All rights reserved.

  11. Variants of Interplay as Drivers of Media Change

    Directory of Open Access Journals (Sweden)

    Tilo Grenz

    2017-09-01

    Full Text Available This article conceptualizes acting on media in terms of different interplays between focal actors, users, and user communities. It is argued that—in times of mediated visibility, the increasing entanglement of social and technological change, and accelerated feedback loops—arenas of negotiation emerge and therewith the complexities of relations between producers and users increases. Using insights from the fields of Wii hacking, Circuit Bending, and online poker tools, three variants of interplay are presented and discussed: integration, segregation, and permanent confrontation. Whilst a process-oriented perspective on reciprocal action is developed the paper contributes (a to a balanced perspective on what is often a one-sided discussion regarding the actions leading to media change, and (b to the understanding of the relation between media change and reflexive modernity.

  12. Brave NUI World Designing Natural User Interfaces for Touch and Gesture

    CERN Document Server

    Wigdor, Daniel

    2011-01-01

    Touch and gestural devices have been hailed as next evolutionary step in human-computer interaction. As software companies struggle to catch up with one another in terms of developing the next great touch-based interface, designers are charged with the daunting task of keeping up with the advances in new technology and this new aspect to user experience design. Product and interaction designers, developers and managers are already well versed in UI design, but touch-based interfaces have added a new level of complexity.

  13. Pengguna Media Interaktif Sebagai Kenyataan Maya: Studi Resepsi Khalayak Suarasurabaya.net Sebagai Media Interaktif

    Directory of Open Access Journals (Sweden)

    Ido Prijana Hadi

    2011-07-01

    Full Text Available My aim in writing this paper is to describe that in this fast-changing world, media in Indonesia has undergone a rapid transformation. Digital technology continues to reshape the mass media landscape using internet technology. Internet brings a technical communication revolution, a fundamental change takes place in the structure of connections, artificial memories and the reproduction of their content. Internet technology has made communication much easier and less expensive. It has attracted many people and has penetrated into people’s daily lives. The mass media also have accepted the internet. Almost all forms of traditional media (old media in local media, such as radio, television, and newspaper have extended their work into this new field. The internet and the World Wide Web have both significantly influenced modern journalism. In online media allows readers to enjoy browsing their product and service of contents, such as news feed, podcasts, desktop alert, news on mobile phones, PDA and others mobile devices. Online media offer not only text but also digital images , audio file, moving images (video, internet radio and internet t v. The interactive features of the internet seemingly imply that online media have more advantages than traditional media forms (old media. So, the internet have dramatically evolved become new media with characteristic multimedia, hypertext, interactivity, archives , and virtuality. The most important structural new media characteristic is the integration of telecommunications, data communications and mass communication in a single medium – it is the convergence. It should be pointed out that the trend toward digital is affecting the various media and brings the local media in East Java to become a global media, where breaking news from Surabaya or anywhere in East Java is transmitted to around the world in a matter of minutes . The research was carried out to find out how user reception on convergence media

  14. User-Centered Design and Augmentative and Alternative Communication Apps for Children With Autism Spectrum Disorders

    Directory of Open Access Journals (Sweden)

    Margaret Lubas

    2014-05-01

    Full Text Available Communication difficulties are among the most frequent characteristics of children with autism spectrum disorders (ASD. Lack of communication can have a significant impact on the child’s life. Augmentative and alternative communication (AAC apps are a common form of AAC interventions that involve a combination of affordable technology with software that can be utilized to assist with communication. While AAC apps have been found to have some impact on improving the communication skills of children with ASD, current research exploring this topic is still limited. Focusing on the design process of AAC apps may provide better insight into improving clinical outcomes and user success. The user-centered design process incorporates a continuous cycle of user feedback to help inform and improve the functions and the capabilities of the technology, and it is an essential component in AAC app development. This article outlines how the user-centered design process could be adopted for the development of AAC apps for children with ASD.

  15. Using Explorative Simulation to Drive User-Centered Design and IT-Development in Healthcare

    DEFF Research Database (Denmark)

    Edwards, Kasper; Thommesen, Jacob; Broberg, Ole

    2012-01-01

    We describe a method involving user-system simulation to drive rapid development and evaluation of layout, organization or information technology in healthcare. The method has been developed, tested and refined in three sub-projects in the Capital Region of Denmark. The overall goal of the project...... was to validate such a development method in a two-year project (2010-11). Explorative simulation is primarily based on approaches in design and usability engineering and simulation-based training in healthcare, and involves end-users and designers or engineers in a collaborative exploration of design solution...... can gain insight into the healthcare work practice and design applications accordingly - Theories and new ideas can be readily transformed to into the simulated world where they are explored and quickly rejected or used further - A very cost-effective approach to innovation....

  16. MOTIVASI, SIKAP, DAN INTENSI PENGGUNA MEDIA SOSIAL PADA KAMPANYE STOP ILLEGAL FISHING

    Directory of Open Access Journals (Sweden)

    La Moriansyah

    2016-11-01

    Full Text Available Social media is commonly used to promote social campaigns, one of which is Stop Illegal Fishing campaign. To achieve success in this campaign, some conditions have to be fulfilled i.e. positive attitudes of the social media users toward the campaigns and high intentions to provide recommendations (word of mouth to others. This study was conducted to analyze types of motivations affecting attitudes of users towards social campaigns (stop illegal fishing in social media. In addition, it also analyzed the influence of attitudes on users’ intentions in performing WOM. The method utilized to meet the objectives was Partial Least Square. The results showed that users’ motivation in using social media and towards the campaign messages are perceived to have significantly a positive effect on the attitude towards social campaigns in social media. Besides, the increase in the intention to perform WOM is positively influenced by the attitudes of social media users. There are differences identified in the motivation that affect the attitudes of social media users towards campaign of the two groups i.e. the social media users who have never seen the Stop Illegal Fishing campaign (151 samples and those who have seen the campaign in social media.    Keywords:  motivation, attitude, word of mouth, user experience, uses and gratification theory, digital campaigns, social campaigns, stop illegal fishingABSTRAKMedia sosial sering digunakan untuk mempromosikan kampanye sosial, contohnya adalah  kampanye Stop Illegal Fishing. Untuk meraih kesuksesan pada kampanye ini, beberapa hal yang harus diraih adalah sikap positif pengguna media sosial terhadap kampanye dan intensi yang tinggi untuk memberikan rekomendasi (word of mouth kepada orang lain. Penelitian ini dilakukan untuk menganalisis motivasi pengguna apa saja yang memengaruhi sikap pengguna media sosial terhadap kampanye sosial (stop illegal fishing di media sosial. Selain itu menganalisis sikap

  17. Energy efficient cross layer design for spectrum sharing systems

    KAUST Repository

    Alabbasi, AbdulRahman; Shihada, Basem

    2016-01-01

    We propose a cross layer design that optimizes the energy efficiency of spectrum sharing systems. The energy per good bit (EPG) is considered as an energy efficiency metric. We optimize the secondary user's transmission power and media access frame

  18. A brief measure of social media self-control failure

    NARCIS (Netherlands)

    Du, Jie; van Koningsbruggen, Guido M.; Kerkhof, Peter

    People often fail in controlling their social media use when it conflicts with other goals and obligations. To facilitate research on understanding social media self-control failures, we constructed a brief social media self-control failure (SMSCF)-scale to assess how often social media users give

  19. Obtaining lipids and carbohydrates from microalgae via design of selective culture media

    Directory of Open Access Journals (Sweden)

    Ana M. Ardila-Álvarez

    2017-01-01

    Full Text Available Sustainable production of microalgae biorefineries presents several technical bottlenecks in different levels, including maximization of productivity of energy blocks as carbohydrates and lipids, which can be used as feedstocks for biodiesel and bioethanol production. An alternative for increasing productivity of energy blocks is the use of alternative crops to traditional chemical media, which are based on carbon, phosphorus, nitrogen sources and microelements. This work presents the design of two mixotrophic crops were designed at different concentrations of carbon, nitrogen and phosphate sources with the aim of evaluating the carbohydrates and lipids production from Chlorella vulgaris. The culture media were designed at different concentrations of sodium nitrate, potassium phosphate and sodium acetate / ammonium carbonate as carbon source. In addition, Pareto charts and Response Surface were performed using the statistical software STATISTICA 7.0, in order to know the significant influence of study variables on metabolites production. Results showed that the concentration of nutrients in the mixotrophic cultures affect the production of metabolites, for the case of carbohydrates production, acetate, carbonate and phosphate had a positive effect on it. Regarding lipids production, when the culture media contained acetate, there was not any variable that influenced significantly, whereas for the cultivation with ammonium carbonate, nitrate and interactions carbonate-phosphate, nitratephosphate had a significant influence on production of this metabolite.

  20. Modeling the Equilibrium Bus Line Choice Behavior and Transit System Design with Oblivious Users

    Directory of Open Access Journals (Sweden)

    Chuan-Lin Zhao

    2014-01-01

    Full Text Available In most of transportation literature, users are assumed to be perfectly rational in minimizing their own travel costs or perceived travel costs. However, users may not be perfectly rational in implementing their choices in reality. There exists a kind of boundedly rational users, that is, oblivious users. These oblivious users make their route choices by simple criteria, for example, selecting the shortest (or the most direct route only based on physical distance or simply following routes recommended by a GPS system. This paper investigates how the existence of oblivious users affects the equilibrium bus line choice behavior in a public transit system. And we propose a method to design a more realistic system.