WorldWideScience

Sample records for media users designers

  1. Interfacing Media: User-Centered Design for Media-Rich Web Sites.

    Science.gov (United States)

    Horton, Sarah

    2000-01-01

    Discusses multimedia Web site design that may include images, animations, audio, and video. Highlights include interfaces that stress user-centered design; using only relevant media; placing high-demand content on secondary pages and keeping the home page simpler; providing information about the media; considering users with disabilities; and user…

  2. 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.

  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. User design

    CERN Document Server

    Carr-Chellman, Alison A

    2012-01-01

    User Design offers a fresh perspective on how front-line learners (users) can participate in the design of learning environments. The author challenges the universal assumption that front-line users must be relegated to the role of offering input, and that the actual design activity of learning systems must still be conducted only by experts. The book presents a new set of methods and strategies that show how the tools of professional designers can be effectively shared with broad groups of users and other participants in the process of creating their own learning. Drawing

  5. Designing Media for Visually-Impaired Users of Refreshable Touch Displays: Possibilities and Pitfalls.

    Science.gov (United States)

    O'Modhrain, Sile; Giudice, Nicholas A; Gardner, John A; Legge, Gordon E

    2015-01-01

    This paper discusses issues of importance to designers of media for visually impaired users. The paper considers the influence of human factors on the effectiveness of presentation as well as the strengths and weaknesses of tactile, vibrotactile, haptic, and multimodal methods of rendering maps, graphs, and models. The authors, all of whom are visually impaired researchers in this domain, present findings from their own work and work of many others who have contributed to the current understanding of how to prepare and render images for both hard-copy and technology-mediated presentation of Braille and tangible graphics.

  6. Neomillennial User Experience Design Strategies: Utilizing Social Networking Media to Support "Always On" Learning Styles

    Science.gov (United States)

    Baird, Derek E.; Fisher, Mercedes

    2006-01-01

    Raised in the "always on" world of interactive media, the Internet, and digital messaging technologies, today's student has different expectations and learning styles than previous generations. This net-centric generation values their ability to use the Web to create a self-paced, customized, on-demand learning path that includes multiple forms of…

  7. User interface design considerations

    DEFF Research Database (Denmark)

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

    1999-01-01

    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...... 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...

  8. 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 stra......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...... to integrate external knowledge into innovation processes. This approach is discussed by considering the integration of customers and especially Lead-Users into corporate product development. Based on the concept of Open Innovation, we reflect the role of Lead-Users in the innovation process critically...

  9. Innovation Management, Lead Users and Social Media

    DEFF Research Database (Denmark)

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

    2013-01-01

    to integrate external knowledge into innovation processes. This approach is discussed by considering the integration of customers and especially Lead-Users into corporate product development. Based on the concept of Open Innovation, we reflect the role of Lead-Users in the innovation process critically....... Mounting on our reflections, we show the potentials of social media for integrating Lead-Users and develop a conceptual framework for the integration of Lead-Users using different social media applications. Findings — In this paper, a conceptual framework for integrating Lead-Users by using different...... 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...

  10. 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

  11. User Centered Design

    DEFF Research Database (Denmark)

    Egbert, Maria; Matthews, Ben

    2012-01-01

    The interdisciplinary approach of User Centered Design is presented here with a focus on innovation in the design and use of hearing technologies as well as on the potential of innovation in interaction. This approach is geared towards developing new products, systems, technologies and practices...... based on an understanding of why so few persons with hearing loss use the highly advanced hearing technologies. In integrating Conversation Analysis (“CA”), audiology and User Centered Design, three disciplines which are collaborating together for the first time, we are addressing the following...

  12. User-Based Information Search across Multiple Social Media

    OpenAIRE

    Gåre, Marte Lise

    2015-01-01

    Most of todays Internet users are registered to one or more social media applications. As so many are registered to multiple application, it has become difficult to locate friends, former colleagues, peers and acquaintances. Reasons for this include private profiles, name collisions, multiple usernames, lack of profile attributes and profile picture. The system designed and implemented in this thesis enable automatic user-based information search across multiple social media without relyi...

  13. Designing Users/Designing Innovation

    DEFF Research Database (Denmark)

    1992, Vinck 2003). Based on an empirical study of a number of student projects at a university program in design engineering, the study will focus on the particular representational means entailed in the students’ work with (re)drawing boundaries when framing and constructing user identities...... and enhancing social insights and skills in the design process, a process which spans aspects of field work, analysis, ideation as well as synthesis and construction in the innovative dimensions which shapes their projects. The projects examined in the study vary in sociotechnical complexity and encompass...... 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...

  14. Experiencing Events through User-Generated Media

    NARCIS (Netherlands)

    Troncy, R.; Fialho, A.T.S.; Hardman, L.; Saathoff, C.; Hartig, O.; Harth, A.; Sequeda, J.

    2010-01-01

    Large numbers of websites contain (human-readable) infor- mation about scheduled events, of which some may display media cap- tured at these events. This information is, however, often incomplete and always locked into the sites. This prevents users from creating overviews of media associated with a

  15. User Experience Design in Webpage Design

    Institute of Scientific and Technical Information of China (English)

    许钰伟

    2014-01-01

    User experience design is becoming more and more important. It originates from network as well as screen products interactive with users, whose scope is very wide. Although research orientations are different, their objective is the same, that is, to make users enjoy the simplest usage mode and reduce thinking in use; Although there is uncertainty, for some specific user group, the similarity of user experience can be recognized by excellent design;Although user experience is at the initial stage, with higher demand of comfort degree in surfing the internet, user experience design will be the core of future website design.

  16. Motivation in Teenage Users of Social Media

    OpenAIRE

    Fyodorov V.V.; Mileev I.D.

    2015-01-01

    The paper describes outcomes of a research on motivation in teenage users of virtual communicative spaces, that is, social networking sites. The hypothesis was that there is a correlation between teenagers' online activity in social media and features of their motivation. As it was revealed, types of teenagers' activities in social networking sites and types of motivation follow a certain hierarchy. Also, there are significant differences in motivations and time perspective in teenagers with ...

  17. Young Children as Media Users and Consumers

    DEFF Research Database (Denmark)

    Johansen, Stine Liv

    2008-01-01

    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 a...... 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...... 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...

  18. User-Centered Design Gymkhana

    OpenAIRE

    Garreta Domingo, Muriel; Almirall Hill, Magí; Mor Pera, Enric

    2007-01-01

    The User-centered design (UCD) Gymkhana is a tool for human-computer interaction practitioners to demonstrate through a game the key user-centered design methods and how they interrelate in the design process.The target audiences are other organizational departments unfamiliar with UCD but whose work is related to the definition, cretaion, and update of a product service.

  19. 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.

  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. User interface design and evaluation

    CERN Document Server

    Stone, Debbie; Woodroffe, Mark

    2005-01-01

    Whether you are a professional new to the user-centered design field, or an experienced designer who needs to learn the fundamentals of user interface design and evaluation, this book can lead the way.What will you get from this book? Based on a course from the Open University, UK which has been taught to over a thousand professionals and students, this book presents an overview of the field. It illustrates the benefits of a user-centered approach to the design of software, computer systems, and web sites, and provides a clear and practical discussion of requirements gathering; develop

  2. 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

  3. Experience-Centered Design Designers, Users, and Communities in Dialogue

    CERN Document Server

    Wright, Peter

    2010-01-01

    Experience-centered design, experience-based design, experience design, designing for experience, user experience design. All of these terms have emerged and gained acceptance in the Human-Computer Interaction (HCI) and Interaction Design relatively recently. In this book, we set out our understanding of experience-centered design as a humanistic approach to designing digital technologies and media that enhance lived experience. The book is divided into three sections. In Section 1, we outline the historical origins and basic concepts that led into and flow out from our understanding of experi

  4. 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

  5. Design for Mass User Involvement

    DEFF Research Database (Denmark)

    Vianello, Giovanna; Tan, Adrian

    as it creates a closer relationship to customers as well as creating the best possibilities for reducing impact of products on our natural environment. This new way of organizing the development process in collaboration with users holds many opportunities, but also challenges for companies and researchers. We...... be broadly adopted by the masses of people in the next century. Design methods are powerful tools to create solutions that fulfill the needs of people and improve their lives. Based on emerging trends in design and development as well as projecting current trends in the world today, we propose a new design...... formalism for the future in 2030 that is suited for a high tech, global manufacturing company. The design formalism involves the user throughout the design process and involves the company in the entire lifecycle of its products. It is believed that this approach will give companies a competitive advantage...

  6. Media pluralism policies from the user perspective

    NARCIS (Netherlands)

    Helberger, N.; Valcke, P.; Sükösd, M.; Picard, R.G.

    2015-01-01

    Existing media diversity policies have had and will continue to have an important role in realizing the overall diversity of media content available.1 The various measures that exist in the member states, and at a European level, to promote a diversity of sources and independent media suppliers, as

  7. User Driven Innovative Building Design

    DEFF Research Database (Denmark)

    Christiansson, Per; Sørensen, Kristian Birch; Steffensen, K. G.

    2009-01-01

    to the broad introduction of advanced information and communication technology (ICT). VICMET is a general method for user involvement in every phase of the construction process and with a unique setup for each type of user. VICMET can use already created information in the building process and emphasis...... that the users are the key to next level of successful building projects. VICMET defines four spaces to support the activities in a innovative/creative design process; The Contextual Inquiry Space, the Conceptual Modeling and Game Space, the Functional Building Systems (FBS) Consolidation Space, and the Solution......During recent years there has been an ever-increasing focus on the possibilities to change the building process to raise quality on the final building products as well as on the activities of actors involved in the building process. One reason for this interest is the new opportunities evolving due...

  8. 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...... that monitor other pages. While it is possible to create such "special" pages, it requires PHP coding and thus administrative rights to the MediaWiki server. We present in this paper work on a structural query language (MediaWiki Query Language - MWQL) to allow users to add dynamically evaluated searches...

  9. Snapchat media retrieval for novice device users

    CSIR Research Space (South Africa)

    Khan, ZC

    2015-03-01

    Full Text Available that this media is deleted from a device after viewing time is short-lived. There is some evidence that Snapchat media has been retrieved using digital forensic software. Apart from the fact that researchers have successfully used digital forensic tools to extract...

  10. Social Media and Archives: A Survey of Archive Users

    Science.gov (United States)

    Washburn, Bruce; Eckert, Ellen; Proffitt, Merrilee

    2013-01-01

    In April and May of 2012, the Online Computer Library Center (OCLC) Research conducted a survey of users of archives to learn more about their habits and preferences. In particular, they focused on the roles that social media, recommendations, reviews, and other forms of user-contributed annotation play in archival research. OCLC surveyed faculty,…

  11. 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

  12. 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.

  13. Dataflow Design Tool: User's Manual

    Science.gov (United States)

    Jones, Robert L., III

    1996-01-01

    The Dataflow Design Tool is a software tool for selecting a multiprocessor scheduling solution for a class of computational problems. The problems of interest are those that can be described with a dataflow graph and are intended to be executed repetitively on a set of identical processors. Typical applications include signal processing and control law problems. The software tool implements graph-search algorithms and analysis techniques based on the dataflow paradigm. Dataflow analyses provided by the software are introduced and shown to effectively determine performance bounds, scheduling constraints, and resource requirements. The software tool provides performance optimization through the inclusion of artificial precedence constraints among the schedulable tasks. The user interface and tool capabilities are described. Examples are provided to demonstrate the analysis, scheduling, and optimization functions facilitated by the tool.

  14. Young Children as Media Users and Consumers

    DEFF Research Database (Denmark)

    Johansen, Stine Liv

    2008-01-01

    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...... 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...

  15. The Ethics of User Experience Design

    DEFF Research Database (Denmark)

    Vistisen, Peter; Jensen, Thessa

    actions to experience the system, and thus deal with the problem. The way these actions are related to the way the user is viewed by the designer, will in this article be discussed with the term empathy as its fulcrum. Empathy has been heralded as the primary skill for the user-centered designer to ensure......-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...... a cased-based overview of how empathy can be achieved during the design process, and become the catalyst of a more ethical approach to designing the user experience of ICT....

  16. The Ethics of User Experience Design

    DEFF Research Database (Denmark)

    Vistisen, Peter; Jensen, Thessa

    2013-01-01

    actions to experience the system, and thus deal with the problem. The way these actions are related to the way the user is viewed by the designer, will in this article be discussed with the term empathy as its fulcrum. Empathy has been heralded as the primary skill for the user-centered designer to ensure......-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...... a cased-based overview of how empathy can be achieved during the design process, and become the catalyst of a more ethical approach to designing the user experience of ICT....

  17. Keynote: Profiling the Personality of Social Media Users

    OpenAIRE

    Daelemans, Walter

    2017-01-01

    In the social media, everybody is a writer, and many people freely give away their personal information (age, gender, location, education, and, often indirectly, also information about their psychology such as personality, emotions, depression etc.). By linking the text they write with this metadata of many social media users, we have access to large amounts of rich data about real language use. This makes possible the development of new applications based on machine learning, as well as a ne...

  18. 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

  19. 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...

  20. Stochastic Models Predict User Behavior in Social Media

    CERN Document Server

    Hogg, Tad; Smith, Laura M

    2013-01-01

    User response to contributed content in online social media depends on many factors. These include how the site lays out new content, how frequently the user visits the site, how many friends the user follows, how active these friends are, as well as how interesting or useful the content is to the user. We present a stochastic modeling framework that relates a user's behavior to details of the site's user interface and user activity and describe a procedure for estimating model parameters from available data. We apply the model to study discussions of controversial topics on Twitter, specifically, to predict how followers of an advocate for a topic respond to the advocate's posts. We show that a model of user behavior that explicitly accounts for a user transitioning through a series of states before responding to an advocate's post better predicts response than models that fail to take these states into account. We demonstrate other benefits of stochastic models, such as their ability to identify users who a...

  1. 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.

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

    Science.gov (United States)

    Erlandsson, Fredrik; Bródka, Piotr; Borg, Anton; Johnson, Henric

    2016-04-01

    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.

  3. User Driven Design in Smart Homes: Design Techniques

    NARCIS (Netherlands)

    Dr. M.J.B.M. Goumans; Y. Schikhof

    2015-01-01

    PREVIEW - User driven design in smart care homes means designing for different end users with different values. In an extended user-centered design and research model, the Value Sensitive Design methodology as well as elements of Technology Acceptance Models are incorporated. The stages of the

  4. Designing Online Courses: User-Centered Practices.

    Science.gov (United States)

    Blythe, Stuart

    2001-01-01

    Compares two models for design--systems and user-centered--each of which embodies different values. Argues that models of technology design can be applied to the development of Web-based courses and that various forms of user-centered design embody the values most compatible with writing instruction. Presents strategies for adopting a…

  5. Converged Mobile Media: Evaluation of an Interactive User Experience

    DEFF Research Database (Denmark)

    Fleury, Alexandre

    2010-01-01

    This paper describes a PhD thesis exploring various aspects of the end user experience with mobile rich media services. First, the author briefly introduces the background fields that frame the study. Three research questions are then formulated and their scientific contribution is justified...

  6. Invoking the User from Data to Design

    Science.gov (United States)

    Tempelman-Kluit, Nadaleen; Pearce, Alexa

    2014-01-01

    Personas, stemming from the field of user-centered design (UCD), are hypothetical users that represent the behaviors, goals, and values of actual users. This study describes the creation of personas in an academic library. With the goal of leveraging service-generated data, the authors coded a sample of chat reference transcripts, producing two…

  7. User Assemblages in Design: An Ethnographic Study

    OpenAIRE

    2010-01-01

    This thesis presents an ethnographic study of the role of users in user-centered design. It is written from the perspective of science and technology studies, in particular developments in actor-network theory, and draws on the notion of the assemblage from the work of Deleuze and Guattari. The data for this thesis derives from a six-month field study of the routine discourse and practices of user-centered designers working for a multinational microprocessor manufacturer. The central argument...

  8. User-Centred Design Using Gamestorming.

    Science.gov (United States)

    Currie, Leanne

    2016-01-01

    User-centered design (UX) is becoming a standard in software engineering and has tremendous potential in healthcare. The purpose of this tutorial will be to demonstrate and provide participants with practice in user-centred design methods that involve 'Gamestorming', a form of brainstorming where 'the rules of life are temporarily suspended'. Participants will learn and apply gamestorming methods including persona development via empathy mapping and methods to translate artefacts derived from participatory design sessions into functional and design requirements.

  9. A user-centered model for web site design: needs assessment, user interface design, and rapid prototyping.

    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.

  10. Designing the Organization for User Innovation

    Directory of Open Access Journals (Sweden)

    Peter Keinz

    2012-12-01

    Full Text Available There is increasing consensus among practitioners and academics alike that we are in the midst of a paradigm shift from producer-centered and internal innovation processes toward user-centered and open innovation processes. This paradigm shift induces significant changes to the design of organizations. Even though the research field of user innovation has been developing over a period of more than four decades, there have been only occasional intersections with the research field of organizational design. In this paper we aim to provide an integrated perspective of the two fields. We first identify major user innovation strategies. We then derive the implications of each user innovation strategy on key dimensions of organizational design. We conclude with an outlook on symbiotic producer-user ecosystems and the corresponding implications for organizational design.

  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. User Interface Design For Dynamic Geometry Software

    Directory of Open Access Journals (Sweden)

    Ulrich Kortenkamp

    2010-06-01

    Full Text Available 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.

  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. Collective innovative practice through user-centred design thinking

    DEFF Research Database (Denmark)

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

    2012-01-01

    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...... 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...

  15. 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...

  16. Voice user interface design for emerging multilingual markets

    CSIR Research Space (South Africa)

    Van Huyssteen, G

    2012-10-01

    Full Text Available of our current research is to get a better understanding of business and design issues related to IVRs in a multilingual, emerging market such as South www.sun-e-shop.co.za ? 2012 SUN MeDIA Stellenbosch www.africansunmedia.co.za Voice user interface....S. Parikh. 2009. A comparative study of speech and dialed input voice interfaces in rural India. Proceedings of the Conference on Human Factors in Computing Systems (CHI?09), Boston.51-54. www.sun-e-shop.co.za ? 2012 SUN MeDIA Stellenbosch www...

  17. Design intent tool: User guide

    Energy Technology Data Exchange (ETDEWEB)

    Mills, Evan; Abell, Daniel; Bell, Geoffrey; Faludi, Jeremy; Greenberg, Steve; Hitchcock, Rob; Piette, Mary Ann; Sartor, Dalei; Stum, Karl

    2002-08-23

    This database tool provides a structured approach to recording design decisions that impact a facility's design intent in areas such as energy efficiency.Owners and de signers alike can plan, monitor and verify that a facility's design intent is being met during each stage of the design process. Additionally, the Tool gives commissioning agents, facility operators and future owners and renovators an understanding of how the building and its subsystems are intended to operate, and thus track and benchmark performance.

  18. 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

  19. Service description of communication systems supporting multi-media multi-user applications

    Science.gov (United States)

    Heijenk, G. J.; Hou, X.; Niemegeers, I. G.

    The paper presents a service description of communication systems supporting multi-media multi-user applications. In particular, it focuses on service elements related to the call control. The service description specifies the functional behavior of the communication system as a whole. It can be used as a common reference in the next design stages, e.g., in the protocol design and implementation of both Customer Premises Networks and public telecommunication networks. After discussing the requirements of multi-media multi-user applications, a call model is presented. This model creates an abstract view of those aspects of the call relevant for the design and helps us in structuring the service. Only those service elements of a communication system that are related to the call establishment, modification and termination are fully specified by describing service primitives, their parameters and temporal ordering constraints.

  20. 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

  1. 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…

  2. 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…

  3. 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...

  4. 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.

  5. User-De-centeredness in Service Design

    DEFF Research Database (Denmark)

    Yamauchi, Yutaka

    2016-01-01

    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 ...... opposite to, user-centered design. This paper discusses the theoretical framework and key design principles of user-decentered service design.......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...... 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...

  6. 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.

  7. 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…

  8. Designing Creative User Interactions for Learning

    Science.gov (United States)

    Hong, Yi-Chun; Clinton, Gregory; Rieber, Lloyd P.

    2014-01-01

    Profitable creative ideas can emerge from within virtually any phase of the instructional design and development process. However, the design of user interactions is perhaps where learners can most directly experience the benefits of such ideas. In this article, the authors discuss principles of learner interaction as found in the instructional…

  9. Making design 'work' for all user groups.

    Science.gov (United States)

    Kennedy, Maria Regina Clemesha

    2013-10-01

    Regina Kennedy, an architect and urbanist with a Master's degree in healthcare facility planning and design, who is currently a programme manager at Hamad Medical Corporation (HMC), the state of Qatar's 'premier' non-profit healthcare provider, examines how, during the design process, the right principles can be applied to ensure that hospitals and other healthcare facilities 'work' for all user groups.

  10. Designing Creative User Interactions for Learning

    Science.gov (United States)

    Hong, Yi-Chun; Clinton, Gregory; Rieber, Lloyd P.

    2014-01-01

    Profitable creative ideas can emerge from within virtually any phase of the instructional design and development process. However, the design of user interactions is perhaps where learners can most directly experience the benefits of such ideas. In this article, the authors discuss principles of learner interaction as found in the instructional…

  11. User-Design in the Creation of Human Learning Systems.

    Science.gov (United States)

    Carr, Alison A.

    1997-01-01

    Discusses and defines participatory or user-design in the fields of instructional design and performance technology and describes systemic change as a context for user-design. Topics include stakeholder involvement, ethnographic field methods, cooperative design, action research-based user-design, user-design decision guidelines, and leadership.…

  12. User Expectations for Media Sharing Practices in Open Display Networks.

    Science.gov (United States)

    Jose, Rui; Cardoso, Jorge C S; Hong, Jason

    2015-07-06

    Open Display Networks have the potential to allow many content creators to publish their media to an open-ended set of screen displays. However, this raises the issue of how to match that content to the right displays. In this study, we aim to understand how the perceived utility of particular media sharing scenarios is affected by three independent variables, more specifically: (a) the locativeness of the content being shared; (b) how personal that content is and (c) the scope in which it is being shared. To assess these effects, we composed a set of 24 media sharing scenarios embedded with different treatments of our three independent variables. We then asked 100 participants to express their perception of the relevance of those scenarios. The results suggest a clear preference for scenarios where content is both local and directly related to the person that is publishing it. This is in stark contrast to the types of content that are commonly found in public displays, and confirms the opportunity that open displays networks may represent a new media for self-expression. This novel understanding may inform the design of new publication paradigms that will enable people to share media across the display networks.

  13. Reach of mass media among tobacco users in India: a preliminary report.

    Science.gov (United States)

    Rooban, T; Madan Kumar, P D; Ranganathan, K

    2010-07-01

    Tobacco use is a health hazard and its use is attributed to a lack of knowledge regarding the ill effects of tobacco. To identify the exposure of different mass media among a representative cohort population in the Indian subcontinent and compare the reach of the different mass media among tobacco users and nonusers using the "reach of HIV information" as a model. Secondary Data Analysis of Indian National Family Health Survey-3. Any tobacco use, gender, source of HIV information. Use of mass media. Of the study group, 27% of males and 54.4% of females never read newspaper or magazine; 29.3% of males and 52.6% of females never heard radio; 12.4% of males and 25% of females never see television; and 79.3% of males and 93.46% of females did not see a movie at least once a month. The most common source of information of HIV was television among males (71.8%) and females (81%), whereas the least common source was leaders among males (0.8%) and females (0.2%). Television is the single largest media used by both genders and was a major source of HIV information dissemination. A well-designed tobacco control program similar to HIV awareness program will help to curb tobacco use. The reach of different media among Indian tobacco users is presented and HIV model of information dissemination may prove to be effective in tobacco control.

  14. Regimes of Design, Logics of Users

    Directory of Open Access Journals (Sweden)

    Alex Wilkie

    2011-03-01

    Full Text Available The following text is an edited version of the introductory chapter of my Ph.D. thesis ‘User Assemblages in Design: An Ethnographic Study’. The thesis was supervised by Mike Michael and Bill Gaver, examined by Lucy Suchman and Matthew Fuller. The degree was awarded by the University of London in October 2010. This text sets out the sociological importance and relevance for conducting an ethnography of design and users. In doing so I sketch out the rationale for the thesis, following perspectives in STS, the empirical approach I undertook as well as the research questions I pursued. Lastly, I present a chapter outline of the thesis including a brief summary of the major theoretical contribution of the thesis, namely the concept of the user-assemblage, which draws on the work of Deleuze and Guattari and contributes to developments after actor-network theory.

  15. 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

  16. User Interface Design for Military AR Applications

    Science.gov (United States)

    2010-12-12

    SI: AUGMENTED REALITY User interface design for military AR applications Mark A. Livingston • Zhuming Ai • Kevin Karsch • Gregory O. Gibson Received...several visual representations fundamental to SA. The UI M. A. Livingston (&) Z. Ai K. Karsch G. O. Gibson Naval Research Laboratory, Washington

  17. User-centered design for personalization

    NARCIS (Netherlands)

    Velsen, van 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 propose

  18. A Design Approach for Tangible User Interfaces

    OpenAIRE

    Bernard Champoux; Sriram Subramanian

    2004-01-01

    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) betwe...

  19. 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

  20. 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

  1. 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

  2. Does userdriven design drive designdriven users?

    DEFF Research Database (Denmark)

    Brix, Anders

    2009-01-01

    and the symbol.  This allows us to see the parts of the material world where shared human understanding rules. Where it is not a question of ‘making sense of things', since they already make sense. Denotations are accounted for. Examining examples of indexical, iconic and symbolic areas of design, it is argued...... are designed to adress, are those of making complex and hidden functionality comprehensible for users. In other words, the design of use-signifying properties or affordances. As a basic taxonomy of affordances, this paper suggests applying Peirce's three characteristics of signification: The index, the icon...

  3. 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...

  4. Ethics of Engagement: User-Centered Design and Rhetorical Methodology.

    Science.gov (United States)

    Salvo, Michael J.

    2001-01-01

    Explores the shift from observation of users to participation with users, describing and investigating three examples of user-centered design practice in order to consider the new ethical demands being made of technical communicators. Explores Pelle Ehn's participatory design method, Roger Whitehouse's design of tactile signage for blind users,…

  5. 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.

  6. 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.

  7. 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.

  8. User-Centered Design (UCD) Process Description

    Science.gov (United States)

    2014-12-01

    mockups and prototypes. CONCLUSIONS AND RECOMMENDATIONS UCD provides guidance for improving total system performance by considering the real- world...Artifacts from the UCD process will focus and guide the hardware and software integration efforts and will support systems engineering goals to achieve...against essential story scenarios, eventually leading to the development of high-fidelity mockups and prototypes. Figure 1. User-centered design (UCD

  9. 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....

  10. User creativity, governance, and the new media: An introduction to the First Monday special issue

    OpenAIRE

    2010-01-01

    In this special issue, we present a multi-disciplinary perspective of the emergence of user creativity in new media. The papers were written by researchers in anthropology, sociology, media studies, law, computer science, and management studies. The authors examine the roles of users and commercial actors in the new media, and help answer critical questions on intellectual property, ethics, practice, and governance. Taken together, the papers expose a complex, mutable, creative ecology influe...

  11. Smart TV and the online media sector: User privacy in view of changing market realities

    NARCIS (Netherlands)

    Irion, K.; Helberger, N.

    Smart TV and online media enable precise monitoring of online media consumption, which also forms the basis for personalised recommendations. This new practice challenges EU policy in two respects. Firstly, the legality of monitoring individual media consumption and using personal data of users is

  12. Starting Over: Current Issues in Online Catalog User Interface Design.

    Science.gov (United States)

    Crawford, Walt

    1992-01-01

    Discussion of online catalogs focuses on issues in interface design. Issues addressed include understanding the user base; common user access (CUA) with personal computers; common command language (CCL); hyperlinks; screen design issues; differences from card catalogs; indexes; graphic user interfaces (GUIs); color; online help; and remote users.…

  13. 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.

  14. 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.

  15. Suggestion: Human Factor Based User Interface Design Tool

    OpenAIRE

    S.Q. Abbas,; Rizwan Beg; Shahnaz Fatima

    2011-01-01

    In this paper, we introduce HFBUIT, Human Factor based user interface tool that enables designers and engineers to create human factor based user interface. This tool will help the designer to utilize the knowledge about the user to configure the interface for different users, i.e. each user may have different skills, level of experience, or cognitive and physical disabilities. The tool makes it easy to knowhuman factors & to reduce the number of usability problems. HFBUIT can be used in real...

  16. 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…

  17. USER-derived cloning methods and their primer design.

    Science.gov (United States)

    Salomonsen, Bo; Mortensen, Uffe H; Halkier, Barbara A

    2014-01-01

    Uracil excision-based cloning through USER™ (Uracil-Specific Excision Reagent) is an efficient ligase-free cloning technique that comprises USER cloning, USER fusion, and USER cassette-free (UCF) USER fusion. These USER-derived cloning techniques enable seamless assembly of multiple DNA fragments in one construct. Though governed by a few simple rules primer design for USER-based fusion of PCR fragments can prove time-consuming for inexperienced users. The Primer Help for USER (PHUSER) software is an easy-to-use primer design tool for USER-based methods. In this chapter, we present a PHUSER software protocol for designing primers for USER-derived cloning techniques.

  18. Sound in new media and design studies

    OpenAIRE

    Özcan, Oğuzhan; Tahiroğlu, Koray; Ikonen, Antti

    2014-01-01

    56 DesignIssues: Volume 30, Number 2 Spring 2014 © 2014 Massachusetts Institute of Technology Sound in New Media and Design Studies Koray Tahiro˘glu, O˘guzhan Özcan, Antti Ikonen Introduction The effect of new media on the computerization of cultural prac-tices has moved to a new level and has become more open, com-mon, and prevailing as we deal with new forms of artistic creation and design processes in supporting higher education. Massive changes have occurr...

  19. 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…

  20. 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.

  1. 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

  2. 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.

  3. 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…

  4. 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.

  5. 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

    Social media has become an important tool in establishing relationships between companies and customers. However, creating effective content for social media marketing campaigns is a challenge, as companies have difficulty understanding what drives user engagement. One approach to addressing......, along with creator-and context-related variables, and to statistically model their influence on user engagement. Our findings can guide marketing and social media professionals in creating engaging content that communicates more effectively with their audiences....... 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...

  6. Second Language Users and Emerging English Designs

    Science.gov (United States)

    Jordan, Jay

    2009-01-01

    As English spreads as an international language, it evolves through diverse users' writing and speaking. However, traditional views of ESL users focus on their distance from fairly static notions of English-language competence. This research uses a grounded theory approach to describe a range of competencies that emerge in ESL users' interactions…

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

    OpenAIRE

    Hoh Kim; Jaram Park; Meeyoung Cha; Jaeseung Jeong

    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, ...

  8. 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...

  9. Designers' cognition in traditional versus digital media during conceptual design

    OpenAIRE

    Bilda, Zafer

    2001-01-01

    Cataloged from PDF version of article. Designers depend on representations to externalize their design thoughts. External representations are usually in the form of sketches (referred to as traditional media) in architectural design during the conceptual design. There are also attempts to integrate the use of digital representations into the conceptual design in order to construct a digital design medium. This thesis aims at gaining an insight on designers’ cognitive process...

  10. SYNERGIES BETWEEN SOCIAL MEDIA FEATURES AND USER ENGAGEMENT TO ENHANCE ONLINE BRAND VISIBILITY - A CONCEPTUAL MODEL

    Directory of Open Access Journals (Sweden)

    Anuradha Goswami

    2013-06-01

    Full Text Available Organizations today are fast realizing the impact of social media as a significant business driver for capitalizing the advantages on certain key strategic issues like user engagement and brand visibility. Integrating social media characteristics is one of the key differentiators for enhancing online brand visibility. Though a lot of research has been made on the social media usability and userengagement, the uniqueness of this research paper is the identification of synergies between the features of social media and user engagement to enhance online brand visibility. In this paper a conceptual model is explained by developing a social media-user engagement matrix to explain the synergies. The matrix integrates four parameters of User Engagement namely Involvement, Interaction, Intimacy and Influence with four Social Media characteristics namely Content, Relationship, Value and Structure to bring out the essence of interoperability. This paper has identified and listed certain metrics for measuring the online brand visibility. We believe that the outcome of this paper will make significant contribution tothe existing body of knowledge by uniquely identifying and explaining the ‘social media-user engagement synergy’ and also listing appropriate metrics for measuring online brand visibility.

  11. 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 ...

  12. 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,…

  13. 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…

  14. Intercultural Peers’ effect on Social Identity of Social Media Users

    DEFF Research Database (Denmark)

    Khajeheian, Datis

    2016-01-01

    This research investigates the effect of social media peers on the social identity of consumers. The critical perspective of this research is based on the consumer socialization theory research framework. This framework consists of three levels - the global, national and local peers - and their i......This research investigates the effect of social media peers on the social identity of consumers. The critical perspective of this research is based on the consumer socialization theory research framework. This framework consists of three levels - the global, national and local peers...... socialization of peers” on the social identity of consumers is overestimated. Rather, the main influence comes from peers in the real world. The influence of this real world peer on consumption patterns is much higher than social media peers. Though social media is used for communication of real world peers...

  15. The users centered design of a new digital fluorometer

    Energy Technology Data Exchange (ETDEWEB)

    Farias, Marcos S.; Santos, Isaac J.A.L. dos; Grecco, Claudio H.S.; Pedrosa, Paulo S.; Colthurst, Carlos M.; Szabo, Andre P. [Instituto de Engenharia Nuclear (IEN/CNEN-RJ), Rio de Janeiro, RJ (Brazil)], e-mail: msantana@ien.gov.br, e-mail: luquetti@ien.gov.br, e-mail: grecco@ien.gov.br, e-mail: pedrosa@ien.gov.br, e-mail: mcdonald@ien.gov.br, e-mail: szabo@ien.gov.br

    2009-07-01

    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)

  16. The users centered design of a new digital fluorometer

    Energy Technology Data Exchange (ETDEWEB)

    Farias, Marcos S.; Santos, Isaac J.A.L. dos; Gomes, Luciene B.C.; Colthurst, Carlos M.; Szabo, Andre P.; Souza, Alvaro S.F. [Instituto de Engenharia Nuclear (IEN/CNEN-RJ), Rio de Janeiro, RJ (Brazil)], E-mail: msantana@ien.gov.br, E-mail: luquetti@ien.gov.br, E-mail: luciene@ien.gov.br, E-mail: mcdonald@ien.gov.br, E-mail: szabo@ien.gov.br, E-mail: alvaro@ien.gov.br

    2007-07-01

    The fluorometer is an 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)

  17. 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...... to get 'into the street'. To support these moves might seem simple, but it is in practice not at all easy. As for today the Mobile Design Lab comprises tools and techniques for categorization, articulation and concretizatoin in design projects involving lead users as well as ordinary users, and invisible...

  18. 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....

  19. 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.

  20. 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

    Uracil-Specific Exision Reagent (USER) fusion is a recently developed technique that allows for assembly of multiple DNA fragments in a few simple steps. However, designing primers for USER fusion is both tedious and time consuming. Here, we present the Primer Help for USER (PHUSER) software......, a novel tool for designing primers specifically for USER fusion and USER cloning applications. We also present proof-of-concept experimental validation of its functionality. PHUSER offers quick and easy design of PCR optimized primers ensuring directionally correct fusion of fragments into a plasmid...... 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...

  1. 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.

  2. 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.

  3. User-Centered Design of Online Learning Communities

    Science.gov (United States)

    Lambropoulos, Niki, Ed.; Zaphiris, Panayiotis, Ed.

    2007-01-01

    User-centered design (UCD) is gaining popularity in both the educational and business sectors. This is due to the fact that UCD sheds light on the entire process of analyzing, planning, designing, developing, using, evaluating, and maintaining computer-based learning. "User-Centered Design of Online Learning Communities" explains how…

  4. 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…

  5. User-friendly design approach for analog layout design

    Science.gov (United States)

    Li, Yongfu; Lee, Zhao Chuan; Tripathi, Vikas; Perez, Valerio; Ong, Yoong Seang; Hui, Chiu Wing

    2017-03-01

    Analog circuits are sensitives to the changes in the layout environment conditions, manufacturing processes, and variations. This paper presents analog verification flow with five types of analogfocused layout constraint checks to assist engineers in identifying any potential device mismatch and layout drawing mistakes. Compared to several solutions, our approach only requires layout design, which is sufficient to recognize all the matched devices. Our approach simplifies the data preparation and allows seamless integration into the layout environment with minimum disruption to the custom layout flow. Our user-friendly analog verification flow provides the engineer with more confident with their layouts quality.

  6. 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

    2017-05-03

    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.

  7. User Education in Social Media Applications @ Your Library

    Science.gov (United States)

    Smith, Eileen

    2013-01-01

    This report outlines a case study investigating how public libraries in New South Wales are currently educating their clientele in the use of social media applications. It includes the background to this case study and the expected outcomes, and identifies the scope and limitations. It also includes a list of significant stages, and outlines the…

  8. User Education in Social Media Applications @ Your Library

    Science.gov (United States)

    Smith, Eileen

    2013-01-01

    This report outlines a case study investigating how public libraries in New South Wales are currently educating their clientele in the use of social media applications. It includes the background to this case study and the expected outcomes, and identifies the scope and limitations. It also includes a list of significant stages, and outlines the…

  9. Guidelines for Designing User Interface Software

    Science.gov (United States)

    1986-08-01

    providing software to interrogate the user to resolve any ambiguities resulting from single-keyed alphabetic entries. REFERENCE: Butterbaugh and...34), prepositions ("of, "by") and relative pronouns ("that", "which", "who") may save some space, but may also reduce comprehension. REFERENCE: EG 3.3.7...command entries should also be tolerated, within the limits of computer recognition. The computer can interrogate a user as necessary to resolve

  10. 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.

  11. 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

  12. Identifying and verifying news through social media: Developing a user-centred tool for professional journalists

    OpenAIRE

    Schifferes, S.; NEWMAN, N.; N. Thurman; Corney, D.; Goker, A.S.; Martin, C.

    2014-01-01

    Identifying and verifying new information quickly are key issues for journalists who use social media. This article examines what tools journalists think they need to cope with the growing volume and complexity of news on social media, and what improvements are needed in existing systems. It gives some initial results from a major EU research project (Social Sensor), involving computer scientists, journalists, and media researchers, that is designing a new tool to search across social media f...

  13. 'Include', a toolbox of user research for inclusive design

    NARCIS (Netherlands)

    Zoon, H.; Cremers, A.H.M.; Eggen, J.H.

    2013-01-01

    In order to empower more people to become more self-reliant in society, interactive products and services should better match the skills and values of diverse user groups. In inclusive design, relevant end-user groups are involved early on and throughout the design and development process, leading

  14. 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…

  15. Alexandria Digital Library: User Evaluation Studies and System Design.

    Science.gov (United States)

    Hill, Linda L.; Carver, Larry; Larsgaard, Mary; Dolin, Ron; Smith, Terence R.; Frew, James; Rae, Mary-Anna

    2000-01-01

    Describes the Alexandria Digital Library, a geolibrary that focuses on geographical locations. Topics include the evolution of the system and interface design; design goals; user communities, including earth scientists, information specialists, and educators; user evaluation methodologies and findings; and future possibilities. (LRW)

  16. 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 m

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

    NARCIS (Netherlands)

    Feng, X.; Ehrenhard, M.L.; Hicks, J.N.; 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 environmen

  18. 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

  19. Participatory Design, User Involvement and Health IT Evaluation.

    Science.gov (United States)

    Kushniruk, Andre; Nøhr, Christian

    2016-01-01

    End user involvement and input into the design and evaluation of information systems has been recognized as being a critical success factor in the adoption of information systems. Nowhere is this need more critical than in the design of health information systems. Consistent with evidence from the general software engineering literature, the degree of user input into design of complex systems has been identified as one of the most important factors in the success or failure of complex information systems. The participatory approach goes beyond user-centered design and co-operative design approaches to include end users as more active participants in design ideas and decision making. Proponents of participatory approaches argue for greater end user participation in both design and evaluative processes. Evidence regarding the effectiveness of increased user involvement in design is explored in this contribution in the context of health IT. The contribution will discuss several approaches to including users in design and evaluation. Challenges in IT evaluation during participatory design will be described and explored along with several case studies.

  20. Applying and incorporating user driven innovation when designing concepts

    DEFF Research Database (Denmark)

    Thorp Hansen, Claus; Brønnum, Louise

    . This paper is based on practical experience working with theoretical concept frameworks, which have induced new perspectives in a reframing. We will account for the concept design process and why a reframing is called for when working with user research, leading to a proposal for new dimensions......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...... 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...

  1. Challenges for user-interface designers of telemedicine systems.

    Science.gov (United States)

    Salvemini, A V

    1999-01-01

    Problems associated with telemedicine systems include high telecommunications costs, lack of physician interest, and failure to build evaluation into the design process from the onset of the telemedicine project. An overview of the human-factors engineering approach to systems design and how it can be applied to the development of telemedicine systems is described. Design of an interface is based on an analysis of user capabilities, tasks, and work environment. Task analyses are performed to understand and document the interaction between a user's work activities and a system. Two characteristics of a human factors approach that are important for telemedicine are: (1) defining and measuring user performance, and (2) involving users in the design and testing of a system. Usability goals are operationally defined and tracked to quantify performance. Having users participate in the design, testing, and critique of a system also increases the likelihood that the system will be accepted and used after it is released.

  2. "Birds of a Feather": Does User Homophily Impact Information Diffusion in Social Media?

    CERN Document Server

    De Choudhury, Munmun; John, Ajita; Seligmann, Doree Duncan; Kelliher, Aisling

    2010-01-01

    This article investigates the impact of user homophily on the social process of information diffusion in online social media. Over several decades, social scientists have been interested in the idea that similarity breeds connection: precisely known as "homophily". Homophily has been extensively studied in the social sciences and refers to the idea that users in a social system tend to bond more with ones who are similar to them than to ones who are dissimilar. The key observation is that homophily structures the ego-networks of individuals and impacts their communication behavior. It is therefore likely to effect the mechanisms in which information propagates among them. To this effect, we investigate the interplay between homophily along diverse user attributes and the information diffusion process on social media. In our approach, we first extract diffusion characteristics---corresponding to the baseline social graph as well as graphs filtered on different user attributes (e.g. location, activity). Second,...

  3. 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

  4. 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.

  5. 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.

  6. Adding Users to the Website Design Process

    Science.gov (United States)

    Tomeo, Megan L.

    2012-01-01

    Alden Library began redesigning its website over a year ago. Throughout the redesign process the students, faculty, and staff that make up the user base were added to the conversation by utilizing several usability test methods. This article focuses on the usability testing conducted at Alden Library and delves into future usability testing, which…

  7. 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).

  8. 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). Th

  9. 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.

  10. 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

    2009-01-01

    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 is an approach that involves end users throughout the development process so that technologies support tasks, are easy to operate, and are of value to users. In this article, we provide an overview of user-centered design 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.

  11. Digital media and the beginning designer.

    Science.gov (United States)

    Goldman, Glenn

    2012-01-01

    Use and creation of computer graphics can be effectively taught to beginning design students in the context of discipline-specific design projects. In particular, a case study of the pedagogy implemented by the New Jersey Institute of Technology's College of Architecture + Design provides examples of how teachers harness the students' desire to create and provide educational opportunities for undergraduates to learn about the use of digital media in the processes and products of design. Employing a carefully constructed sequence, students are exposed to (and use) computer applications for raster imaging, vector drawing, 3D modeling and rendering, and eventually building information modeling and time-based sequential representation all while producing original work through analysis and synthesis.

  12. Measuring the Influence of Mainstream Media on Twitter Users

    Science.gov (United States)

    2014-07-01

    transform data into useful knowledge. They then described the functions of Strengths, Weaknesses, Opportunities and Threats ( SWOT ) analysis and the Five...Park, NC 27709-2211 mainstream media, data analysis , twitter REPORT DOCUMENTATION PAGE 11. SPONSOR/MONITOR’S REPORT NUMBER(S) 10. SPONSOR/MONITOR’S...20 Trending Topics………………………………………………………….26 Sentiment Analysis ………………………………………………………28 Opinion Clustering………………………………………………………31 Chapter

  13. Applying a User-Centered Approach to Interactive Visualisation Design

    Science.gov (United States)

    Wassink, Ingo; Kulyk, Olga; van Dijk, Betsy; van der Veer, Gerrit; van der Vet, Paul

    Analysing users in their context of work and finding out how and why they use different information resources is essential to provide interactive visualisation systems that match their goals and needs. Designers should actively involve the intended users throughout the whole process. This chapter presents a user-centered approach for the design of interactive visualisation systems. We describe three phases of the iterative visualisation design process: the early envisioning phase, the global specification phase, and the detailed specification phase. The whole design cycle is repeated until some criterion of success is reached. We discuss different techniques for the analysis of users, their tasks and domain. Subsequently, the design of prototypes and evaluation methods in visualisation practice are presented. Finally, we discuss the practical challenges in design and evaluation of collaborative visualisation environments. Our own case studies and those of others are used throughout the whole chapter to illustrate various approaches.

  14. 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....... 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...... 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...

  15. Mobile Tele-echography: User Interface Design

    OpenAIRE

    Canero, Cristina; Thomos, Nikolaos; George A. Triantafyllidis; Litos, George; Strintzis, Michael G.

    2005-01-01

    Ultrasound imaging allows the evaluation of the degree of emergency of a patient. However, in several occasions a well trained sonographer is unavailable to perform such echography. To cope with this issue, the OTELO project aims to develop a fully integrated end-to-end mobile tele-echography system using an ultra light, remote-controlled robot, for population groups that are not served locally by medical experts. This paper focuses on the user interface of the OTELO system, consisted of the...

  16. HFBUIT: Design Aid Tools For A Human Factor Based User Interface Design

    OpenAIRE

    Prof. S.Qamar Abbas; Shahnaz Fatima

    2010-01-01

    Exploring user interface design and development problems is the core of current HCI research. Although there have been considerableadvancements in computer technology, human factors considerations are still lacking. This results in the user frequently becoming confused or frustrated when trying to interact with the software. Designers should utilize the knowledge about the user to configure the interface for different users, i.e. each user may have different skills, level of experience, or co...

  17. User-centered design to develop clinical applications. Literature review.

    Science.gov (United States)

    Luna, Daniel; Quispe, María; Gonzalez, Zulma; Alemrares, Alfredo; Risk, Marcelo; Garcia Aurelio, Mauro; Otero, Carlos

    2015-01-01

    User-centered design is mentioned by Norman as "the need for a design that uses the natural properties of the individuals, exploiting the relationships and constraints and focusing on the needs and interests of the user, in order to make the final products usable and understandable". This is also important in health developments. The objective of this paper is to search and analyze articles in the healthcare field where user-centered design principles have been applied. We describe findings in this topic from articles published between January 1995 and September 2014.

  18. When users cannot be included in inclusive design

    DEFF Research Database (Denmark)

    Herriott, Richard

    2012-01-01

    elides the differences in methods that are available and appropriate to designers in the respective fields. The demands required by strategies such as co-creation, focus groups, cultural probes and even simple interviewing can be above the capacities of the users of AT. Yet the impairments of ill...... 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...

  19. Impact of User-Centered Design Methodology on the Design of Information Systems.

    Science.gov (United States)

    Sugar, William A.

    1995-01-01

    Examines the implications of incorporating user-centered design within information systems design practices. Highlights include a definition of user-centered design based on human-computer interface; questions asked about users, including outcome, process, and task variables; and three criteria for when to use this approach in information systems…

  20. The user-friendly industrial design

    Institute of Scientific and Technical Information of China (English)

    王洪超

    2015-01-01

    As people material needs are met, people start to lay claim to spiritual needs. Therefore, humanized design gradually become a trend in today’s design, products to use and easy to use, practical as the main reference point of design. Humanized design not only satisfied people experience of beauty in form, more satisfy the functional characteristics of the functional requirement of people, let people no longer strange to the product.

  1. 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.

  2. The incident user design in comparative effectiveness research.

    Science.gov (United States)

    Johnson, Eric S; Bartman, Barbara A; Briesacher, Becky A; Fleming, Neil S; Gerhard, Tobias; Kornegay, Cynthia J; Nourjah, Parivash; Sauer, Brian; Schumock, Glen T; Sedrakyan, Art; Stürmer, Til; West, Suzanne L; Schneeweiss, Sebastian

    2013-01-01

    Comparative effectiveness research includes cohort studies and registries of interventions. When investigators design such studies, how important is it to follow patients from the day they initiated treatment with the study interventions? Our article considers this question and related issues to start a dialogue on the value of the incident user design in comparative effectiveness research. By incident user design, we mean a study that sets the cohort's inception date according to patients' new use of an intervention. In contrast, most epidemiologic studies enroll patients who were currently or recently using an intervention when follow-up began. We take the incident user design as a reasonable default strategy because it reduces biases that can impact non-randomized studies, especially when investigators use healthcare databases. We review case studies where investigators have explored the consequences of designing a cohort study by restricting to incident users, but most of the discussion has been informed by expert opinion, not by systematic evidence.

  3. 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…

  4. A User-Centred Design and Evaluation of IR Interfaces

    Science.gov (United States)

    Ahmed, S. M. Zabed; McKnight, Cliff; Oppenheim, Charles

    2006-01-01

    This paper presents a user-centred design and evaluation methodology for ensuring the usability of IR interfaces. The methodology is based on sequentially performing: a competitive analysis, user task analysis, heuristic evaluation, formative evaluation and a summative comparative evaluation. These techniques are described, and their application…

  5. 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…

  6. A mobile design lab for user-driven innovation

    DEFF Research Database (Denmark)

    Christiansen, Ellen; Kanstrup, Anne Marie

    2007-01-01

    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...

  7. Direct manipulation and the design of user interfaces

    NARCIS (Netherlands)

    Desain, P.

    1988-01-01

    An approach to user interfaces is made from a cognitive engineering viewpoint. A model of task representations within the user is given, together with complexity measures of the translations between the representations. Two approaches to interface design are compared: the conversational method and t

  8. Mobile tele-echography: user interface design.

    Science.gov (United States)

    Cañero, Cristina; Thomos, Nikolaos; Triantafyllidis, George A; Litos, George C; Strintzis, Michael Gerassimos

    2005-03-01

    Ultrasound imaging allows the evaluation of the degree of emergency of a patient. However, in some instances, a well-trained sonographer is unavailable to perform such echography. To cope with this issue, the Mobile Tele-Echography Using an Ultralight Robot (OTELO) project aims to develop a fully integrated end-to-end mobile tele-echography system using an ultralight remote-controlled robot for population groups that are not served locally by medical experts. This paper focuses on the user interface of the OTELO system, consisting of the following parts: an ultrasound video transmission system providing real-time images of the scanned area, an audio/video conference to communicate with the paramedical assistant and with the patient, and a virtual-reality environment, providing visual and haptic feedback to the expert, while capturing the expert's hand movements. These movements are reproduced by the robot at the patient site while holding the ultrasound probe against the patient skin. In addition, the user interface includes an image processing facility for enhancing the received images and the possibility to include them into a database.

  9. Health Care Social Media: Expectations of Users in a Developing Country

    Science.gov (United States)

    2013-01-01

    Background 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. Objective 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. Methods 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. Results There were 103 respondents who used the online questionnaire tool to generate their responses. The results from the multiple regression

  10. Towards the Modeling of Behavioral Trajectories of Users in Online Social Media

    CERN Document Server

    Bessi, Alessandro

    2016-01-01

    In this paper, we introduce a methodology that allows to model behavioral trajectories of users in online social media. First, we illustrate how to leverage the probabilistic framework provided by Hidden Markov Models (HMMs) to represent users by embedding the temporal sequences of actions they performed online. We then derive a model-based distance between trained HMMs, and we use spectral clustering to find homogeneous clusters of users showing similar behavioral trajectories. To provide platform-agnostic results, we apply the proposed approach to two different online social media --- i.e. Facebook and YouTube. We conclude discussing merits and limitations of our approach as well as future and promising research directions.

  11. Tailoring design to service user needs.

    Science.gov (United States)

    Baillie, Jonathan

    2013-08-01

    Conference topics at the Design in Mental Health Conference & Exhibition 2013 at Birmingham's National Motorcycle Museum in mid-May ranged from how to develop supportive design for dementia sufferers, to a new Dutch 'High Care Unit' pilot facility in Eindhoven incorporating multisensory elements from Philips Healthcare, that is designed to help calm and restore equilibrium for patients in an anxious, distressed, and potentially aggressive state, and reduce instances of 'seclusion'. HEJ editor, Jonathan Baillie, reports on three presentations with a common theme - the significant impact that good building design and a 'positive' internal environment can have on patient well-being, recovery, and 'mood'.

  12. User driven Innovation in new Workspace Design

    DEFF Research Database (Denmark)

    Bjerrum, Eva; Simonsen, John Brøndberg

    2017-01-01

    for this focus on workspace design is the change in work and working patterns at knowledge organisations. Both managers and employees work at different places, at customer’s site, while travelling, at hotels and at home, so the focus on the company as being the main workplace changes. The change from traditional...... office design to new office design often results in frustrations and complaints about noise, and unfruitful discussions on traditional office design versus open offices paralyze many organisations. The reason for this is a combination between ill-considered processes and ill-considered solutions. Based...

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

    Directory of Open Access Journals (Sweden)

    Chouyin Hsu

    2013-03-01

    Full Text Available 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 tools and impressive effects becomes the hot topic. Augmented Reality effect enables users to represent parts of the digital objects on top of the physical surroundings. The easy operation with webcam greatly improving the visual representation of web pages becomes the interest of our research. Therefore, we apply Augmented Reality technology for developing a city tour web site to collect the opinions of users. Therefore, the website stickiness is an important measurement. The major tasks of the work include the exploration of Augmented Reality technology and the evaluation of the outputs of Augmented Reality. The feedback opinions of users are valuable references for improving AR application in the work. As a result, the AR increasing the visual and interactive effects of web page encourages users to stay longer and more than 80% of users are willing to return for visiting the website soon. Moreover, several valuable conclusions about Augmented Reality technology in web user interface design are also provided for further practical references.

  14. 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

  15. Applying User Centered Design to Research Work

    Energy Technology Data Exchange (ETDEWEB)

    Scholtz, Jean; Love, Oriana J.; Pike, William A.; Bruce, Joseph R.; Kim, Dee DH; McBain, Arthur S.

    2014-07-01

    The SuperIdentity (SID) research project is a collaboration between six universities in the UK (Bath, Dundee, Kent, Leicester, Oxford, and Southampton) and the Pacific Northwest National Laboratory (PNNL). SID offers an innovative and exciting new approach to the concept of identity. The assumption underlying our hypothesis is that while there may be many dimensions to an identity - some more stable than others - all should ultimately reference back to a single core identity or a 'SuperIdentity.' The obvious consequence is that identification is improved by the combination of measures. Our work at PNNL has focused on the developing use cases to use in developing a model of identity and in developing visualizations for both researchers to explore the model and in the future for end users to use in determining various paths that may be possible to obtain various identity attributes from a set that is already known.

  16. 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.

  17. The uses and users of design process models

    OpenAIRE

    2016-01-01

    The use of design process models is of great importance for developing better products. Indeed, it is one of the factors that may differentiate the best companies from the rest. However, their adoption in companies is declining. Usefulness and usability issues may be responsible for process models not to meet the needs of its users. The goal of this research is to provide deeper understanding of the users needs of design process models. Three main perspectives are provided: (1) why organizati...

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

    Science.gov (United States)

    Olsen, Lars Rønn; Hansen, Niels Bjørn; Bonde, Mads Tvillinggaard; Genee, Hans Jasper; Holm, Dorte Koefoed; Carlsen, Simon; Hansen, Bjarne Gram; Patil, Kiran Raosaheb; Mortensen, Uffe Hasbro; Wernersson, Rasmus

    2011-07-01

    Uracil-Specific Exision Reagent (USER) fusion is a recently developed technique that allows for assembly of multiple DNA fragments in a few simple steps. However, designing primers for USER fusion is both tedious and time consuming. Here, we present the Primer Help for USER (PHUSER) software, a novel tool for designing primers specifically for USER fusion and USER cloning applications. We also present proof-of-concept experimental validation of its functionality. PHUSER offers quick and easy design of PCR optimized primers ensuring directionally correct fusion of fragments into a plasmid containing a customizable USER cassette. Designing primers using PHUSER ensures that the primers have similar annealing temperature (T(m)), which is essential for efficient PCR. PHUSER also avoids identical overhangs, thereby ensuring correct order of assembly of DNA fragments. All possible primers are individually analysed in terms of GC content, presence of GC clamp at 3'-end, the risk of primer dimer formation, the risk of intra-primer complementarity (secondary structures) and the presence of polyN stretches. Furthermore, PHUSER offers the option to insert linkers between DNA fragments, as well as highly flexible cassette options. PHUSER is publicly available at http://www.cbs.dtu.dk/services/phuser/.

  19. User driven Innovation in new Workspace Design

    DEFF Research Database (Denmark)

    Bjerrum, Eva; Simonsen, John Brøndberg

    2017-01-01

    In Denmark knowledge sharing and working flexibility are considered to be elements that contribute to innovation and improved competitiveness. This has resulted in more and more companies having introduced open flexible office design as a strategic tool to support knowledge sharing. Another reason...... for this focus on workspace design is the change in work and working patterns at knowledge organisations. Both managers and employees work at different places, at customer’s site, while travelling, at hotels and at home, so the focus on the company as being the main workplace changes. The change from traditional...... habitual mental image of work, and give qualitatively better discussions and more optimal workplace design....

  20. 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

  1. 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…

  2. 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…

  3. User experience (UX) design for libraries

    CERN Document Server

    Schmidt, Aaron

    2012-01-01

    This book shows you how to get there by providing hands-on steps and best practices for UX design principles, practices, and tools to engage with patrons online and build the best web presence for your library.

  4. User Interactive Guided Search Design Environment Project

    Data.gov (United States)

    National Aeronautics and Space Administration — Phoenix Integration's vision is to create an intuitive human-in-the-loop engineering design environment called Guided Search that leverages recent advances in...

  5. 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.

  6. 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.

  7. Impossible family portraits : Users, new media technologies and the writing of amateur media history

    NARCIS (Netherlands)

    Aasman, Susanna

    2013-01-01

    With the shift from analog to digital the field of amateur media widened as the technologies of image production, distribution and screening altered considerably. The many transformations of home moviemaking chart it as something that used to need a film camera and film, a detailed development proce

  8. Impossible family portraits : Users, new media technologies and the writing of amateur media history

    NARCIS (Netherlands)

    Aasman, Susanna

    With the shift from analog to digital the field of amateur media widened as the technologies of image production, distribution and screening altered considerably. The many transformations of home moviemaking chart it as something that used to need a film camera and film, a detailed development

  9. Sharepoint 2013 branding and user interface design

    CERN Document Server

    Drisgill, Randy; Stubbs, Paul

    2013-01-01

    Plan, design, and launch a brand in SharePoint If you are planning, designing, and launching your brand using SharePoint, this book and author trio will walk you through everything you need to know in an understandable and approachable way. From specific technologies such as master pages, page layouts, and CSS to offering best-practices and real-world experience for creating successful branding projects through SharePoint 2013, you will learn how to approach your branding project in effective new ways. This visual book provides step-by-step instructions in a simple and striking format that f

  10. 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.

  11. Retweets as a Predictor of Relationships among Users on Social Media

    Science.gov (United States)

    Kito, Kosuke

    2017-01-01

    Link prediction is the problem of detecting missing links or predicting future link formation in a network. Application of link prediction to social media, such as Twitter and Facebook, is useful both for developing novel services and for sociological analyses. While most existing research on link prediction uses only the social network topology for the prediction, in social media, records of user activities such as posting, replying, and reposting are available. These records are expected to reflect user interest, and so incorporating them should improve link prediction. However, research into link prediction using the records of user activities is still in its infancy, and the effectiveness of such records for link prediction has not been fully explored. In this study, we focus in particular on records of reposting as a promising source that could be useful for link prediction, and investigate their effectiveness for link prediction on the popular social media platform Twitter. Our results show that (1) the prediction accuracy of techniques using reposting records is higher than that of popular topology-based techniques such as common neighbors and resource allocation for actively retweeting users, (2) the accuracy of link prediction techniques that use network topology alone can be improved by incorporating reposting records. PMID:28107489

  12. 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.

  13. 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...... of this evaluation were presented to the designers in different forms. First, the designers were presented with a traditional usability report. Second, we facilitated a dialogue where the results of the evaluation were discussed. During this process, we collected opinions from the designers on the main strengths...... 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....

  14. 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.

  15. Hypertext-based design of a user interface for scheduling

    Science.gov (United States)

    Woerner, Irene W.; Biefeld, Eric

    1993-01-01

    Operations Mission Planner (OMP) is an ongoing research project at JPL that utilizes AI techniques to create an intelligent, automated planning and scheduling system. The information space reflects the complexity and diversity of tasks necessary in most real-world scheduling problems. Thus the problem of the user interface is to present as much information as possible at a given moment and allow the user to quickly navigate through the various types of displays. This paper describes a design which applies the hypertext model to solve these user interface problems. The general paradigm is to provide maps and search queries to allow the user to quickly find an interesting conflict or problem, and then allow the user to navigate through the displays in a hypertext fashion.

  16. Hypertext-based design of a user interface for scheduling

    Science.gov (United States)

    Woerner, Irene W.; Biefeld, Eric

    1993-01-01

    Operations Mission Planner (OMP) is an ongoing research project at JPL that utilizes AI techniques to create an intelligent, automated planning and scheduling system. The information space reflects the complexity and diversity of tasks necessary in most real-world scheduling problems. Thus the problem of the user interface is to present as much information as possible at a given moment and allow the user to quickly navigate through the various types of displays. This paper describes a design which applies the hypertext model to solve these user interface problems. The general paradigm is to provide maps and search queries to allow the user to quickly find an interesting conflict or problem, and then allow the user to navigate through the displays in a hypertext fashion.

  17. Youth as Media Art Designers: Workshops for Creative Coding

    Science.gov (United States)

    Peppler, Kylie A.; Kafai, Yasmin B.

    2008-01-01

    We describe our efforts to bring media arts into design work with the goals to introduce new expressive forms in programming to urban youth. We're presenting the findings from a series of workshops organized together with professional media artists that focused on immersion, interaction, color and perspective using Scratch, a media-rich…

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

    DEFF Research Database (Denmark)

    Kraus, Martin

    2012-01-01

    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...

  19. Designing for user experiences in specific contexts: contributions from contextmapping

    NARCIS (Netherlands)

    Schifferstein, H.N.J.; Sleeswijk Visser, F.

    2013-01-01

    In saturated consumer markets, consumer choices often depend on subtle product differences that contribute positively to their user experiences. Hence, it is important for designers to be able to create products that elicit different experiences. In this chapter we discuss a design approach that tak

  20. A User-Centred Approach to E-Book Design.

    Science.gov (United States)

    Wilson, Ruth; Landoni, Monica; Gibb, Forbes

    2002-01-01

    Considers the Electronic Books On-Screen Interface (EBONI) Project's research into the importance of the user when designing electronic textbooks. Describes methodology and evaluations involving students, lecturers and researchers in United Kingdom higher education and includes electronic textbook design guidelines. (Author/LRW)

  1. Artifacts as Theories: Convergence through User-Centered Design.

    Science.gov (United States)

    Dillon, Andrew

    1995-01-01

    Discussion of information system design proposes the artifact as theory perspective and suggests that information system design is best tackled by user-centered theories and methods. Topics include the software development process, human-computer interaction, and implications for information science. (LRW)

  2. Design Criteria for Children's Web Portals: The Users Speak Out.

    Science.gov (United States)

    Large, Andrew; Beheshti, Jamshid; Rahman, Tarjin

    2002-01-01

    Describes results from focus groups with Web users 10 to 13 years of age in Montreal that explored design criteria for Web portals. Discusses Ask Jeeves for Kids, KidsClick, Lycos Zone, and Yahooligans! and considers screen designs, color, graphics, animation, keyword search capabilities, browsable subject categories, and individual user…

  3. 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.

  4. 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.

  5. 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.

  6. 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...

  7. 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.

  8. 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.

  9. 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.

  10. 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.

  11. 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. PMID:26394145

  12. Online User Feedback in Early Phases of the Design Process: Lessons Learnt from Four Design Cases

    Directory of Open Access Journals (Sweden)

    Asbjørn Følstad

    2010-01-01

    Full Text Available Online user feedback, collected by means of internet survey tools, is a promising approach to obtain early user feedback on concepts and early prototypes. In this study, the collection and utilization of online user feedback was investigated in four design cases: all master student projects for industry clients involving seven student designers. A total of 272 user participants provided quantitative feedback. Half of these also provided qualitative feedback. One third of the qualitative feedback was perceived as useful by the student designers. The main usefulness of the feedback was related to strategic concept decisions rather than the interaction design of the early prototype. Lessons learnt are provided.

  13. 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.

  14. 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.

  15. 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

  16. User interface design for iOS camera application : project: designing gif video camera application

    OpenAIRE

    Kim, Erika

    2016-01-01

    The objective of this thesis was to examine the fundamentals and basic principles of great user experience and user interface design. The focus was on laying out theoretical foundations and applying them into a practical end result – a camera application with a simple and user friendly graphical interface. In order to set up the foundations of the thesis, a comprehensive research into the many different factors that, as a whole, make up a good user experience was conducted. Throughout section...

  17. 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.

  18. 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…

  19. Technology and media preferences: Results from some user studies in Albanian public libraries

    Directory of Open Access Journals (Sweden)

    Athina Basha

    2014-08-01

    Full Text Available The paper studies the state of awareness of information literacy and media literacy in Albania and the role of libraries in raising their capacity in fostering use of technology and media and practicing polices of life-long learning (LLL and education. There is an urgent need in Albania to raise the awareness of information and media literacy issues in the new realities and the skills needed to navigate, evaluate, and use information and technology. The role of the libraries and other institutions is of great importance and impact when it comes to assisting users of all levels not only to find but also to evaluate and use information properly for professional and daily life decisions. This research and the surveys done in Fier Public Library during 1995-2012, will bring a contribution to a greater understanding of the situation in most of the public libraries in Albania and the impact that information, media, and new technologies have in our daily life. The purpose of the research is to raise the awareness of all the stakeholders in Albanian society on its importance for future development. The research has shown that libraries, librarians, and other stakeholders of the society lack understanding on information and media literacy as well as the right infrastructure to support the development of information and communication technology (ICT.

  20. Anoxic media design, preparation and considerations

    NARCIS (Netherlands)

    Plugge, C.M.

    2005-01-01

    Exclusion of oxygen from growth media is essential for the growth of anoxic prokaryotes. In general, anaerobic techniques focus on the use of deaerated boiled growth media. Successful enrichment, isolation, and cultivation of anoxic prokaryotes critically depend on the choice of appropriate growth m

  1. Designers' and users' roles in participatory design: What is actually co-designed by participants?

    Science.gov (United States)

    Barcellini, Flore; Prost, Lorène; Cerf, Marianne

    2015-09-01

    This research deals with an analysis of forms of participation in a participatory design (PD) process of a software that assesses the sustainability of agricultural cropping systems. We explore the actual forms of participation of designers and users by adapting an Actual Role Analysis in Design approach (Barcellini et al., 2013) to capture the levels of abstraction (conceptual, functional and operational) of participants' discussions. We show that: (1) the process does not only concern the design of the artifact itself, but also the design of the concept of sustainability; (2) all participants (users & designers) have a role in co-designing the concept (in our case, sustainability); (3) some roles and profiles are key to this co-design. We discuss our contributions to both the research and the practices of participatory design. These contributions deal with the production of a method and related knowledge about actual activities in participatory design situations. They may support the development of relevant training programs regarding participatory situations, or be reflexive activities that can help those who are involved in designing and leading in participatory situations, to make improvements. Copyright © 2015 Elsevier Ltd and The Ergonomics Society. All rights reserved.

  2. 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......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...

  3. Collective innovative 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......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...

  4. 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.

  5. Improving the Interplay between Usability Evaluation and User Interface Design

    DEFF Research Database (Denmark)

    Stage, Jan

    2004-01-01

    of the workshop are motivated and an outline of the contents of the papers that were presented in the workshop is given. In addition we summarize some challenges to the interplay between usability evaluation and user interface design agreed upon at the workshop, as well as some solutions that were debated....

  6. 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…

  7. Software Developers' Attitudes toward User-Centered Design.

    Science.gov (United States)

    Frick, Theodore; Boling, Elizabeth; Kim, Kyong-Jee; Oswald, Daniel; Zazelenchuk, Todd

    The concepts of usability and user-centered design (UCD) have grown in popularity over the past 20 years as measured by the number of research and mainstream articles devoted to their discussion. As with all new developments, however, there are always the questions of how things work in practice compared to theory. A survey of 83 software…

  8. The boundary spanning practice of (user centered) design

    NARCIS (Netherlands)

    Stompff, G.; Smulders, F.E.H.M.

    2013-01-01

    Most products are developed by New Product Development (NPD) teams, composed of specialists that need to collaborate closely. One of those specialists is a user-centered designer, focusing on the usability and experience of use of products. In this qualitative empirical study the contribution of des

  9. User-centered design of robot personality and behavior

    NARCIS (Netherlands)

    Meerbeek, B.W.; Saerbeck, M.

    2010-01-01

    Appropriate design of the interaction between humans and robots will be a crucial factor for the acceptance of new robotic products. Apromising approach is to equip robots with life-like and social characteristics. A coherent personality expressed through behavior can help users to understand and pr

  10. 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…

  11. 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…

  12. User-centered design of robot personality and behavior

    NARCIS (Netherlands)

    Meerbeek, B.W.; Saerbeck, M.

    2010-01-01

    Appropriate design of the interaction between humans and robots will be a crucial factor for the acceptance of new robotic products. Apromising approach is to equip robots with life-like and social characteristics. A coherent personality expressed through behavior can help users to understand and pr

  13. Design of a user interface for intuitive colonoscope control

    NARCIS (Netherlands)

    Kuperij, Nicole; Reilink, Rob; Schwartz, Matthijs P.; Stramigioli, Stefano; Misra, Sarthak; Broeders, Ivo A.M.J.

    2011-01-01

    The goal of this study is to improve the efficiency and efficacy of the standard colonoscopy procedure. This is done by addressing the intuitiveness of colonoscope control. For this purpose an interface in the form of a grip was designed that allows the user to intuitively steer and drive the colono

  14. 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…

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

    NARCIS (Netherlands)

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

    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 explor

  16. 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.

  17. 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.

  18. 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.

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

    Science.gov (United States)

    Pavelin, Katrina; Cham, Jennifer A; de Matos, Paula; Brooksbank, Cath; Cameron, Graham; Steinbeck, Christoph

    2012-01-01

    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.

  20. "Are You Talking to Me?"--Teaching User-Centered Design

    Science.gov (United States)

    Kemnitzer, Ronald B.

    2005-01-01

    User-centered design (UCD) is an approach to design that grounds the process in information about the people who will use the product. UCD processes focus on users through the planning, design and development of a product. Establishing a User Profile is certainly a key element in user-centered design. For many products, such as an automobile, a…

  1. Dogmatism and the "Knowledge Gap" among Users of the Mass Media of Communication: A Study in Brasilia, Brasil.

    Science.gov (United States)

    Simmons, Robert E.; Garda, Eduardo Carlos

    A study was conducted to discover whether (1) use of each of the print and broadcast media could be correlated with subjects' knowledge level, and (2) whether controlling for dogmatism would increase the proportion of media users, with higher levels of knowledge among those less dogmatic, and decrease the proportion among the more dogmatic.…

  2. Dogmatism and the "Knowledge Gap" among Users of the Mass Media of Communication: A Study in Brasilia, Brasil.

    Science.gov (United States)

    Simmons, Robert E.; Garda, Eduardo Carlos

    A study was conducted to discover whether (1) use of each of the print and broadcast media could be correlated with subjects' knowledge level, and (2) whether controlling for dogmatism would increase the proportion of media users, with higher levels of knowledge among those less dogmatic, and decrease the proportion among the more dogmatic.…

  3. Designing for older adult users of handheld technology.

    Science.gov (United States)

    Becker, Shirley Ann; Webbe, Frank M

    2006-01-01

    There are few interface design guidelines for handheld devices used by adults sixty years and older. Yet, this growing user group would benefit from the portability offered by such technology in promoting health management and social interaction. In this paper, we describe a usability framework for conducting studies on the use of a PocketPC by older adult caregivers. The usability framework provides a basis for conducting studies taking into account the user profile of an older adult, environment factors, usability quality factors, and technology objectives.

  4. Design for Usability; practice-oriented research for user-centered product design.

    Science.gov (United States)

    van Eijk, Daan; van Kuijk, Jasper; Hoolhorst, Frederik; Kim, Chajoong; Harkema, Christelle; Dorrestijn, Steven

    2012-01-01

    The Design for Usability project aims at improving the usability of electronic professional and consumer products by creating new methodology and methods for user-centred product development, which are feasible to apply in practice. The project was focused on 5 key areas: (i) design methodology, expanding the existing approach of scenario-based design to incorporate the interaction between product design, user characteristics, and user behaviour; (ii) company processes, barriers and enablers for usability in practice; (iii) user characteristics in relation to types of products and use-situations; (iv) usability decision-making; and (v) product impact on user behaviour. The project team developed methods and techniques in each of these areas to support the design of products with a high level of usability. This paper brings together and summarizes the findings.

  5. Rn3D: A finite element code for simulating gas flow and radon transport in variably saturated, nonisothermal porous media. User`s manual, Version 1.0

    Energy Technology Data Exchange (ETDEWEB)

    Holford, D.J.

    1994-01-01

    This document is a user`s manual for the Rn3D finite element code. Rn3D was developed to simulate gas flow and radon transport in variably saturated, nonisothermal porous media. The Rn3D model is applicable to a wide range of problems involving radon transport in soil because it can simulate either steady-state or transient flow and transport in one-, two- or three-dimensions (including radially symmetric two-dimensional problems). The porous materials may be heterogeneous and anisotropic. This manual describes all pertinent mathematics related to the governing, boundary, and constitutive equations of the model, as well as the development of the finite element equations used in the code. Instructions are given for constructing Rn3D input files and executing the code, as well as a description of all output files generated by the code. Five verification problems are given that test various aspects of code operation, complete with example input files, FORTRAN programs for the respective analytical solutions, and plots of model results. An example simulation is presented to illustrate the type of problem Rn3D is designed to solve. Finally, instructions are given on how to convert Rn3D to simulate systems other than radon, air, and water.

  6. Customization Product Design Based on User's Emotion and Needs

    Institute of Scientific and Technical Information of China (English)

    JIN Chun; ZHANG Chun-lin; LIU Wen-zhi

    2005-01-01

    The paper presents a design method that ensures the ingenuity of the product form as well as the whole and exact expression of user's needs. The key idea is to establish an automatic design system which can transform the users language needs into the product features in real-time. A rifle was taken as a research instance and soldiers were chosen as evaluation customers. The theory of fuzzy set and semantic difference are adopted to evaluate the relationship between user's needs and product features as well as their alternatives. FAHP (fuzzy analytic hierarchy process) is utilized to judge the users satisfactory forms. This method can also be applied to other product form designs.

  7. Top ten list of user-hostile interface design

    Energy Technology Data Exchange (ETDEWEB)

    Miller, D.P.

    1994-10-01

    This report describes ten of the most frequent ergonomic problems found in human-computer interfaces (HCIs) associated with complex industrial machines. In contrast with being thought of as ``user friendly,`` many of these machines are seen as exhibiting ``user-hostile`` attributes by the author. The historical lack of consistent application of ergonomic principles in the HCIs has led to a breed of very sophisticated, complex manufacturing equipment that few people can operate without extensive orientation, training, or experience. This design oversight has produced the need for extensive training programs and help documentation, unnecessary machine downtime, and reduced productivity resulting from operator stress and confusion. Ergonomic considerations affect industrial machines in at least three important areas: (1) the physical package including CRT and keyboard, maintenance access areas, and dedicated hardware selection, layout, and labeling; (2) the software by which the user interacts with the computer that controls the equipment; and (3) the supporting documentation.

  8. Top ten list of user-hostile interface design

    Energy Technology Data Exchange (ETDEWEB)

    Miller, D.P.

    1994-10-01

    This report describes ten of the most frequent ergonomic problems found in human-computer interfaces (HCIs) associated with complex industrial machines. In contrast with being thought of as ``user friendly,`` many of these machines are seen as exhibiting ``user-hostile`` attributes by the author. The historical lack of consistent application of ergonomic principles in the HCIs has led to a breed of very sophisticated, complex manufacturing equipment that few people can operate without extensive orientation, training, or experience. This design oversight has produced the need for extensive training programs and help documentation, unnecessary machine downtime, and reduced productivity resulting from operator stress and confusion. Ergonomic considerations affect industrial machines in at least three important areas: (1) the physical package including CRT and keyboard, maintenance access areas, and dedicated hardware selection, layout, and labeling; (2) the software by which the user interacts with the computer that controls the equipment; and (3) the supporting documentation.

  9. The Design with Intent Method: a design tool for influencing user behaviour.

    Science.gov (United States)

    Lockton, Dan; Harrison, David; Stanton, Neville A

    2010-05-01

    Using product and system design to influence user behaviour offers potential for improving performance and reducing user error, yet little guidance is available at the concept generation stage for design teams briefed with influencing user behaviour. This article presents the Design with Intent Method, an innovation tool for designers working in this area, illustrated via application to an everyday human-technology interaction problem: reducing the likelihood of a customer leaving his or her card in an automatic teller machine. The example application results in a range of feasible design concepts which are comparable to existing developments in ATM design, demonstrating that the method has potential for development and application as part of a user-centred design process.

  10. 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.

  11. MixPlore: A Cocktail-Based Media Performance Using Tangible User Interfaces

    Science.gov (United States)

    Lee, Zune; Chang, Sungkyun; Lim, Chang Young

    This paper presents MixPlore, a framework for a cocktail-based live media performance. It aims to maximize the pleasure of mixology, presenting the cocktail as a plentiful art medium where people can fully enjoy new synesthetic contents by the integration of bartending and musical creation. For this, we fabricated Tangible User Interfaces (TUIs): tin, glass, muddler, and costume display, etc. The basic idea of performance and music composition is to follow the process of making cocktails. At the end of every repertoire, the performer provides the resultant 'sonic cocktails' to audience.

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

    Directory of Open Access Journals (Sweden)

    Louis M. Potgieter

    2017-01-01

    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’s social

  13. SimArray: a user-friendly and user-configurable microarray design tool

    Directory of Open Access Journals (Sweden)

    Meadows Lisa A

    2006-03-01

    Full Text Available Abstract Background Microarrays were first developed to assess gene expression but are now also used to map protein-binding sites and to assess allelic variation between individuals. Regardless of the intended application, efficient production and appropriate array design are key determinants of experimental success. Inefficient production can make larger-scale studies prohibitively expensive, whereas poor array design makes normalisation and data analysis problematic. Results We have developed a user-friendly tool, SimArray, which generates a randomised spot layout, computes a maximum meta-grid area, and estimates the print time, in response to user-specified design decisions. Selected parameters include: the number of probes to be printed; the microtitre plate format; the printing pin configuration, and the achievable spot density. SimArray is compatible with all current robotic spotters that employ 96-, 384- or 1536-well microtitre plates, and can be configured to reflect most production environments. Print time and maximum meta-grid area estimates facilitate evaluation of each array design for its suitability. Randomisation of the spot layout facilitates correction of systematic biases by normalisation. Conclusion SimArray is intended to help both established researchers and those new to the microarray field to develop microarray designs with randomised spot layouts that are compatible with their specific production environment. SimArray is an open-source program and is available from http://www.flychip.org.uk/SimArray/.

  14. 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.

  15. DESIGN OF URBAN OPEN SPACES FOR USER NEEDS

    Directory of Open Access Journals (Sweden)

    Zerrin İnan

    2008-04-01

    Full Text Available The researches done in both the natural and built environments suggest that inspired design can make significant improvements in the lives of people and the environment. While considerable numbers of studies have been done on user needs and conflicts in open space, no single document integrates all of this knowledge and makes it available to professionals, students and researchers. This article aims to review and synthesize the knowledge addressing basic user needs that include comfort, relaxation, passive and active engagements, privatization of public space etc. Also gives some suggestions for reducing conflict among various groups competing for the use of open space in order to be created successful urban open spaces. More researches in the form of new case studies needed to show how user needs can be effectively translated into design. Programming, planning, design and management based on human needs will be essential to the future development of open spaces as well as the growth of the professions designing for open spaces.

  16. Accessibility through user-centred and Inclusive Design processes

    DEFF Research Database (Denmark)

    Herriott, Richard

    2014-01-01

    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...... be delimited by examining design for accessibility in the areas of assistive technology (AT) and public transport (PT) with reference to consumer product design?......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...

  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. Prosthesis-user-in-the-loop: user-centered design parameters and visual simulation.

    Science.gov (United States)

    Christ, O; Wojtusch, J; Beckerle, P; Wolff, K; Vogt, J; von Stryk, O; Rinderknecht, S

    2012-01-01

    After an amputation, processes of change in the body image as well as a change in body scheme have direct influences on the quality of living in every patient. Within this paper, a paradigm of experimental induced body illusion (the Rubber Hand Illusion, RHI) is integrated in a prosthetic hardware simulator concept. This concept combines biodynamical and visual feedback to enhance the quality of rehabilitation and to integrate patients' needs into the development of prostheses aiming on user-centered solutions. Therefore, user-centered design parameters are deducted. Furthermore, the basic concept of the visual simulation is presented and a possibility for its implementation is given. Finally, issues and conclusions for future work are described.

  19. 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 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......Studying Standard and recommendations for lighting in hospital environment its often suggest a uniform light distribution to facilitate the needs of the staff. At the same time the standards recommend a lighting design supporting the patients feeling a homely and pleasant atmosphere, and point out...... that the light should not be disrupting the patients wellbeing. These two approaches are not necessarily consistent because the right quality and quantity of light in wards is highly depending on the functionality of the space and the wished and expected lighting atmosphere of the space, and a comparison...

  20. How Good is Your User Experience? Measuring and Designing Interactions

    Directory of Open Access Journals (Sweden)

    Wildner Raimund

    2015-11-01

    Full Text Available Form and function are important dimensions of consumer choice, but there is more in our increasingly digital world. It is not only products per se that need to be designed but the whole interaction between consumers and brands. The whole UX or user experience is more important than ever before. Digitalism nowadays is everywhere, and even mundane products are becoming more digital (e.g. ovens, while others evolve that are purely digital (e.g. PayPal.

  1. Human Computer Interface Design Criteria. Volume 1. User Interface Requirements

    Science.gov (United States)

    2010-03-19

    2 entitled Human Computer Interface ( HCI )Design Criteria Volume 1: User Interlace Requirements which contains the following major changes from...MISSILE SYSTEMS CENTER Air Force Space Command 483 N. Aviation Blvd. El Segundo, CA 90245 4. This standard has been approved for use on all Space and...and efficient model of how the system works and can generalize this knowledge to other systems. According to Mayhew in Principles and Guidelines in

  2. A new user-centered design approach: a hair washing assistive device design for users with shoulder mobility restriction.

    Science.gov (United States)

    Wu, Fong-Gong; Ma, Min-Yuan; Chang, Ro-Han

    2009-09-01

    This study utilized a user-centered design approach as the foundation for a new Assistive Device (AD) design process. Observation and evaluation results from a Usability Context Analysis (UCA) was used to improve the analysis of Strengths, Weaknesses, Opportunities and Threats (SWOT Analysis) and the matrix of Threats, Opportunities, Weaknesses, and Strengths (TOWS matrix), resulting in two assistive device design methods named AD-SWOT and AD-TOWS. Thus, an AD-design process, tailored for designing assistive devices, was both established and tested. Owing to the information gained from using the design processes and evaluating product efficiency with various cases in the early part of the research, it was decided to use the AD-design process for the entire design process. Using this process, an adjustable hair washer for physically disabled individuals to wash their hair using normal postures was developed. Furthermore, the method derived in this study can also be applied to users suffering from single-sided shoulder-joint mobility disabilities, such as frontal flexion, scapular plan elevation, and restricted abductors.

  3. 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 this chall......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...... matching. This technique provides three benefits: 1) evaluate how relevant is the information displayed by infrastructure awareness systems; 2) identify which of users' interests infrastructure awareness systems do not take into account; 3) identify elements of re-design in the infrastructures themselves...

  4. 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.

  5. Odenplan: a media façade design process

    DEFF Research Database (Denmark)

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

    2012-01-01

    of how to design for media façades by discussing how we have structured our design process to address specific sets of challenges outlined in previous literature in the field of media architecture. In our view, such research is valuable in that it helps establish common ground for researchers...... and practitioners in a developing field by building a repertoire of approaches, as well as highlight important issues that need to be addressed in this emergent field....

  6. Integrating Service Design and Eye Tracking Insight for Designing Smart TV User Interfaces

    Directory of Open Access Journals (Sweden)

    Sheng-Ming Wang

    2015-07-01

    Full Text Available This research proposes a process that integrate service design method and eye tracking insight for designing a Smart TV user interface. The Service Design method, which is utilized for leading the combination of the quality function deployment (QFD and the analytic hierarchy process (AHP, is used to analyze the features of three Smart TV user interface design mockups. Scientific evidences, which include the effectiveness and efficiency testing data obtained from eye tracking experiments with six participants, are provided the information for analysing the affordance of these design mockups. The results of this research demonstrate a comprehensive methodology that can be used iteratively for redesigning, redefining and evaluating of Smart TV user interfaces. It can also help to make the design of Smart TV user interfaces relate to users' behaviors and needs. So that to improve the affordance of design. Future studies may analyse the data that are derived from eye tracking experiments to improve our understanding of the spatial relationship between designed elements in a Smart TV user interface.

  7. 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......, and can serve as a basis for communication design choices that support strategic relationship goals for organizations....

  8. SURVEY DESIGN TO GRASP AND COMPARE USER'S ATTITUDES ON BUS RAPID TRANSIT (BRT IN DEVELOPING COUNTRIES

    Directory of Open Access Journals (Sweden)

    Thillaiampalam SIVAKUMAR

    2006-01-01

    Full Text Available In mitigating urban transportation problems and providing a sustainable transit system, rail-based systems have become popular. While rail-based systems are welcome in many developed countries, it is impractical for cities in developing countries due to the high cost of system building and operation. Thus, a staged or incremental adjustment towards fixed guide way transit implementation of greater interest to many agencies today, and these days it has started developing in terms of Bus Rapid Transit (BRT. As it is very new to developing cities, it is a challenge to get the users to understand the system and to grasp their attitude. Besides, there are many other general issues like literacy, lack of a sample frame etc. Survey design needs to be tuned carefully for these cities to obtain a resonant output. Concerning all these problems, a hypothetical questionnaire survey such as Stated Preference (SP has become popular. This study conducted a survey on BRT implementation with SP as a hypothetical tool at a selected corridor in Colombo, the capital of Sri Lanka. The main objectives were to identify questionnaire design(media effects, literacy of users, segmental variation, and the important variable(s. In this survey design, system explanation has been set in two slightly different ways (media: TEXT ∼ IMAGE for comparison and it was found that even a slight difference on design affected the users' response considerably. Income level could not be predicted directly, but car ownership was found to be a good predictor, it was found to be an important variable and it showed a correlation with literacy.

  9. 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.

  10. Design of liquid container handles in accordance with user preferences.

    Science.gov (United States)

    Jung, H S; Jung, H-S

    2008-03-01

    In this study, a prototype liquid container combined with auxiliary handles was designed to increase the safety of manual handling and to protect users of these containers from hand contamination. A Likert summated rating method as well as a pairwise ranking test was applied to evaluate the user preferences for handles provided for the container under the conditions of different shapes and positions. The results show that the participants preferred perpendicular orientation of the handle on the top of the liquid container while carrying the containers and the crosswise position of the handle at the side of the container while pouring the liquid. In order to satisfy both conditions, the container needs to be designed with handles in perpendicular as well as crosswise positions for selective application. A prototype liquid container with provided auxiliary handles was developed based on the results of the evaluation. It is recommended that a liquid container provides extra handles to reduce musculoskeletal stress and in turn increase user satisfaction.

  11. Design and construction coordination problems and planning for design-build project new users

    National Research Council Canada - National Science Library

    Shen, Fang-Ying; Chang, Andrew S; Ibbs, William

    2010-01-01

    ... to be encountered in execution by new users. This paper investigates coordination problems arising from design and construction concurrence and solutions by studying five ongoing DB projects and interviewing nine major contract parties...

  12. 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

  13. 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…

  14. 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…

  15. "In Medias Res": Reframing Design for Learning

    Science.gov (United States)

    Goodyear, Peter; Dimitriadis, Yannis

    2013-01-01

    Our goal in this article is to set out some important elements of a useful theory of "design for learning." We aim to help understand what it means to design something, or some assemblage of things, to help other people learn. In offering what we believe to be a useful framework for thinking about design for learning, we address a number…

  16. 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...

  17. 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 ...

  18. Participatory Design of Learning Media: Designing Educational Computer Games with and for Teenagers

    Science.gov (United States)

    Danielsson, Karin; Wiberg, Charlotte

    2006-01-01

    This paper reports on how prospective users may be involved in the design of entertaining educational computer games. The paper illustrates an approach, which combines traditional Participatory Design methods in an applicable way for this type of design. Results illuminate the users' important contribution during game development, especially when…

  19. 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.

  20. 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'…

  1. Who uses NASA Earth Science Data? Connecting with Users through the Earthdata website and Social Media

    Science.gov (United States)

    Wong, M. M.; Brennan, J.; Bagwell, R.; Behnke, J.

    2015-12-01

    This poster will introduce and explore the various social media efforts, monthly webinar series and a redesigned website (https://earthdata.nasa.gov) established by National Aeronautics and Space Administration's (NASA) Earth Observing System Data and Information System (EOSDIS) project. EOSDIS is a key core capability in NASA's Earth Science Data Systems Program. It provides end-to-end capabilities for managing NASA's Earth science data from various sources - satellites, aircraft, field measurements, and various other programs. It is comprised of twelve Distributed Active Archive Centers (DAACs), Science Computing Facilities (SCFs), data discovery and service access client (Reverb and Earthdata Search), dataset directory (Global Change Master Directory - GCMD), near real-time data (Land Atmosphere Near real-time Capability for EOS - LANCE), Worldview (an imagery visualization interface), Global Imagery Browse Services, the Earthdata Code Collaborative and a host of other discipline specific data discovery, data access, data subsetting and visualization tools. We have embarked on these efforts to reach out to new audiences and potential new users and to engage our diverse end user communities world-wide. One of the key objectives is to increase awareness of the breadth of Earth science data information, services, and tools that are publicly available while also highlighting how these data and technologies enable scientific research.

  2. 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.

  3. Travellers: Design Collaboration and Digital Media

    Institute of Scientific and Technical Information of China (English)

    J. Bahoric; P. Nicholas; G. Ormston

    2008-01-01

    This paper examines the use of 3D electronic medium as a tool for procuring detailed design in-formation for the Sandridge Bridge Travellers project. The Sandridge Bridge Travellers project required the production of 10 7.5 m of tall x 5 - 12 m of wide figures under very tight programme and budget constraints.This was achieved through a synthesis of art and engineering, whereby structure and sculpture become one and the same. Traditional procurement routes would have entailed the production and interpretation of draw-ings and design details at all discipline interfaces before fabrication; an approach that was unfeasible given the constraints. Instead, The Travellers project saw a single electronic file pass backwards and forwards from client to architect, engineer, and fabricator, with information from the initial artistic concept work phases through to analysis, design, member scheduling and fabrication all integrated and facilitated by a single electronic medium. Key to the delivery was the use of 3D modeling and scripting programs that enabled the efficient use and development of design information through all stages of the design process. This enabled total integration of all trades requiring a collaborative approach where each party maintained joint ownership of the 3D design information from inception to conception.

  4. Design for usability: practice oriented research for user-centered product design

    NARCIS (Netherlands)

    Eijk, van D.; Hoolhorst, F.W.B.; Kim, F.; Harkema, C.; Dorrestijn, S.; Kuijk, van J.

    2012-01-01

    The Design for Usability project aims at improving the usability of electronic professional and consumer products by creating new methodology and methods for user-centred product development, which are feasible to apply in practice. The project was focused on 5 key areas: (i) design methodology, exp

  5. Interaction Design in the Built Environment: Designing for the 'Universal User'.

    Science.gov (United States)

    Dalton, Cathy

    2016-01-01

    Concepts of responsive architecture have to date largely involved response to environmental context, in order to mediate ambient environmental factors and modify internal conditions for the comfort of users, with energy efficiency and sustainability as the main impetus. 'Smart' buildings often address little other than technically functional issues, with any ideas of 'design' as a unifying factor being disregarded. At the same time, music and performance art have been in the vanguard of creating digital interaction that intimately involves the user in aesthetic outcomes, in the creation of what Umberto Eco describes as an 'Open Work'. Environments made responsive through embedment of computational technologies can similarly extend usability and user-centred design towards universality, through careful consideration of the relationship between person, context and activity, and of the continuous and ultimately transactional nature of human occupation of built environment. Truly 'smart' environments will learn from and through usage, and can be conceived and designed so as to maximise environmental 'fit' for a wider variety of users, including people described as being 'neurodiverse'. Where user response becomes a significant component in managing a smart environment, the transactional relationship between user and environment is made explicit, and can ultimately be used to drive interaction that favours ease-of-use and personalisation. Inclusion of affective computing in human interaction with built environment offers significant potential for extending the boundaries of Universal Design to include people with autism, people with intellectual disability, and users with acquired cognitive impairment, including that arising from dementia. The same users frequently have issues with sensory-perceptual sensitivity and processing. The resulting mismatch between their individual needs and abilities, and the environments they typically occupy, can give rise to states of

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

    DEFF Research Database (Denmark)

    Sørensen, Jannick Kirk

    2017-01-01

    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 d...... of a diversity diet system generates questions not just about editorial power, personal freedom and techno-paternalism, but also about the embedded politics of recommender systems as well as the human skills affiliated with PSM editorial work and the nature of PSM content.......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...... diet system however triggers not only the classic discussion of the reach – distinctiveness balance for PSM, but also shows that ‘diversity’ is understood very differently in algorithmic recommender system communities than it is editorially and politically in the context of PSM. The design...

  7. Lessons Learned in Designing User-configurable Modular Robotics

    DEFF Research Database (Denmark)

    Lund, Henrik Hautop

    2013-01-01

    User-configurable robotics allows users to easily configure robotic systems to perform task-fulfilling behaviors as desired by the users. With a user configurable robotic system, the user can easily modify the physical and func-tional aspect in terms of hardware and software components of a robotic...... with the semi-autonomous com-ponents of the user-configurable robotic system in interaction with the given environment. Components constituting such a user-configurable robotic system can be characterized as modules in a modular robotic system. Several factors in the definition and implementation...

  8. Rating User Interface and Universal Instructional Design in MOOC Course Design

    Directory of Open Access Journals (Sweden)

    Richard Meyer

    2015-01-01

    Full Text Available This study examines how college students rate Massive Open Online Courses (MOOCs in terms of User Interface Design and Universal Instructional Design. The research participants were 115 undergraduate students from a public midwestern university in the United States. Each participant evaluated three randomly chosen MOOCs, all of which were developed on the Coursera platform, using rubrics for User Interface Design and Universal Instructional Design. The results indicated that students had an overall positive impression of each MOOC’s course design. This study concludes that overall course design strategies are not associated with the massive dropout rates currently documented in MOOC learning environments. The authors suggest the use of appropriate instructional design principles be further explored

  9. User-based Resource Design in Earth Science Education

    Science.gov (United States)

    Luby, M.; Haber, J.; Wittenberg, K.

    2001-12-01

    Reform in the classroom, and certainly in academic publishing, is greatly influenced not only by educational research, but also by direct surveys of students and instructors. This presentation looks at changes to Columbia Earthscape, www.earthscape.org, based on an ongoing series of evaluation and testing measures. Two years ago, the Earthscape project was introduced as a central online resource. It aimed to select and make available authoritative materials from all the disciplines that constitute Earth-system science. Its design harnessed the dynamics of the Web and the interrelatedness of research, education, and public policy. In response to substantial class tests, involving five universities in the United States and abroad, three focus groups of geoscience faculty and librarians, user feedback, internal editorial-board review, and extensive consultation with colleagues in commercial and nonprofit educational publishing, Earthscape is implementing broad changes in design and content. These include arranging the site into sections that correspond to user profiles (scientist, policy-maker, teacher, and student), providing easier search or browsing (by research area, policy content, or lesson concept), and streamlining the presentation of links among our resources. These changes are implemented through more advanced searching capabilities, greater specificity of content metatags, and an overall increase in content from journals, books, and original material. The metatags now include all core geoscience disciplines or a range of pertinent issues (such as climate change, geologic hazards, and pollution). Reflecting the evaluation by librarians, Earthscape's revised interface will permit users to begin with a primary area of interest based on who they are, their "profile." They can then either browse the site's entire holdings in that area, perform searches within each area, or follow the extensive hyperlinks to explore connections to other areas and user needs

  10. 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 this chall......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...... this challenge we introduce the AMC technique (for Awareness Model Cards). This technique relies conceptually on awareness model's concepts of nimbus and focus. The main objective is to match the users' interests to the information the infrastructure awareness systems can provide, through the use of card...... matching. This technique provides three benefits: 1) evaluate how relevant is the information displayed by infrastructure awareness systems; 2) identify which of users' interests infrastructure awareness systems do not take into account; 3) identify elements of re-design in the infrastructures themselves...

  11. GCtool for fuel cell systems design and analysis : user documentation.

    Energy Technology Data Exchange (ETDEWEB)

    Ahluwalia, R.K.; Geyer, H.K.

    1999-01-15

    GCtool is a comprehensive system design and analysis tool for fuel cell and other power systems. A user can analyze any configuration of component modules and flows under steady-state or dynamic conditions. Component models can be arbitrarily complex in modeling sophistication and new models can be added easily by the user. GCtool also treats arbitrary system constraints over part or all of the system, including the specification of nonlinear objective functions to be minimized subject to nonlinear, equality or inequality constraints. This document describes the essential features of the interpreted language and the window-based GCtool environment. The system components incorporated into GCtool include a gas flow mixer, splitier, heater, compressor, gas turbine, heat exchanger, pump, pipe, diffuser, nozzle, steam drum, feed water heater, combustor, chemical reactor, condenser, fuel cells (proton exchange membrane, solid oxide, phosphoric acid, and molten carbonate), shaft, generator, motor, and methanol steam reformer. Several examples of system analysis at various levels of complexity are presented. Also given are instructions for generating two- and three-dimensional plots of data and the details of interfacing new models to GCtool.

  12. A method of designing smartphone interface based on the extended user's mental model

    Science.gov (United States)

    Zhao, Wei; Li, Fengmin; Bian, Jiali; Pan, Juchen; Song, Song

    2017-01-01

    The user's mental model is the core guiding theory of product design, especially practical products. The essence of practical product is a tool which is used by users to meet their needs. Then, the most important feature of a tool is usability. The design method based on the user's mental model provides a series of practical and feasible theoretical guidance for improving the usability of the product according to the user's awareness of things. In this paper, we propose a method of designing smartphone interface based on the extended user's mental model according to further research on user groups. This approach achieves personalized customization of smartphone application interface and enhance application using efficiency.

  13. 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

  14. Tailoring recombinant protein quality by rational media design.

    Science.gov (United States)

    Brühlmann, David; Jordan, Martin; Hemberger, Jürgen; Sauer, Markus; Stettler, Matthieu; Broly, Hervé

    2015-01-01

    Clinical efficacy and safety of recombinant proteins are closely associated with their structural characteristics. The major quality attributes comprise glycosylation, charge variants (oxidation, deamidation, and C- & N-terminal modifications), aggregates, low-molecular-weight species (LMW), and misincorporation of amino acids in the protein backbone. Cell culture media design has a great potential to modulate these quality attributes due to the vital role of medium in mammalian cell culture. The purpose of this review is to provide an overview of the way both classical cell culture medium components and novel supplements affect the quality attributes of recombinant therapeutic proteins expressed in mammalian hosts, allowing rational and high-throughput optimization of mammalian cell culture media. A selection of specific and/or potent inhibitors and activators of oligosaccharide processing as well as components affecting multiple quality attributes are presented. Extensive research efforts in this field show the feasibility of quality engineering through media design, allowing to significantly modulate the protein function.

  15. Infant feeding: the interfaces between interaction design and cognitive ergonomics in user-centered design.

    Science.gov (United States)

    Lima, Flavia; Araújo, Lilian Kely

    2012-01-01

    This text presents a discussion on the process of developing interactive products focused on infant behavior, which result was an interactive game for encouraging infant feeding. For that, it describes the use of cognitive psychology concepts added to interaction design methodology. Through this project, this article sustains how the cooperative use of these concepts provides adherent solutions to users' needs, whichever they are. Besides that, it verifies the closeness of those methodologies to boundary areas of knowledge, such as design focused on user and ergonomics.

  16. User-oriented design strategies for a Lunar base

    Science.gov (United States)

    Jukola, Paivi

    'Form follows function can be translated, among other, to communicate a desire to prioritize functional objectives for a particular design task. Thus it is less likely that a design program for a multi-functional habitat, for an all-purpose vehicle, or for a general community, will lead to most optimal, cost-effective and sustainable solutions. A power plant, a factory, a farm and a research center have over centuries had different logistical and functional requirements, despite of the local culture on various parts around the planet Earth. 'The same size fits all' concept is likely to lead to less user-friendly solutions. The paper proposes to rethink and to investigate alternative strategies to formulate objectives for a Lunar base. Diverse scientific experiments and potential future research programs for the Moon have a number of functional requirements that differ from each other. A crew of 4-6 may not be optimal for the most innovative research. The discussion is based on research of Human Factors and Design for visiting professor lectures for a Lunar base project with Howard University and NASA Marshall Space Center 2009-2010.

  17. The impact of user centered design on student motivation

    Science.gov (United States)

    Locker, Craig T.

    There is a current push for STEM education within the U.S.; however current studies show that students' interest to pursue STEM fields is decreasing as they progress through high school. This lose in interest has shown to have a strong tie to students' perceived levels of motivation towards the subject. The question that this studied set out to answer was if user centered design (UCD) would affect students perceived level of motivation. For this study a treatment of UCD was compared to a traditional high school engineering design curriculum, with the goal to identify if UCD would have a positive effect on the students perceived level of motivation. 59 9th grade high school students from an urban Midwestern city were selected to participate. Students were given a pre and posttest to determine their levels of motivation before and after the comparison or treatment. Analysis showed that students perceived level of intrinsic and extrinsic motivation significantly went up in the treatment group. The study concluded that due to the ease of implementation and low cost of deployment that UCD should be introduced into high school design challenges that focus on developing a solution for an external stakeholder.

  18. Experience with technology dynamics of user experience with mobile media devices

    CERN Document Server

    al-Azzawi, Ali

    2013-01-01

    With a focus on gaining an empirically derived understanding of the underlying psychological dimensions and processes behind people’s experiences with technology, this book contributes to the debate of user experience (UX) within several disciplines, including HCI, design and marketing. It analyses UX dynamics at various time scales, and explores the very nature of time and meaning in the context of UX.Experience with Technology uses personal construct theory (PCT) as a theoretical and methodological starting point to this project. Major case-studies are described that examine people’s exp

  19. Friends sharing opinions: users become co-researchers to evaluate design concepts

    NARCIS (Netherlands)

    Van Doorn, F.A.P.; Gielen, M.A.; Stappers, P.J.

    2013-01-01

    The role of users in design is diversifying and increasing. Besides product evaluations and idea-generation sessions, users can collaborate in research that aims to find requirements for design by acting as researchers themselves. Earlier studies have addressed a variety of reasons why giving users

  20. 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

  1. The application of Dervin's Sense-Making Methodology to media reception studies: Interpretivism, situationality and the empowerment of media users.

    OpenAIRE

    Reinhard, CarrieLynn D.; Dervin, Brenda

    2009-01-01

    Discussion of what is a media reception situation, as well as the utility of using Dervin's Sense-Making Methodology for the study of people's engaging with media products. Presented at the ECREA subdivision conference, Transforming Audiences 2.0, held in London, September 2-4, 2009.

  2. 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...

  3. Blackmagic DesignMedia Express2.0

    Institute of Scientific and Technical Information of China (English)

    2009-01-01

    Blackmagic Design宣布为Mac OS X、Windows、Linux平台推出Media ExPress2.0。Media ExPress是一款视频采集和回放软件,兼容所有Blackmagic DesignDeckLink、Multibridge和Intensity产品。新版本是一次重要更新,添加了DPX、AVI和QuickTime文件的直接采集和回放支持,以及利用列表进行批采集和回放的支持。

  4. Social media in health professional education: a student perspective on user levels and prospective applications.

    Science.gov (United States)

    Maloney, Stephen; Moss, Alan; Ilic, Dragan

    2014-12-01

    Social Networking Sites (SNS) have seen exponential growth in recent years. The high utilisation of SNS by tertiary students makes them an attractive tool for educational institutions. This study aims to identify health professional students' use and behaviours with SNS, including students' perspectives on potential applications within health professional curricula. Students enrolled in an undergraduate physiotherapy program were invited to take part in an anonymous, online questionnaire at the end of 2012. The survey consisted of 20 items, gathering demographic data, information on current use of SNS, and opinions regarding the application of SNS into education. Both quantitative and qualitative data were gathered. A total of 142 students, from all years of study, completed the online questionnaire. Only two participants were not current users of social media. Facebook and YouTube had been utilised for educational purposes by 97 and 60 % of participants respectively; 85 % believed that SNS could benefit their learning experience. Only five respondents were not interested in following peers, academic staff, clinicians or professional associations on Facebook. Four key themes emerged: peer collaboration, need for separation between personal and professional realms, complimentary learning and enhanced communication. Students wish to make educational connections via SNS, yet expressed a strong desire to maintain privacy, and a distinction between personal and professional lives. Educational utilisation of SNS may improve communication speed and accessibility. Any educator involvement should be viewed with caution.

  5. Modular user interface design for integrated surgical workplaces.

    Science.gov (United States)

    Benzko, Julia; Krause, Lisa; Janß, Armin; Marschollek, Björn; Merz, Paul; Dell'Anna, Jasmin; Radermacher, Klaus

    2016-04-01

    Severe bottlenecks in usability and human technology interaction (HTI) of existing surgical workplaces and operating room (OR) equipment can occur today: lack of space, cable as trip hazard, communication problems between sterile and non-sterile staff, and operating errors in the handling of the medical devices. In fact, risks that are caused by poor usability can be critical, and studies show that most are preventable. This issue gets even more challenging in the context of open-OR networks regarding consistent and usable integration of user interfaces (UIs) of independently designed systems in one integrated surgical work system. In this work, a concept of generic UI profiles for the modular integration of a UI has been developed and first prototypes have been implemented. The concept is essentially based on the approach of device profiles developed in the context of the Bundesministerium für Bildung und Forschung project OR.NET (www.ornet.org). We developed generic UI profiles to map the different interfaces of the medical devices on an integrated surgical UI. The integrated UI design shall be automatically verified according to agreed usability criteria, guidelines, and human error taxonomies.

  6. 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.

  7. 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.

  8. The amount of ergonomics and user involvement in 151 design processes.

    Science.gov (United States)

    Kok, Barbara N E; Slegers, Karin; Vink, Peter

    2012-01-01

    Ergonomics, usability and user-centered design are terms that are well known among designers. Yet, products often seem to fail to meet the users' needs, resulting in a gap between expected and experienced usability. To understand the possible causes of this gap the actions taken by the designer during the design process are studied in this paper. This can show whether and how certain actions influence the user-friendliness of the design products. The aim of this research was to understand whether ergonomic principles and methods are included in the design process, whether users are involved in this process and whether the experience of the designer (in ergonomics/user involvement) has an effect on the end product usability. In this study the design processes of 151 tangible products of students in design were analyzed. It showed that in 75% of the cases some ergonomic principles were applied. User involvement was performed in only 1/3 of the design cases. Hardly any correlation was found between the designers' experience in ergonomic principles and the way they applied it and no correlations were found between the designers' experience in user involvement and the users' involvement in the design process.

  9. Designing Privacy Notices: Supporting User Understanding and Control

    Science.gov (United States)

    Kelley, Patrick Gage

    2013-01-01

    Users are increasingly expected to manage complex privacy settings in their normal online interactions. From shopping to social networks, users make decisions about sharing their personal information with corporations and contacts, frequently with little assistance. Current solutions require consumers to read long documents or go out of their way…

  10. Incorporating user motivations to design for video tagging

    NARCIS (Netherlands)

    Velsen, van Lex; Melenhorst, Mark

    2009-01-01

    User video tagging can enhance the indexing of large collections of videos, or can provide the basis for personalizing output. However, before the benefits of tagging can be reaped, users must be motivated to provide videos with tags. This article describes a two-stage study that aimed at collecting

  11. Personality and Social Influence Characteristic Affects on Ease of Use and Peer Influence of New Media Users Over Time

    Science.gov (United States)

    2011-03-01

    not straightforward when dealing with Level 1 variables of 2-level multilevel models ( MLM ). However, like OLS regression, centering is...straightforward in the centering of Level 2 variables of 2-level MLM (Enders & Tofighi, 2007). Therefore, the Level 2 47 predictors (e.g. individual...MEDIA USERS OVER TIME 5a. CONTRACT NUMBER 5b. GRANT NUMBER 5c. PROGRAM ELEMENT NUMBER 6. AUTHOR(S) Ho, David M., Captain, USAF 5d

  12. The "Known" in Known-Item Searches: Empirical Support for User-Centered Design.

    Science.gov (United States)

    Wildemuth, Barbara M.; O'Neill, Ann L.

    1995-01-01

    User-centered design of catalog records requires the study of user behaviors and cognition related to interaction with the catalog. During 3 phases of a pilot study, 103 catalog users described 386 searches; searchers generally knew the title, publication date, page numbers, and/or the author. (Author/AEF)

  13. 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

  14. Antecedents and Outcomes of Search Engines Loyalty: Designing a model of Iranian Users Loyalty

    Directory of Open Access Journals (Sweden)

    Alireza Hadadian

    2013-09-01

    Full Text Available This paper aims to design proposed model for search engine designers to promote loyalty levels of search engine users. This is a descriptive survey study. The statistical population of the research is composed of Ferdowsi University students. The sample size estimated to be 347. Data gathering instrument was a self administered questionnaire and structural equation modeling (SEM is used for the data analysis. Findings indicate that user communication affects user satisfaction significantly and negatively. Also in research final model search engine image, search engine perceived quality and search engine perceived value affects user satisfaction. Moreover, search engine perceived value affects user loyalty and verbal advertising directly. Also user satisfaction affects user loyalty directly. Finally user loyalty leads into high expected switching costs, search engine revisit and verbal advertising for search engines.

  15. 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

  16. 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.

  17. User-Centered Design of CHIL Services: Introduction

    Science.gov (United States)

    Pianesi, Fabio; Terken, Jacques

    Services, that is, organized sets of functionalities targeting users, are at the core of the CHIL enterprise. It is at this level, in fact, that the general vision - putting the computer in the loop of human interaction - is made concrete and enjoyable to the user; it is services that users see, interact with, and exploit to better achieve their objectives. In the conception of this book, services are neither simple collections of technologies, nor showcases aimed to concept-proof technological advances, nor integration add-ons.

  18. Project Portal User-Centered Design and Engineering Report

    Science.gov (United States)

    2016-06-01

    participants across the Center. Thirty-two SSC Pacific employees (civilian and enlisted) participated through randomized targeting of a diverse...working with different software solutions. These users inherently don’t trust the portal website. Because of this distrust , the users constantly need...how the interface should handle this situation was violated, leading to confusion and distrust in the interface to give the correct output. As

  19. FLOSS UX Design: An Analysis of User Experience Design in Firefox and OpenOffice.org

    Science.gov (United States)

    Bach, Paula M.; Carroll, John M.

    We describe two cases of open user experience (UX) design using the Firefox web browser and OpenOffice.org office suite as case studies. We analyze the social complexity of integrating UX practices into the two open source projects using activity awareness, a framework for understanding team performance in collective endeavors of significant scope, duration, and complexity. The facets of activity awareness are common ground, community of practice, social capital, and human development. We found that differences between the communities include different strategies for community building, UX status in the community, type of open UX design, and different ways to share information.

  20. The Development of a User Inclusion Strategy for CLCS Display Design

    Science.gov (United States)

    Jacko, Julie A.; Dixon, Max

    1997-01-01

    This report summarizes a ten week effort to evaluate the software development process in the Checkout and Launch Control System (CLCS) for the presence of user inclusion in the design operation. A background is presented that highlights the value of achieving usability through user inclusion, progress-to-date is described, and future work is suggested so that a user inclusive design environment can be accomplished.

  1. System Level Analysis of Dynamic User-Centric Scheduling for a Flexible 5G Design

    DEFF Research Database (Denmark)

    Pedersen, Klaus I.; Niparko, Maciej; Steiner, Jens;

    2016-01-01

    In this paper we present our latest findings on dynamic user-centric scheduling for a flexible 5G radio design, capable of serving users with highly diverse QoS requirements. The benefits of being able to schedule users with different transmission time intervals (TTIs) are demonstrated...... to the conclusion that a future 5G design shall include support for dynamic scheduling with different TTI sizes to achieve the best performance....

  2. 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

    , 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...

  3. 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

    . 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...

  4. The Utility of Computer Tracking Tools for User-Centered Design.

    Science.gov (United States)

    Gay, Geri; Mazur, Joan

    1993-01-01

    Describes tracking tools used by designers and users to evaluate the efficacy of hypermedia systems. Highlights include human-computer interaction research; tracking tools and user-centered design; and three examples from the Interactive Multimedia Group at Cornell University that illustrate uses of various tracking tools. (27 references) (LRW)

  5. Individual Differences and the Conundrums of User-Centered Design: Two Experiments.

    Science.gov (United States)

    Allen, Bryce

    2000-01-01

    Discusses individual differences between users of information systems that can influence search performance, and describes two experiments that addressed user-centered design of information systems. Highlights include interaction between cognitive abilities and design features; compensation and capitalization perspectives; recall and precision;…

  6. ‘Include’, a Toolbox of User Research for Inclusive Design

    NARCIS (Netherlands)

    Zoon, Hanna; Cremers, Anita (A.H.M.); Eggen, Barry

    2014-01-01

    In order to empower more people to become more selfreliant in society, interactive products and services should better match the skills and values of diverse user groups. In inclusive design, relevant end-user groups are involved early on and throughout the design and development process, leading to

  7. A living laboratory approach in the design of the user requirements ...

    African Journals Online (AJOL)

    A living laboratory approach in the design of the user requirements of a spatial .... that have some systems design or ... breakthrough concepts and test the potential ... complete. The living-lab concept ...... distributed mobile networking testbed.

  8. 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.

  9. 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.

  10. A methodology for connecting user centered design (UCD) with eco-design. The possibility of migration of products to services based on the user acceptance.

    Science.gov (United States)

    Alejandro, Rodea Chávez; Colin, Lucila Mercado

    2012-01-01

    The consumer products generation is one of the main engines that fuel the planet's environmental problems, reduction of environmental impacts associated with the products has been studied from various aspects between them, the supply of products for public consumption instead of private, seeking to meet the needs of the community by establishing programs for sharing single product. It has been detected a problematic issues linked to this strategy, where the user acceptance of this new way of living together with the products must be achieved. The arguments here presented seek to identify user perception of such proposals and their possible acceptance throughout strategies from the User Centered Design (UCD).

  11. The Design of an User Controller for Intelligent Home

    Institute of Scientific and Technical Information of China (English)

    2002-01-01

    This paper introduced the idea of an user controller for intelligent home. The controller could be used to intelligent hone in simple structure and a low cost. An fault-tolerance routine is simple and reliable. In EEPROM AT24C16, data is saved three times refraining from losing.

  12. Catching a Catfish: Constructing the ‘good’ social media user in reality television

    OpenAIRE

    Lovelock, Michael

    2016-01-01

    This article interrogates the cultural work of ‘old’ media texts which take social media use as a narrative focus. Employing the MTV reality show Catfish: The TV Show as a case study, I argue that, in this program, the specific conventions of reality television - authenticity, confession and self-realization – work to produce and circulate normative scripts of “appropriate” and “inappropriate” ways to articulate the self on social media, which align with reality TV’s established investment in...

  13. Taking transition into account: designing with pre-users of medical devices

    DEFF Research Database (Denmark)

    Kelly, Janet; Matthews, Ben

    2010-01-01

    of the product. We present a case study that documents how we worked with pre-users of two different types of medical technologies: hearing aids and insulin injection devices. Pre-users are people who do not currently use these products, but who are in a life situation for which these technologies may...... be prescribed sometime in the future, judging by their current medical condition. This paper distinguishes pre-users from other types of users commonly involved in participatory design. We exemplify how they can contribute to design activities through the case. We discuss relevant methods for their involvement...

  14. 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 (Psocial media data sources for e-cigarette research. These

  15. 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

    Abstract.  The paper presents results from design of a user interface for a Computerised Clinical Decision Support System (CSSS). The ambition has been to design Human-Computer Interaction that can minimise medication errors. Through an iterative design process a digital prototype for prescription...... 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...

  16. 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.

  17. 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

  18. Strategic Learning and Robust Protocol Design for Online Communities with Selfish Users

    CERN Document Server

    Zhang, Yu

    2011-01-01

    This paper focuses on analyzing the free-riding behavior of self-interested users in online communities. Hence, traditional optimization methods for communities composed of compliant users such as network utility maximization cannot be applied here. In our prior work, we show how social reciprocation protocols can be designed in online communities which have populations consisting of a continuum of users and are stationary under stochastic permutations. Under these assumptions, we are able to prove that users voluntarily comply with the pre-determined social norms and cooperate with other users in the community by providing their services. In this paper, we generalize the study by analyzing the interactions of self-interested users in online communities with finite populations and are not stationary. To optimize their long-term performance based on their knowledge, users adapt their strategies to play their best response by solving individual stochastic control problems. The best-response dynamic introduces a...

  19. 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.

  20. 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

    Abstract.  The paper presents results from design of a user interface for a Computerised Clinical Decision Support System (CSSS). The ambition has been to design Human-Computer Interaction that can minimise medication errors. Through an iterative design process a digital prototype for prescription...... 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....

  1. Market design : Common Nordic end-user market

    Energy Technology Data Exchange (ETDEWEB)

    2009-07-01

    No later than 2015, suppliers in the Nordic countries should be able to offer electricity to consumers in any Nordic country on equal terms. In this report NordREG has analyzed the present situation in the Nordic countries and identified the issues that should be harmonised in order to establish a common Nordic end-user market. In this report NordREG also suggests an indicative road map for the implementation process. (Author)

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

    OpenAIRE

    2015-01-01

    Background: Wheelchairs provide mobility that can enhance function and community integration. Function in a wheelchair is influenced by wheelchair design.Objectives: To explore the impact of wheelchair design on user function and the variables that guided wheelchair prescription in the study setting.Method: 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 S...

  3. 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

    2017-01-01

    Background 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. Objective 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. Methods 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. Results 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 (Pmined findings could

  4. EFNEP graduates' perspectives on social media to supplement nutrition education: focus group findings from active users.

    Science.gov (United States)

    Leak, Tashara M; Benavente, Lisa; Goodell, L Suzanne; Lassiter, Annie; Jones, Lorelei; Bowen, Sarah

    2014-01-01

    To identify ways to effectively use social media to communicate nutrition-related information to low-income populations. The authors conducted 4 focus groups with female Expanded Food and Nutrition Education Program graduates who used social media at least twice a week (n = 26 total). Transcripts were analyzed using the constant comparative method to identify key themes. For participants, page content, page maintenance, and networking opportunities with others were important aspects of a nutrition education social media page. Trust emerged as a central theme, because participants expressed a need for reliable information from known, credible sources and safe places to share ideas. Using social media to provide nutrition-related messages may be an effective way to encourage sustained positive behavior changes resulting from educational programming and to engage participants beyond class time. Establishing the trustworthiness of the social media site is essential to its use among low-income participants. Copyright © 2014 Society for Nutrition Education and Behavior. Published by Elsevier Inc. All rights reserved.

  5. 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.

  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. Designing an ergonomics backpack for student aged 7-9 with user centred design approach.

    Science.gov (United States)

    Amiri, Mahdie; Dezfooli, Mohsen Safar; Mortezaei, Seyed Reza

    2012-01-01

    Researches explored that backpacks are the most common means of carrying school supplies for students. Carrying heavy backpacks causes a wide range of disorders such as musculoskeletal disorders and postural malfunction. User Centered Design has proven its suitability to produce high efficient products with the most adaptability to consumer demands. This approach combined with consideration of normal standards and ergonomics features, with the recognition of children's needs and requirements, has been used in this research to prepare an initial design of a backpack. After that, its prototype was manufactured. The backpack was tested by 120 elementary students in three steps of form, ergonomics and load sense. A redesign was performed that has applied the results of the test run. Results showed that this new backpack can considerably reduce the effective loads on the shoulders, back and neck.

  8. 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...... elides the differences in methods that are available and appropriate to designers in the respective fields. The demands required by strategies such as co-creation, focus groups, cultural probes and even simple interviewing can be above the capacities of the users of AT. Yet the impairments of ill...

  9. Learning Objects: A User-Centered Design Process

    Science.gov (United States)

    Branon, Rovy F., III

    2011-01-01

    Design research systematically creates or improves processes, products, and programs through an iterative progression connecting practice and theory (Reinking, 2008; van den Akker, 2006). Developing a new instructional systems design (ISD) processes through design research is necessary when new technologies emerge that challenge existing practices…

  10. Usability Testing, User-Centered Design, and LibGuides Subject Guides: A Case Study

    Science.gov (United States)

    Sonsteby, Alec; DeJonghe, Jennifer

    2013-01-01

    Usability testing has become a routine way for many libraries to ensure that their Web presence is user-friendly and accessible. At the same time, popular subject guide creation systems, such as LibGuides, decentralize Web content creation and put authorship into the hands of librarians who may not be trained in user-centered design principles. At…

  11. 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…

  12. 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

    Web 2.0 technologies and the rapid emergence of virtual user communities have created new challenges and opportunities for producer firms. The challenges concern the problem of idea overload when a large number of users are empowered to develop their own design creations. At the same time, opport...

  13. 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 inf

  14. Introduction to the special section: Designing a better user experience for self-service systems

    NARCIS (Netherlands)

    van der Geest, Thea; Ramey, J.; Rosenbaum, S.; van Velsen, Lex Stefan

    2013-01-01

    June 2013 issue of IEEE Transactions on Professional Communication features a special section on 'Designing a Better User Experience for Self-Service Systems'. Self-service systems offers the users the benefit of 24/7 access to an ever-growing range of services and perhaps also a strong sense of

  15. Three approaches to take the user perspective into account during new product design

    NARCIS (Netherlands)

    Pals, N.; Steen, M.G.D.; Langley, D.J.; Kort, J.

    2008-01-01

    This paper addresses three different approaches which can be employed to adequately answer different questions faced by product developers. These approaches differ in the ways users themselves are involved in developing the "real" user perspective. In participatory design, products and product conce

  16. Introduction to the special section: Designing a better user experience for self-service systems

    NARCIS (Netherlands)

    Geest, van der T.M.; Ramey, J.; Rosenbaum, S.; Velsen, van L.S.

    2013-01-01

    June 2013 issue of IEEE Transactions on Professional Communication features a special section on 'Designing a Better User Experience for Self-Service Systems'. Self-service systems offers the users the benefit of 24/7 access to an ever-growing range of services and perhaps also a strong sense of aut

  17. 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…

  18. A Study in User Centered Design and Evaluation of Mental Tasks for BCI

    NARCIS (Netherlands)

    Plass-Oude Bos, Danny; Poel, Mannes; Nijholt, Anton; Lee, Kuo-Tien; Tsai, Wen-Hsiang; Liao, Hong-Yuan Mark; Chen, Tsuhan; Hsieh, Jun-Wei; Tseng, Chien-Cheng

    2011-01-01

    Current brain-computer interfacing (BCI) research focuses on detection performance, speed, and bit rates. However, this is only a small part of what is important to the user. From human-computer interaction (HCI) research, we can apply the paradigms of user-centered design and evaluation, to improve

  19. Layout design of user interface components with multiple objectives

    Directory of Open Access Journals (Sweden)

    Peer S.K.

    2004-01-01

    Full Text Available A multi-goal layout problem may be formulated as a Quadratic Assignment model, considering multiple goals (or factors, both qualitative and quantitative in the objective function. The facilities layout problem, in general, varies from the location and layout of facilities in manufacturing plant to the location and layout of textual and graphical user interface components in the human–computer interface. In this paper, we propose two alternate mathematical approaches to the single-objective layout model. The first one presents a multi-goal user interface component layout problem, considering the distance-weighted sum of congruent objectives of closeness relationships and the interactions. The second one considers the distance-weighted sum of congruent objectives of normalized weighted closeness relationships and normalized weighted interactions. The results of first approach are compared with that of an existing single objective model for example task under consideration. Then, the results of first approach and second approach of the proposed model are compared for the example task under consideration.

  20. 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.

  1. Enhancing user experience through web design : case: Shoppire

    OpenAIRE

    Luu, Minh Thuy

    2016-01-01

    Since the beginnings, the internet has gone through several stages of developments and many people currently have daily internet access on various devices. This has lead to the creation of UX design, which studies human behavior when interacting with a program or device. UX design has since been a phenomenon which attracted the attention of many people. According to LinkedIn stats, there are currently over 900,000 UX Designers on the LinkedIn network worldwide. The digitalization of serv...

  2. Simple Tips for Helping Students Become Safer, Smarter Social Media Users

    Science.gov (United States)

    Agosto, Denise E.; Abbas, June

    2016-01-01

    In thinking about teens and online risks, school librarians need to know researchers generally agree that, despite the popular image of pedophiles and criminals lurking online waiting to harm innocent young people, in reality social media use is only about as risky as most everyday social interactions in the offline world (Agosto and Abbas 2013).…

  3. 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.

  4. A Formal Approach to User Interface Design using Hybrid System Theory Project

    Data.gov (United States)

    National Aeronautics and Space Administration — Optimal Synthesis Inc.(OSI) proposes to develop an aiding tool for user interface design that is based on mathematical formalism of hybrid system theory. The...

  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...

  6. Cognitive Awareness Prototype Development on User Interface Design

    Science.gov (United States)

    Rosli, D'oria Islamiah

    2015-01-01

    Human error is a crucial problem in manufacturing industries. Due to the misinterpretation of information on interface system design, accidents or death may occur at workplace. Lack of human cognition criteria in interface system design is also one of the contributions to the failure in using the system effectively. Therefore, this paper describes…

  7. Interactive methods to involve users into workspace design process

    DEFF Research Database (Denmark)

    Souza da Conceição, Carolina; Broberg, Ole; Banke, Palle

    2013-01-01

    This paper addresses the question of whether the use of a combination of interactive methods involving workers can lead to a useful input to the (re)design of their workspace. The workbook and the layout design game methods were tested, and a comparison between their use and the ergonomic analysis...

  8. Assimilation of Usability Engineering and User-Centered Design using Agile Software Development Approach

    Directory of Open Access Journals (Sweden)

    Hina Iqbal

    2014-10-01

    Full Text Available Various agile software development methodologies, since their commencement, encouraged the development of high quality software product. Quality of a product is the compelling trait that plays a vital role in any product's success. Usability engineering and User centered design are user-centered approaches, covering the customer's concerns. The way these approaches are understood and carried out with agile practices is not properly understood and adopted till now. For software applications to be usable and valuable it is necessary to understand the correct user requirements in order to develop the interface that is usable and valuable to the customer. In this research work, we are discussing the scrum approach of agile development and integrate this with the usability engineering and user centered design approaches which helps the agile development team to understand usability demand of users and develop a product according to their expectations.

  9. Bridging user-centered design and requirements engineering with GRL and persona cases

    OpenAIRE

    Faily, Sharmal

    2011-01-01

    Despite the large body of i* research, there has been com- paratively little work on how goal-modelling techniques can help identify usability concerns. Recent work has considered how goal models might better integrate with User-Centered Design. This paper takes an alterna- tive perspective by examining how work in User-Centered Design, specifi- cally Persona Cases, can be re-framed as goal models. We briefly describe an approach for doing this, and present some preliminary results from apply...

  10. Suicide Communication on Social Media and Its Psychological Mechanisms: An Examination of Chinese Microblog Users.

    Science.gov (United States)

    Cheng, Qijin; Kwok, Chi Leung; Zhu, Tingshao; Guan, Li; Yip, Paul S F

    2015-09-11

    This study aims to examine the characteristics of people who talk about suicide on Chinese microblogs (referred to as Weibo suicide communication (WSC)), and the psychological antecedents of such behaviors. An online survey was conducted on Weibo users. Differences in psychological and social demographic characteristics between those who exhibited WSC and those who did not were examined. Three theoretical models were proposed to explain the psychological mechanisms of WSC and their fitness was examined by Structural Equation Modeling (SEM). 12.03% of our respondents exhibited WSC in the past 12 months. The WSC group was significantly younger and less educated, preferred using blogs and online forums for expressing themselves, and reported significantly greater suicide ideation, negative affectivity, and vulnerable personality compared to non-WSC users. SEM examinations found that Weibo users with higher negative affectivity or/and suicidal ideation, who were also using blogs and forums more, exhibited a significantly higher possibility of WSC. Weibo users who are at greater suicide risk are more likely to talk about suicide on Weibo. WSC is a sign of negative affectivity or suicide ideation, and should be responded to with emotional support and suicide prevention services.

  11. Suicide Communication on Social Media and Its Psychological Mechanisms: An Examination of Chinese Microblog Users

    Science.gov (United States)

    Cheng, Qijin; Kwok, Chi Leung; Zhu, Tingshao; Guan, Li; Yip, Paul S. F.

    2015-01-01

    Background: This study aims to examine the characteristics of people who talk about suicide on Chinese microblogs (referred to as Weibo suicide communication (WSC)), and the psychological antecedents of such behaviors. Methods: An online survey was conducted on Weibo users. Differences in psychological and social demographic characteristics between those who exhibited WSC and those who did not were examined. Three theoretical models were proposed to explain the psychological mechanisms of WSC and their fitness was examined by Structural Equation Modeling (SEM). Results: 12.03% of our respondents exhibited WSC in the past 12 months. The WSC group was significantly younger and less educated, preferred using blogs and online forums for expressing themselves, and reported significantly greater suicide ideation, negative affectivity, and vulnerable personality compared to non-WSC users. SEM examinations found that Weibo users with higher negative affectivity or/and suicidal ideation, who were also using blogs and forums more, exhibited a significantly higher possibility of WSC. Conclusion: Weibo users who are at greater suicide risk are more likely to talk about suicide on Weibo. WSC is a sign of negative affectivity or suicide ideation, and should be responded to with emotional support and suicide prevention services. PMID:26378566

  12. 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.

  13. Design Guidelines for Graduate Program Social Media Use

    Science.gov (United States)

    Rosenberg, Joshua M.; Terry, Colin A.; Bell, John; Hiltz, Virginia; Russo, Tracy E.

    2016-01-01

    Social media provides a promising platform for members of informal and formal educational communities to build community, collaborate, and support institutional goals such as student recruitment. Despite burgeoning research on the educational uses of social media, we are not aware of any to guide graduate program social media use. In order to…

  14. 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

    2013-10-01

    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.

  15. 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.

  16. 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.

  17. User-Centered Design of Health Care Software Development: Towards a Cultural Change.

    Science.gov (United States)

    Stanziola, Enrique; Uznayo, María Quispe; Ortiz, Juan Marcos; Simón, Mariana; Otero, Carlos; Campos, Fernando; Luna, Daniel

    2015-01-01

    Health care software gets better user efficiency, efficacy and satisfaction when the software is designed with their users' needs taken into account. However, it is not trivial to change the practice of software development to adopt user-centered design. In order to produce this change in the Health Informatics Department of the Hospital Italiano de Buenos Aires, a plan was devised and implemented. The article presents the steps of the plan, shows how the steps were carried on, and reflects on the lessons learned through the process.

  18. 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...

  19. 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...

  20. User-Centered Design and Usability Testing of a Web Site: An Illustrative Case Study.

    Science.gov (United States)

    Corry, Michael D.; Frick, Theodore W.; Hansen, Lisa

    1997-01-01

    Presents an overview of user-centered design and usability testing. Describes a Web site evaluation project at a university, the iterative process of rapid prototyping and usability testing, and how the findings helped to improve the design. Discusses recommendations for university Web site design and reflects on problems faced in usability…

  1. From design education to user-driven innovation and back again

    DEFF Research Database (Denmark)

    Tollestrup, Christian; Eriksen, Kaare

    2012-01-01

    with a very condensed ToolKit for user-driven innovation based on Design Thinking. Part of the ToolKit was then used in a course for 3rd semester Industrial Design students to investigate whether these tools also could be used to introduce design students to basic methods. The methods range from observation...

  2. SYNCH: A program for design and analysis of synchrotrons and beamlines -- user`s guide

    Energy Technology Data Exchange (ETDEWEB)

    Garren, A.A.; Kenney, A.S.; Courant, E.D.; Russell, A.D.; Syphers, M.J.

    1993-12-31

    SYNCH is a computer program for use in the design and analysis of synchrotrons, storage rings, and beamlines. It has a large repertoire of commands that can be accessed in a flexible way. The input statements and the results of the calculations they invoke are saved in an internal database so that this information may be shared by other statements. SYNCH is the first accelerator program to organize its input in the form of a language. The statements, which resemble sentences, provide a natural way of describing lattices and invoking relevant calculations. The organization of the program is modular, so that it has been possible to expand its capabilities progressively.

  3. SYNCH: A program for design and analysis of synchrotrons and beamlines -- user`s guide

    Energy Technology Data Exchange (ETDEWEB)

    Garren, A.A.; Kenney, A.S.; Courant, E.D.; Russell, A.D.; Syphers, M.J.

    1993-12-31

    SYNCH is a computer program for use in the design and analysis of synchrotrons, storage rings, and beamlines. It has a large repertoire of commands that can be accessed in a flexible way. The input statements and the results of the calculations they invoke are saved in an internal database so that this information may be shared by other statements. SYNCH is the first accelerator program to organize its input in the form of a language. The statements, which resemble sentences, provide a natural way of describing lattices and invoking relevant calculations. The organization of the program is modular, so that it has been possible to expand its capabilities progressively.

  4. Designing the Mobile Web: Guidelines for User Interactionand Experience

    OpenAIRE

    Ring, Lisa

    2013-01-01

    The area of mobile web is evolving rapidly but there are still no consensus regarding recommendations or best practices within the topic. Therefore this thesis is focused on interaction design within mobile web and compiles many dierent theories into guidelines for mobileweb design. The thesis may also be used as a foundation when deciding whether to developa native mobile application or a mobile adapted web application, or when choosing betweena separate mobile web application and a responsi...

  5. The Conceptual Idea of Online Social Media Site (SMS) User Account Penetration Testing System

    OpenAIRE

    Chockalingam, Sabarathinam; Lallie, Harjinder Singh

    2014-01-01

    Social Media Site (SMS) usage has grown rapidly in the last few years. This sudden increase in SMS usage creates an opportunity for data leakage which could compromise personal and/or professional life. In this work, we have reviewed traditional penetration testing process and discussed the failures of traditional penetration testing process to test the 'People' layer of Simple Enterprise Security Architecture (SESA) model. In order to overcome these failures, we have developed the conceptual...

  6. The Enzyme Portal: a case study in applying user-centred design methods in bioinformatics.

    Science.gov (United States)

    de Matos, Paula; Cham, Jennifer A; Cao, Hong; Alcántara, Rafael; Rowland, Francis; Lopez, Rodrigo; Steinbeck, Christoph

    2013-03-20

    User-centred design (UCD) is a type of user interface design in which the needs and desires of users are taken into account at each stage of the design process for a service or product; often for software applications and websites. Its goal is to facilitate the design of software that is both useful and easy to use. To achieve this, you must characterise users' requirements, design suitable interactions to meet their needs, and test your designs using prototypes and real life scenarios.For bioinformatics, there is little practical information available regarding how to carry out UCD in practice. To address this we describe a complete, multi-stage UCD process used for creating a new bioinformatics resource for integrating enzyme information, called the Enzyme Portal (http://www.ebi.ac.uk/enzymeportal). This freely-available service mines and displays data about proteins with enzymatic activity from public repositories via a single search, and includes biochemical reactions, biological pathways, small molecule chemistry, disease information, 3D protein structures and relevant scientific literature.We employed several UCD techniques, including: persona development, interviews, 'canvas sort' card sorting, user workflows, usability testing and others. Our hope is that this case study will motivate the reader to apply similar UCD approaches to their own software design for bioinformatics. Indeed, we found the benefits included more effective decision-making for design ideas and technologies; enhanced team-working and communication; cost effectiveness; and ultimately a service that more closely meets the needs of our target audience.

  7. Icon and user interface design for emergency medical information systems: a case study.

    Science.gov (United States)

    Salman, Y Batu; Cheng, Hong-In; Patterson, Patrick E

    2012-01-01

    A usable medical information system should allow for reliable and accurate interaction between users and the system in emergencies. A participatory design approach was used to develop a medical information system in two Turkish hospitals. The process consisted of task and user analysis, an icon design survey, initial icon design, final icon design and evaluation, and installation of the iconic medical information system with the icons. We observed work sites to note working processes and tasks related to the information system and interviewed medical personnel. Emergency personnel then participated in the design process to develop a usable graphical user interface, by drawing icon sketches for 23 selected tasks. Similar sketches were requested for specific tasks such as family medical history, contact information, translation, addiction, required inspections, requests and applications, and nurse observations. The sketches were analyzed and redesigned into computer icons by professional designers and the research team. A second group of physicians and nurses then tested the understandability of the icons. The user interface layout was examined and evaluated by system users, followed by the system's installation. Medical personnel reported the participatory design process was interesting and believed the resulting designs would be more familiar and friendlier.

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

    Science.gov (United States)

    Dekker, Maria R; Williams, Alishia D

    2017-09-28

    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.

  9. 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.

  10. User input in iterative design for prevention product development: leveraging interdisciplinary methods to optimize effectiveness.

    Science.gov (United States)

    Guthrie, Kate M; Rosen, Rochelle K; Vargas, Sara E; Guillen, Melissa; Steger, Arielle L; Getz, Melissa L; Smith, Kelley A; Ramirez, Jaime J; Kojic, Erna M

    2017-06-26

    The development of HIV-preventive topical vaginal microbicides has been challenged by a lack of sufficient adherence in later stage clinical trials to confidently evaluate effectiveness. This dilemma has highlighted the need to integrate translational research earlier in the drug development process, essentially applying behavioral science to facilitate the advances of basic science with respect to the uptake and use of biomedical prevention technologies. In the last several years, there has been an increasing recognition that the user experience, specifically the sensory experience, as well as the role of meaning-making elicited by those sensations, may play a more substantive role than previously thought. Importantly, the role of the user-their sensory perceptions, their judgements of those experiences, and their willingness to use a product-is critical in product uptake and consistent use post-marketing, ultimately realizing gains in global public health. Specifically, a successful prevention product requires an efficacious drug, an efficient drug delivery system, and an effective user. We present an integrated iterative drug development and user experience evaluation method to illustrate how user-centered formulation design can be iterated from the early stages of preclinical development to leverage the user experience. Integrating the user and their product experiences into the formulation design process may help optimize both the efficiency of drug delivery and the effectiveness of the user.

  11. 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

    , 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...... use of design techniques and models that employ the notion of interaction space. This design effort departed from the task models in an object-oriented model of the users’ problem and application domains. The lessons learned emphasize that the notion of interactions spaces is a useful abstraction...

  12. A Survey of User-Centered System Design for Supporting Online Collaborative Writing

    Directory of Open Access Journals (Sweden)

    Nani Sri Handayani

    2013-08-01

    Full Text Available Collaborative Writing (CW is a new emerging issue in education that must be addressed interdisciplinary. Nowadays there are a lot soft ware that can be use to support and enhance the collaboration in group writing. This paper presents the discussion about the recent user centre system design for supporting collaborative writing. Based on the taxonomy and collaborative writing and the problems appear in collaborative writing, we will proposed the required design of the User-Centered System Design (UCSD for CW software. The last part of this paper will be dedicated to examine the recent available CW soft wares based on the required designed proposed

  13. Deep learning for constructing microblog behavior representation to identify social media user's personality

    OpenAIRE

    Liu, Xiaoqian; Zhu, Tingshao

    2016-01-01

    Due to the rapid development of information technology, Internet has become part of everyday life gradually. People would like to communicate with friends to share their opinions on social networks. The diverse social network behavior is an ideal users' personality traits reflection. Existing behavior analysis methods for personality prediction mostly extract behavior attributes with heuristic. Although they work fairly well, but it is hard to extend and maintain. In this paper, for personali...

  14. 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.

  15. Design of User Interface for Tractor Cab Real-time Information Management System

    Institute of Scientific and Technical Information of China (English)

    Weiwei ZHOU; Yang LU; Chunxia JIANG; Zhixiong LU; Wenxin JIN

    2015-01-01

    In this paper,the user interface of tractor cab real-time information management system was designed. Based on the principle of "user friendly",it reasonably arranged spatial position of information management system according to spatial distribution of tractor cab. Then,it analyzed operation habits and thinking ways of drivers,and formulated design principle meeting demands of drivers. Besides,it used LabView software to design user interface,including interface layout and interface design. User interface includes basic information interface,job information interface,camera monitoring interface,and fault diagnosis interface. Finally,it made evaluation of the user interface from color,indicator lamp,dial,and pointer. Results indicate that the designed user interface layout conforms to cognition mentality and operation habits and easy to get familiar and grasp; graphical interface is vivid and easy to stimulate pleasure of drivers in operation; interface color matching is coordinated; the layout of controls is hierarchical and logic,and operating mode is consistent with Windows system.

  16. 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

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

    DEFF Research Database (Denmark)

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

    2011-01-01

    Studying Standard and recommendations for lighting in hospital environment its often suggest a uniform light distribution to facilitate the needs of the staff. At the same time the standards recommend a lighting design supporting the patients feeling a homely and pleasant atmosphere, and point ou...

  18. User self-governance in a complex policy design for managing water commons in Japan

    Science.gov (United States)

    Sarker, Ashutosh; Itoh, Tadao; Kada, Ryohei; Abe, Takaki; Nakashima, Masahiro; Herath, Gamini

    2014-03-01

    Studies have typically emphasized one of three major policy alternatives-government (state) ownership, privatization, or user self-governance-to address overuse of “the commons” as a natural resource shared by many competing users. Studies tend to focus on each alternative separately. Government ownership or privatization is usually understood to undermine user self-governing institutional arrangements, while user self-governance has proved to be a very powerful policy alternative in managing the commons in many cases. An important research question arises as to whether a complex policy design can strengthen the competence of user self-governing institutional arrangements. This article defines a complex policy design as one that involves a mix of flexible policy alternatives rather than a rigid alternative to address overuse issues. Drawing on Japan's irrigation water management experience, this study demonstrates that when a complex policy design is tailored to facilitate user autonomy, it further strengthens user self-governance. The study provides scholars with insight into how self-governing institutional arrangements-which were primarily developed in the existing literature with the government's role assumed as absent or implicit-could be enhanced when the role is strategically explicit.

  19. 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......In this paper we describe an ICT-supported method, VIC-MET, to support innovative and creative end user participation in the building design process. We also describe the actual process used in the development of VIC-MET. The method was developed in cooperation between university and two major...... and with an individual setup depending on design context. VIC-MET has validated the need for enhanced methods to involve end-users of buildings in a collaborative/participative, creative and innovative building design process. The industry partners also appreciate the development, enhancement and extension of existing...

  20. MHTool User's Guide - Software for Manufactured Housing Structural Design

    Energy Technology Data Exchange (ETDEWEB)

    W. D. Richins

    2005-07-01

    Since the late 1990s, the Department of Energy's Idaho National Laboratory (INL) has worked with the US Department of Housing and Urban Development (HUD), the Manufactured Housing Institute (MHI), the National Institute of Standards and Technology (NIST), the National Science Foundation (NSF), and an industry committee to measure the response of manufactured housing to both artificial and natural wind loads and to develop a computational desktop tool to optimize the structural performance of manufactured housing to HUD Code loads. MHTool is the result of an 8-year intensive testing and verification effort using single and double section homes. MHTool is the first fully integrated structural analysis software package specifically designed for manufactured housing. To use MHTool, industry design engineers will enter information (geometries, materials, connection types, etc.) describing the structure of a manufactured home, creating a base model. Windows, doors, and interior walls can be added to the initial design. Engineers will input the loads required by the HUD Code (wind, snow loads, interior live loads, etc.) and run an embedded finite element solver to find walls or connections where stresses are either excessive or very low. The designer could, for example, substitute a less expensive and easier to install connection in areas with very low stress, then re-run the analysis for verification. If forces and stresses are still within HUD Code requirements, construction costs would be saved without sacrificing quality. Manufacturers can easily change geometries or component properties to optimize designs of various floor plans then submit MHTool input and output in place of calculations for DAPIA review. No change in the regulatory process is anticipated. MHTool, while not yet complete, is now ready for demonstration. The pre-BETA version (Build-16) was displayed at the 2005 National Congress & Expo for Manufactured & Modular Housing. Additional base models

  1. Transfer function design based on user selected samples for intuitive multivariate volume exploration

    KAUST Repository

    Zhou, Liang

    2013-02-01

    Multivariate volumetric datasets are important to both science and medicine. We propose a transfer function (TF) design approach based on user selected samples in the spatial domain to make multivariate volumetric data visualization more accessible for domain users. Specifically, the user starts the visualization by probing features of interest on slices and the data values are instantly queried by user selection. The queried sample values are then used to automatically and robustly generate high dimensional transfer functions (HDTFs) via kernel density estimation (KDE). Alternatively, 2D Gaussian TFs can be automatically generated in the dimensionality reduced space using these samples. With the extracted features rendered in the volume rendering view, the user can further refine these features using segmentation brushes. Interactivity is achieved in our system and different views are tightly linked. Use cases show that our system has been successfully applied for simulation and complicated seismic data sets. © 2013 IEEE.

  2. Limited Feedback Multi-Antenna Quantization Codebook Design-Part I: Single-User Channels

    CERN Document Server

    Khoshnevis, Behrouz

    2010-01-01

    In this two-part paper, we study the design and optimization of limited feedback single-user and multiuser systems with a multiple-antenna base station and single-antenna users. The design problem is cast in form of minimizing the average transmission power at the base station subject to the outage probability constraints at the users' side. The optimization is over the users' channel quantization codebooks and the transmission power control function at the base station. Our approach is based on fixing the outage scenarios in advance and transforming the design problem into a robust system design problem. The first part of the paper addresses the single-user system and the second part studies the multiuser case. For the single-user case, we start by showing that uniformly quantizing the channel magnitude in dB scale is asymptotically optimal, regardless of the magnitude distribution function. We derive the optimal uniform (in dB) channel magnitude codebook and combine it with a spatially uniform channel direc...

  3. 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.

  4. Using a bespoke situated digital kiosk to encourage user participation in healthcare environment design.

    Science.gov (United States)

    Mackrill, J; Marshall, P; Payne, S R; Dimitrokali, E; Cain, R

    2017-03-01

    Involving users through participation in healthcare service and environment design is growing. Existing approaches and toolkits for practitioners and researchers are often paper based involving workshops and other more traditional design approaches such as paper prototyping. The advent of digital technology provides the opportunity to explore new platforms for user participation. This paper presents results from three studies that used a bespoke situated user participation digital kiosk, engaging 33 users in investigating healthcare environment design. The studies, from primary and secondary care settings, allowed participant feedback on each environment and proved a novel, engaging "21st century" way to participate in the appraisal of the design process. The results point toward this as an exciting and growing area of research in developing not just a new method of user participation but also the technology that supports it. Limitations were noted in terms of data validity and engagement with the device. To guide the development of user participation using similar situated digital devices, key lessons and reflections are presented. Copyright © 2016 The Authors. Published by Elsevier Ltd.. All rights reserved.

  5. 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

    2016-09-06

    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.

  6. A RESEARCH ON PRESENTATION OF VIOLENCE IN SOCIAL MEDIA: OPINIONS OF FACEBOOK USERS

    Directory of Open Access Journals (Sweden)

    Gulsum Calisir

    2016-01-01

    Full Text Available Element of violence which was seen almost every day in all media but in no way could be prevented is reflecting a bitter side of life. Today that we called age of information, technology rapidly improved, and thanks to this there found solutions for a lot of matters, we are unfortunately are living violence more heavy day by day. Consequently, elements of violence lived are taking part in television and computer screens, and magazine and newspaper pages. Although it is an un approved and unwanted matter of fact, violence’s existing in life is keeping this phenomenon fresh in media’s agenda. It is known that there executed researches and studies about in what direction violence was presented in almost all units of media organs. In this study, how violence was used on Facebook that was used especially among young ones in last ten years and had high popularity had been searched. With this aim, a focus group study had been executed in November 2015 on university students. Information that representation of violence was done over Facebook had been obtained in the study. Violence done over Facebook is conceiving alienation, polarization and hate together with itself. As a consequence, shares done through Facebook can last with very close friends’ erasing each other from their personal Facebook pages in time, and this situation is called as violence.

  7. Professional SharePoint 2010 Branding and User Interface Design

    CERN Document Server

    Drisgill, Randy; Sanford, Jacob J; Stubbs, Paul; Riemann, Larry

    2010-01-01

    A must have guide for creating engaging and usable SharePoint 2010 brandingWith SharePoint 2010, Microsoft has provided a more robust environment for creating collaboration and content management sites that rival any of the popular websites on the internet. Creating a branded SharePoint site involves understanding both traditional web design techniques as well as topics that are typically reserved for developers. This book bridges that gap by not only providing expert guidance for creating beautiful public facing and internal intranet sites but it also addresses the needs of those readers that

  8. User-Centered Design (UCD) applied to the identification and modification of unsustainable practices.

    Science.gov (United States)

    Lucila, Mercado Colin; Alejandro, Rodea Chávez

    2012-01-01

    Metropolitan Autonomous University, Cuajimalpa Unit (UAM-C) has as one of its main themes, researching and teaching of sustainability. In it, the Bachelor of Design program considers among its teaching approaches those of User-Centered Design and Eco-design as important issues, this explains the interest in addressing the areas in which both approaches can be articulated to reduce unsustainable practices through the design of messages, environments and products.

  9. [Design and application of user managing system of cardiac remote monitoring network].

    Science.gov (United States)

    Chen, Shouqiang; Zhang, Jianmin; Yuan, Feng; Gao, Haiqing

    2007-12-01

    According to inpatient records, data managing demand of cardiac remote monitoring network and computer, this software was designed with relative database ACCESS. Its interface, operational button and menu were designed in VBA language assistantly. Its design included collective design, amity, practicability and compatibility. Its function consisted of registering, inquiring, statisticing and printing, et al. It could be used to manage users effectively and could be helpful to exerting important action of cardiac remote monitoring network in preventing cardiac-vascular emergency ulteriorly.

  10. 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.

  11. 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

    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......It has been widely reported that interactions with and expectations of technology differ across cultural contexts. Concepts such as ‘usability’ have shown to be context-dependent, thus user interfaces intuitive to one group of users appears counter-intuitive to the others. In an attempt to localise...... 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...

  12. Identification and Opinion Extraction throughUser Generated Content on Web Based Social Media

    Directory of Open Access Journals (Sweden)

    Dr. Deepak Arora,

    2014-06-01

    Full Text Available Nowadays internet is becoming a platform where different user can post there ideas and opinions. The social networking sites and blogs offer a wide variety of such informative text which can be used to establish or determine a mindset for a particular product, person or individual. These blogs can be used as a vast source of information through which one can predict opinion as well as planning for different business strategies. Due to huge amount of information there is always need of specific tool or approach to mine useful text called opinion. Authors have proposed an approach of mining and classification for different real time datasets gathered from various sources of information, freely available on internet. Authors have tested the approach over these datasets and found suitable results. In this paper we propose a method that classifies a user-generated content on the basis of positive, negative, neutral, double negative, negative positive, triple negative.Authors has proposed rules for analyzing ideas and tested against dataset using Naive Bayes and Support Vector machine (SVM model for accuracy and found best result 80.39 % for NB and 81.37 % for SVM.

  13. Social media users have different experiences, motivations, and quality of life.

    Science.gov (United States)

    Campisi, Jay; Folan, Denis; Diehl, Grace; Kable, Timothy; Rademeyer, Candice

    2015-08-30

    While the number of individuals participating in internet-based social networks has continued to rise, it is unclear how participating in social networks might influence quality of life (QOL). Individuals differ in their experiences, motivations for, and amount of time using internet-based social networks, therefore, we examined if individuals differing in social network user experiences, motivations and frequency of social network also differed in self-reported QOL. Two-hundred and thirty-seven individuals (aged 18-65) were recruited online using the online platform Mechanical Turk (MTurk). All participants completed a web-based survey examining social network use and the World Health Organization Quality of Life Scale Abbreviated Version (WHOQOL-Bref) to assess QOL. Individuals who reported positive associations with the use of social networks demonstrated higher QOL while those reporting negative associates demonstrated lower QOL. Moreover, individuals using social networks to stay connected to friends demonstrated higher QOL while those using social networking for dating purposes reported lower QOL. Frequency of social network use did not relate to QOL. These results suggest that QOL differs among social network users. Thus, participating in social networking may be a way to either promote or detract from QOL.

  14. 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,…

  15. 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,…

  16. Scenarios in User-Centered Design - Setting the Stage for Reflection and Action

    DEFF Research Database (Denmark)

    Bødker, Susanne

    1999-01-01

    This paper discusses three examples of scenario-use in user-centered design. The scenarios are used to support the tensions between reflection and action, between typical and critical situations, and between plus and minus situations. Emphasizing creativity in design is a very different view...... on the design process than normally represented in usability work or software/requirement engineering, where generalizing users' actions are much more important than the, in this paper, suggested richness of and contradiction between actual use situations. In general the paper proposes to attune scenarios...

  17. WEB ANALYTICS COMBINED WITH EYE TRACKING FOR SUCCESSFUL USER EXPERIENCE DESIGN: A CASE STUDY

    Directory of Open Access Journals (Sweden)

    Magdalena BORYS

    2016-12-01

    Full Text Available 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 analysis of participants’ behaviour during eye-tracking sessions allowed improvements of the prototype.

  18. 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.

  19. 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

    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...... as a boundary object of communication between designers and users, and the dedicated space of imagination, which in our case had the form of a time- and story-line running from observing own home to innovating present ways of knowing about electricity consumption....

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

    Energy Technology Data Exchange (ETDEWEB)

    Yeh, Gour-Tsyh [Pennsylvania State Univ., University Park, PA (United States). Dept. of Civil and Environmental Engineering; Carpenter, S.L. [Univ. of New Mexico, Albuquerque, NM (United States). Dept. of Earth and Planetary Sciences; Hopkins, P.L.; Siegel, M.D. [Sandia National Labs., Albuquerque, NM (United States)

    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{sup 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.

  1. User-Centered Design Guidelines for Collaborative Software for Intelligence Analysis

    Energy Technology Data Exchange (ETDEWEB)

    Scholtz, Jean; Endert, Alexander N.

    2014-08-01

    In this position paper we discuss the necessity of using User-Centered Design (UCD) methods in order to design collaborative software for the intelligence community. We present some standing issues in collaborative software based on existing work within the intelligence community. Based on this information we present opportunities to address some of these challenges.

  2. User-Centered Design Guidelines for Collaborative Software for Intelligence Analysis

    Energy Technology Data Exchange (ETDEWEB)

    Scholtz, Jean; Endert, Alexander

    2014-07-01

    In this position paper we discuss the necessity of using User-Centered Design (UCD) methods in order to design collaborative software for the intelligence community. We discuss a number of studies of collaboration in the intelligence community and use this information to provide some guidelines for collaboration software.

  3. 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

    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...

  4. Future user-product arrangements: combining product impact and scenarios in design for multi age success

    NARCIS (Netherlands)

    Dorrestijn, Steven; Voort, van der Mascha; Verbeek, Peter-Paul

    2014-01-01

    The presence of four generations in business and organisations and the prevalence of ever-evolving technology, pose questions for technology design; a much wider range of user-product arrangements needs to be forecast and designed for. To provide a theoretical framework that accommodates the need to

  5. New "persona" concept helps site designers cater to target user segments' needs.

    Science.gov (United States)

    2004-09-01

    Using the relatively new "persona" design concept, Web strategists create a set of archetypical user characters, each one representing one of their site's primary audiences. Then, as their site is constructed or upgraded, they champion the personas, arguing on their behalf and forcing the design team to take each audience's needs and wants into account.

  6. Material Agency In User-Centred Design Practices: High School Students Improvising (with) Smart Sensor Prototypes

    NARCIS (Netherlands)

    Sauer, S.

    2015-01-01

    This paper investigates (digital) materiality through an analysis of the "sociomaterial configuration" (Orlikowski 2009) of the participatory design project SensorLab (2010). In SensorLab, users were enrolled as designers: a group of high school students developed and tested smart pollution-sensing

  7. Material Agency In User-Centred Design Practices: High School Students Improvising (with) Smart Sensor Prototypes

    NARCIS (Netherlands)

    Sauer, S.

    2015-01-01

    This paper investigates (digital) materiality through an analysis of the "sociomaterial configuration" (Orlikowski 2009) of the participatory design project SensorLab (2010). In SensorLab, users were enrolled as designers: a group of high school students developed and tested smart pollution-sensing

  8. Future user-product arrangements: combining product impact and scenarios in design for multi age success

    NARCIS (Netherlands)

    Dorrestijn, Steven; van der Voort, Mascha C.; Verbeek, Peter P.C.C.

    2014-01-01

    The presence of four generations in business and organisations and the prevalence of ever-evolving technology, pose questions for technology design; a much wider range of user-product arrangements needs to be forecast and designed for. To provide a theoretical framework that accommodates the need to

  9. 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

  10. 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.

  11. 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.

  12. User Interface for 3D Visualization with Emphasis on Combined Voxel and Surface Representation: Design Report

    OpenAIRE

    Lyngset, Runar Ylvisåker

    2006-01-01

    The thesis presents a user interface design aimed at the scenario where a dual representation of a volume is desired in order to emphasize certain parts of a volume using surface graphics while the rest of the volume is rendered using direct volume rendering techniques. A typical situation in which this configuration can prove useful is when studying images acquired for medical purposes. Sometimes the user wants to identify and represent an organ using an opaque surface in an otherwise partly...

  13. Implementation of Hierarchical Task Analysis for User Interface Design in Drawing Application for Early Childhood Education

    National Research Council Canada - National Science Library

    Mira Kania Sabariah; Veronikha Effendy; Muhamad Fachmi Ichsan

    2016-01-01

    ... of learning and characteristics of early childhood (4-6 years). Based on the results, Hierarchical Task Analysis method generated a list of tasks that must be done in designing an user interface that represents the user experience in draw learning. Then by using the Heuristic Evaluation method the usability of the model has fulfilled a very good level of understanding and also it can be enhanced and produce a better model.

  14. A History of Instructional Design and Technology: Part I: A History of Instructional Media.

    Science.gov (United States)

    Reiser, Robert A.

    2001-01-01

    Discusses the history of the field of instructional design and technology in the United States. Includes a definition, major features, rational for using instructional design and technology as the label for the field, history of instructional media from 1900 to the present, effects media have had on instructional practices, and the effect…

  15. 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.

  16. Design of control adaptability system model for TV media organization structure

    Institute of Scientific and Technical Information of China (English)

    WANG Dong-dong; WANG Ya-lin; MA Tao

    2008-01-01

    To resolve the control adaptability problem of TV media in complex competitive environment, a con-trol system model of TV media organization structure was designed. Based on the designed system model for TV media organization structure, the relations among the main factors of the system constitution, missions, organi-zing decision entity, and carrying bodies were analyzed. By means of applying multi-objective decision method and complex control system theory, and combining the integration model of TV media organization structure, the basic model was concluded and the corresponding parameters were designed. The current organization process of TV media is analyzed by this model, which comes to the adaptability appearance with different parameters. The results indicate that the model can estimate current TV media organization structure for the chain appearance of communications and the correlation between platforms and policy-making agencies.

  17. Four principles for user interface design of computerised clinical decision support systems.

    Science.gov (United States)

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

    2011-01-01

    The paper presents results from a design research project of a user interface (UI) for a Computerised Clinical Decision Support System (CDSS). The ambition has been to design Human-Computer Interaction (HCI) that can minimise medication errors. Through an iterative design process a digital prototype for prescription of medicine has been developed. This paper presents results from the formative evaluation of the prototype conducted in a simulation laboratory with ten participating physicians. Data from the simulation is analysed by use of theory on how users perceive information. The conclusion is a model, which sum up four principles of interaction for design of CDSS. 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. The model emphasises integration of all four interaction principles 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.

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

    Directory of Open Access Journals (Sweden)

    Surona Visagie

    2015-02-01

    Full Text Available Background: Wheelchairs provide mobility that can enhance function and community integration. Function in a wheelchair is influenced by wheelchair design.Objectives: To explore the impact of wheelchair design on user function and the variables that guided wheelchair prescription in the study setting.Method: 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.Results: 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.Conclusion: 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.

  19. Murt user`s guide: A hybrid Lagrangian-Eulerian finite element model of multiple-pore-region solute transport through subsurface media

    Energy Technology Data Exchange (ETDEWEB)

    Gwo, J.P.; Jardine, P.M. [Oak Ridge National Lab., TN (United States); Yeh, G.T. [Pennsylvania State Univ., University Park, PA (United States) Department of Civil and Environmental Engineering; Wilson, G.V. [Tennessee Univ., Knoxville, TN (United States). Dept. of Plant and Soil Science

    1995-04-01

    Matrix diffusion, a diffusive mass transfer process,in the structured soils and geologic units at ORNL, is believe to be an important subsurface mass transfer mechanism; it may affect off-site movement of radioactive wastes and remediation of waste disposal sites by locally exchanging wastes between soil/rock matrix and macropores/fractures. Advective mass transfer also contributes to waste movement but is largely neglected by researchers. This report presents the first documented 2-D multiregion solute transport code (MURT) that incorporates not only diffusive but also advective mass transfer and can be applied to heterogeneous porous media under transient flow conditions. In this report, theoretical background is reviewed and the derivation of multiregion solute transport equations is presented. Similar to MURF (Gwo et al. 1994), a multiregion subsurface flow code, multiplepore domains as suggested by previous investigators (eg, Wilson and Luxmoore 1988) can be implemented in MURT. Transient or steady-state flow fields of the pore domains can be either calculated by MURF or by modelers. The mass transfer process is briefly discussed through a three-pore-region multiregion solute transport mechanism. Mass transfer equations that describe mass flux across pore region interfaces are also presented and parameters needed to calculate mass transfer coefficients detailed. Three applications of MURT (tracer injection problem, sensitivity analysis of advective and diffusive mass transfer, hillslope ponding infiltration and secondary source problem) were simulated and results discussed. Program structure of MURT and functions of MURT subroutiness are discussed so that users can adapt the code; guides for input data preparation are provided in appendices.

  20. Using event related potentials to identify a user's behavioural intention aroused by product form design.

    Science.gov (United States)

    Ding, Yi; Guo, Fu; Zhang, Xuefeng; Qu, Qingxing; Liu, Weilin

    2016-07-01

    The capacity of product form to arouse user's behavioural intention plays a decisive role in further user experience, even in purchase decision, while traditional methods rarely give a fully understanding of user experience evoked by product form, especially the feeling of anticipated use of product. Behavioural intention aroused by product form designs has not yet been investigated electrophysiologically. Hence event related potentials (ERPs) were applied to explore the process of behavioural intention when users browsed different smart phone form designs with brand and price not taken into account for mainly studying the brain activity evoked by variety of product forms. Smart phone pictures with different anticipated user experience were displayed with equiprobability randomly. Participants were asked to click the left mouse button when certain picture gave them a feeling of behavioural intention to interact with. The brain signal of each participant was recorded by Curry 7.0. The results show that pictures with an ability to arouse participants' behavioural intention for further experience can evoke enhanced N300 and LPPs (late positive potentials) in central-parietal, parietal and occipital regions. The scalp topography shows that central-parietal, parietal and occipital regions are more activated. The results indicate that the discrepancy of ERPs can reflect the neural activities of behavioural intention formed or not. Moreover, amplitude of ERPs occurred in corresponding brain areas can be used to measure user experience. The exploring of neural correlated with behavioural intention provide an accurate measurement method of user's perception and help marketers to know which product can arouse users' behavioural intention, maybe taken as an evaluating indicator of product design. Copyright © 2016 Elsevier Ltd and The Ergonomics Society. All rights reserved.

  1. Study on Human-product Interface Design Based on User-centered%User—centered产品人机交冱界面的设计探析

    Institute of Scientific and Technical Information of China (English)

    郭会娟; 汪海波

    2012-01-01

    Human-product interface is the platform and media of their interaction. The concept of user-centered design is upheld. On the one hand, user are all human, three levels of design guidelines of the physiology, cognition and spirit is put forward based on human common characteristics include physical, psychological and social attributes. On the other hand, user is interactive with a particular product. The method of researching user goal and user tasks is explored. Which include the multidisciplinary team make up of user research experts and product technology experts, the mechanism of user involving design team and user task analysis model of Role- Target-Event.%产品人机交互界面是人一产品交互的载体和媒介.本文基于“以用户为中心”的设计思想,一方面从用户是“人”的视角,考虑“人”的生理、心理及社会等共性属性和特征,提出user.centered产品人机交互界面生理、认知和精神三个层面的设计准则和系统框架;另一方面从用户是“使用者”的视角,探讨确定用户目标和用户任务的具体方法,主要有构建用户研究专家和产品技术专家组成跨学科团队的策略、用户参与设计的机制以及“角色一目标一事件”用户任务分析方法模型.

  2. A new design approach of user-centered design on a personal assistive bathing device for hemiplegia.

    Science.gov (United States)

    Ma, Min-Yuan; Wu, Fong-Gong; Chang, Ro-Han

    2007-07-30

    To move closer to the goal of independent living for stroke patients with hemiplegia, this study is to design an assistive bathing device approached from a User-Centred Design (UCD). Based on User-Centred Design methodology, a design process is adopted for this study. Observation and evaluation results from a Usability Context Analysis (UCA) are employed to improve the strengths, weaknesses, opportunities and threats (SWOT) and the matrix for matching the environmental threats and opportunities with company's weaknesses and especially it's strengths (TOWS), resulting in two assistive device (AD) design methods named AD-SWOT and AD-TOWS. Therefore, a new assistive device design process (AD-Design process) is proposed. A case study of stroke patients is conducted to practically apply the AD-Design process to the design of assistive bathing devices for stroke patients. By using the AD-Design process, three design concept orientations (AD-SO, AD-ST, AD-WO) were found for design concept generating from AD-TOWS. Four concepts for AD were decided and designed by the viewpoint of UCD. Finally, three ADs for bathing were tested by user-based assessment. And results showed the devices can help individuals clean case's body parts, such as case's backs and armpits that they were previously unable to clean independently. AD-design process could help a product designer to generate suitable design approaching from UCD. In this study, three ADs (Back Cleaning Board, Feet Cleaning and Single-Sided Elastic Bathing Belt) were designed for a stroke patient's individual bathing.

  3. Graphical user interface (GUI for design of passenger car suspension system using random road profile

    Directory of Open Access Journals (Sweden)

    Duna Tariq Yaseen

    2016-01-01

    Full Text Available In this paper, an Interactive approach has been introduced for the design of Passenger car suspension system subjected to random road profile, by building a graphical user interface (GUI, using Matlab/Guide has been presented. The aim of the work is to show the importance and usefulness of the developed GUI in designing and describing the dynamic behavior of car suspension system for different design criteria. Common problems in the field of design of suspension systems for the quarter-car passive model are analyzed. The result shows that the designed GUI is very convenient for engineers, analysts, and designers of car suspension systems.

  4. Design criteria for a PC-based common user interface to remote information systems

    Science.gov (United States)

    Dominick, Wayne D. (Editor); Hall, Philip P.

    1984-01-01

    A set of design criteria are presented which will allow the implementation of an interface to multiple remote information systems on a microcomputer. The focus of the design description is on providing the user with the functionality required to retrieve, store and manipulate data residing in remote information systems through the utilization of a standardized interface system. The intent is to spare the user from learning the details of retrieval from specific systems while retaining the full capabilities of each system. The system design includes multi-level capabilities to enhance usability by a wide range of users and utilizes microcomputer graphics capabilities where applicable. A data collection subsystem for evaluation purposes is also described.

  5. Bringing the Field into Focus: User-centered Design of a Patient Expertise Locator.

    Science.gov (United States)

    Civan-Hartzler, Andrea; McDonald, David W; Powell, Chris; Skeels, Meredith M; Mukai, Marlee; Pratt, Wanda

    2010-04-01

    Managing personal aspects of health is challenging for many patients, particularly those facing a serious condition such as cancer. Finding experienced patients, who can share their knowledge from managing a similar health situation, is of tremendous value. Users of health-related social software form a large base of such knowledge, yet these tools often lack features needed to locate peers with expertise. Informed directly by our field work with breast cancer patients, we designed a patient expertise locator for users of online health communities. Using feedback from two focus groups with breast cancer survivors, we took our design through two iterations. Focus groups concluded that expertise locating features proved useful for extending social software. They guided design enhancements by suggesting granular user control through (1) multiple mechanisms to identify expertise, (2) detailed user profiles to select expertise, and (3) varied collaboration levels. Our user-centered approach links field work to design through close collaboration with patients. By illustrating trade-offs made when sharing sensitive health information, our findings inform the incorporation of expertise locating features into social software for patients.

  6. 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.

  7. Contextmapping in Primary Design and Technology Education: A Fruitful Method to Develop Empathy for and Insight in User Needs

    Science.gov (United States)

    Klapwijk, Remke; Van Doorn, Fenne

    2015-01-01

    Human-centered design is of growing importance for professional designers and in the past two decades a series of techniques for designers to develop understanding of and empathy with a diversity of users has been developed within this field. In the second half of the twentieth century, intended users were involved late in the design process, i.e.…

  8. 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

    2017-04-28

    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.

  9. User Interface Design, Standards & Guidelines for Web Applications Based on Human Personality Types

    Directory of Open Access Journals (Sweden)

    Kasthuri Subaramaniam

    2011-01-01

    Full Text Available This paper discusses the standards and guidelines of user interface features in web-based applications for the different personality types of people. An overview of human computer interaction and human  personality types is described. LEONARD, Let’s Explore our personality type based on Openness (O, Neutral (N, Analytical (A, Relational (R and Decisive (D is the model used to determine the different personality types for this study. The purpose is to define user personality profiles and to establish guidelines for the graphical user interface. The personality inventory and a user interface questionnaire were administered to university students. Interview sessions were also conducted and parts of the interviews with the university students were used to validate the results obtained from the questionnaires. The analysis of the students' personality types identified five main groups. The results suggest that users do have definable expectations concerning the features of web applications. This profile served as basis for the guidelines of web features for the graphical user interface design for the particular user groups.

  10. Discrete Abstractions of Hybrid Systems: Verification of Safety and Application to User-Interface Design

    Science.gov (United States)

    Oishi, Meeko; Tomlin, Claire; Degani, Asaf

    2003-01-01

    Human interaction with complex hybrid systems involves the user, the automation's discrete mode logic, and the underlying continuous dynamics of the physical system. Often the user-interface of such systems displays a reduced set of information about the entire system. In safety-critical systems, how can we identify user-interface designs which do not have adequate information, or which may confuse the user? Here we describe a methodology, based on hybrid system analysis, to verify that a user-interface contains information necessary to safely complete a desired procedure or task. Verification within a hybrid framework allows us to account for the continuous dynamics underlying the simple, discrete representations displayed to the user. We provide two examples: a car traveling through a yellow light at an intersection and an aircraft autopilot in a landing/go-around maneuver. The examples demonstrate the general nature of this methodology, which is applicable to hybrid systems (not fully automated) which have operational constraints we can pose in terms of safety. This methodology differs from existing work in hybrid system verification in that we directly account for the user's interactions with the system.

  11. 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

  12. 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

  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. 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

    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...... in a municipality in Denmark. We follow both the caregivers and disabled people’s daily practices. By using Actor Network Theory we explore the socio-material settings and the design challenges. The theoretical concept of ‘script’ is used to investigate how the artifacts (beds) and the multiple users go through...

  15. 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......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...

  16. Interactive genetic algorithm for user-centered design of distributed conservation practices in a watershed: An examination of user preferences in objective space and user behavior

    Science.gov (United States)

    Piemonti, Adriana Debora; Babbar-Sebens, Meghna; Mukhopadhyay, Snehasis; Kleinberg, Austin

    2017-05-01

    Interactive Genetic Algorithms (IGA) are advanced human-in-the-loop optimization methods that enable humans to give feedback, based on their subjective and unquantified preferences and knowledge, during the algorithm's search process. While these methods are gaining popularity in multiple fields, there is a critical lack of data and analyses on (a) the nature of interactions of different humans with interfaces of decision support systems (DSS) that employ IGA in water resources planning problems and on (b) the effect of human feedback on the algorithm's ability to search for design alternatives desirable to end-users. In this paper, we present results and analyses of observational experiments in which different human participants (surrogates and stakeholders) interacted with an IGA-based, watershed DSS called WRESTORE to identify plans of conservation practices in a watershed. The main goal of this paper is to evaluate how the IGA adapts its search process in the objective space to a user's feedback, and identify whether any similarities exist in the objective space of plans found by different participants. Some participants focused on the entire watershed, while others focused only on specific local subbasins. Additionally, two different hydrology models were used to identify any potential differences in interactive search outcomes that could arise from differences in the numerical values of benefits displayed to participants. Results indicate that stakeholders, in comparison to their surrogates, were more likely to use multiple features of the DSS interface to collect information before giving feedback, and dissimilarities existed among participants in the objective space of design alternatives.

  17. How can weight-loss app designers' best engage and support users? A qualitative investigation.

    Science.gov (United States)

    Tang, Jason; Abraham, Charles; Stamp, Elena; Greaves, Colin

    2015-02-01

    This study explored young adults' experiences of using e-health internet-based computer or mobile phone applications (apps) and what they valued about those apps. A qualitative design was used. Semi-structured interviews were conducted with a community sample of 19 young adults who had used a publicly available phone or internet-based application. Transcripts were analysed using thematic analysis. Participants valued an attractive user interface. Structure, ease of use, personalised features and accessibility (including dual phone-computer access) were all important to participants and users indicated that continued use depended on these design features. Many believed that a focus on calorie counting was too limiting. Some users mentioned behaviour change strategies and known behaviour change techniques utilised by apps including; self-monitoring, goal setting and behavioural feedback. Only a few users reported positive changes in physical activity levels. Use of particular design features and application of evidence-based behaviour change techniques could optimise continued use and the effectiveness of internet/smart phone interventions. Statement of contribution What is already known on this subject? E-health is increasingly used to deliver weight loss/control programs. Most e-health programs have not been founded on evidence-based designs and it is unclear what features and functions users find useful or not so useful. What does this study add? Weight loss app users valued structure, ease of use, personalised features and accessibility. Goal setting and feedback on calorie intake/energy balance were the most widely used behaviour change techniques. Designers should consider an extensive food database, a food scanner, and provision of diaries. © 2014 The British Psychological Society.

  18. A Better Engineering Design: Low Cost Assistance Kit for Manual Wheelchair Users with Enhanced Obstacle Detection

    Directory of Open Access Journals (Sweden)

    Dryvendra

    2015-09-01

    Full Text Available This paper proposes a better engineering design of an assistance kit for manual wheelchair users. The design is aimed to enhance the detection of obstacles in the travelling path of the wheelchair user at low cost. This is facilitated by microcontroller and sensor technologies. The proposed design provides the intended user with obstacle detection, light detection, a light emitting diode (LED emergency light system, and an emergency alarm system. The microcontroller is the main controller that receives input from the sensors and produces output to the light crystal display (LCD screen, the LED emergency light system, and the emergency alarm system. An ultrasonic sensor is used to detect the presence of obstacles directly behind the wheelchair. If any obstacle exists behind the wheelchair within a set range, the system will alert the wheelchair user through different alarm sounds. In the case of absence of light, the LED emergency light system is activated and turns on a light source, which is attached to the wheelchair to provide a bright and clear path for the user. The distance between the obstacle and the wheelchair, and the status of the LED emergency light system are displayed on the LCD screen.

  19. Co-designing the next generation of home energy management systems with lead-users.

    Science.gov (United States)

    Peacock, Andrew D; Chaney, Joel; Goldbach, Kristin; Walker, Guy; Tuohy, Paul; Santonja, Salvador; Todoli, David; Owens, Edward H

    2017-04-01

    Home energy management systems are widely promoted as essential components of future low carbon economies. It is argued in this paper that assumptions surrounding their deployment, and the methods used to design them, emerge from discredited models of people and energy. This offers an explanation for why their field trial performance is so inconsistent. A first of a kind field trial is reported. Three eco communities took part in a comprehensive participatory design exercise as lead users. The challenge was to help users synchronise their energy use behaviours with the availability of locally generated renewable energy sources. To meet this aim, a set of highly novel Home Energy Management interfaces were co-designed and tested. Not only were the designs radically different to the norm, but they also yielded sustained user engagement over a six-month follow-up period. It is argued that user-centred design holds the key to unlocking the energy saving potential of new domestic technologies, and this study represents a bold step in that direction.

  20. 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.

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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...

  6. The applicability of constructivist user studies: how can constructivist inquiry inform service providers and systems designers? Constructivist inquiry, Case study, Systems design, User behaviour

    Directory of Open Access Journals (Sweden)

    Alison Pickard

    2004-01-01

    Full Text Available This paper has attempted to clarify the ways in which individual, holistic case studies, produced via the process of constructivist inquiry, can be tested for trustworthiness and applied to other, similar situations. Service providers and systems designers need contextual information concerning their users in order to design and provide systems and services that will function effectively and efficiently within those contexts. Abstract models can only provide abstract insight into human behaviour and this is rarely sufficient detail upon which to base the planning and delivery of a service. The methodological issues which surround the applicability of individual, holistic case studies are discussed, explaining the concept of 'contextual applicability.' The relevance and usefulness of in-depth case study research to systems designers and service providers is highlighted.

  7. 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.

  8. From implementation readiness to process design for user-driven innovation

    DEFF Research Database (Denmark)

    Jacobsen, Alexia; Lassen, Astrid Heidemann

    2013-01-01

    This article identifies and connects measurements of implementation readiness to specific activities of user-driven innovation. This enables a structured and conceptually well-founded approach to designing UDI process, which in turn can remedy the current lack of comparability and generalizabilit...

  9. 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…

  10. The Development of a Robot-Based Learning Companion: A User-Centered Design Approach

    Science.gov (United States)

    Hsieh, Yi-Zeng; Su, Mu-Chun; Chen, Sherry Y.; Chen, Gow-Dong

    2015-01-01

    A computer-vision-based method is widely employed to support the development of a variety of applications. In this vein, this study uses a computer-vision-based method to develop a playful learning system, which is a robot-based learning companion named RobotTell. Unlike existing playful learning systems, a user-centered design (UCD) approach is…

  11. A Method for User Centering Systematic Product Development Aimed at Industrial Design Students

    Science.gov (United States)

    Coelho, Denis A.

    2010-01-01

    Instead of limiting the introduction and stimulus for new concept creation to lists of specifications, industrial design students seem to prefer to be encouraged by ideas in context. A new method that specifically tackles human activity to foster the creation of user centered concepts of new products was developed and is presented in this article.…

  12. 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.

  13. Design and Realization of user Behaviors Recommendation System Based on Association rules under Cloud Environment

    Directory of Open Access Journals (Sweden)

    Wei Dai

    2013-07-01

    Full Text Available This study introduces the basal principles of association rules, properties and advantages of Map Reduce model and Hbase in Hadoop ecosystem. And giving design steps of the user's actions recommend system in detail, many time experiences proves that the exploration combined association rules theory with cloud computing is successful and effective.

  14. Utilizing the PDA as a Vehicle for User Interface Design Pedagogy.

    Science.gov (United States)

    Battig, Michael E.

    As computing and embedded systems become ubiquitous in our world, the importance of user interface design knowledge increases in our curriculum. Students of undergraduate information systems or computer science programs should possess some competence in this computing sub-discipline. However, many programs do not have the curricular space to host…

  15. The design of Artisans' hand tools: Users' perceived comfort and discomfort

    NARCIS (Netherlands)

    Kuijt-Evers, L.F.M.

    2009-01-01

    Is artisans' comfort in using hand tools a necessity or a luxury? Ergonomically well-designed hand tools, which provide comfort to the user, decrease the risk of occupational health problems and increase the job performance. Therefore, it is not a luxury, but rather a necessity that hand tools be de

  16. 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…

  17. User's manual: Computer-aided design programs for inductor-energy-storage dc-to-dc electronic power converters

    Science.gov (United States)

    Huffman, S.

    1977-01-01

    Detailed instructions on the use of two computer-aided-design programs for designing the energy storage inductor for single winding and two winding dc to dc converters are provided. Step by step procedures are given to illustrate the formatting of user input data. The procedures are illustrated by eight sample design problems which include the user input and the computer program output.

  18. Interaction Design and Usability of Learning Spaces in 3D Multi-user Virtual Worlds

    Science.gov (United States)

    Minocha, Shailey; Reeves, Ahmad John

    Three-dimensional virtual worlds are multimedia, simulated environments, often managed over the Web, which users can 'inhabit' and interact via their own graphical, self-representations known as 'avatars'. 3D virtual worlds are being used in many applications: education/training, gaming, social networking, marketing and commerce. Second Life is the most widely used 3D virtual world in education. However, problems associated with usability, navigation and way finding in 3D virtual worlds may impact on student learning and engagement. Based on empirical investigations of learning spaces in Second Life, this paper presents design guidelines to improve the usability and ease of navigation in 3D spaces. Methods of data collection include semi-structured interviews with Second Life students, educators and designers. The findings have revealed that design principles from the fields of urban planning, Human- Computer Interaction, Web usability, geography and psychology can influence the design of spaces in 3D multi-user virtual environments.

  19. A Framework for Effective User Interface Design for Web-Based Electronic Commerce Applications

    Directory of Open Access Journals (Sweden)

    Justyna Burns

    2001-01-01

    Full Text Available Efficient delivery of relevant product information is increasingly becoming the central basis of competition between firms. The interface design represents the central component for successful information delivery to consumers. However, interface design for web-based information systems is probably more an art than a science at this point in time. Much research is needed to understand properties of an effective interface for electronic commerce. This paper develops a framework identifying the relationship between user factors, the role of the user interface and overall system success for web-based electronic commerce. The paper argues that web-based systems for electronic commerce have some similar properties to decision support systems (DSS and adapts an established DSS framework to the electronic commerce domain. Based on a limited amount of research studying web browser interface design, the framework identifies areas of research needed and outlines possible relationships between consumer characteristics, interface design attributes and measures of overall system success.

  20. Courthouse Design Principles to Dignify Spaces for Indigenous Users: preliminary observations

    Directory of Open Access Journals (Sweden)

    Thalia Anthony

    2016-11-01

    Full Text Available Historically, Australian court architecture layout, design and details are intimately tied to the physical aspects of British imperial institutions.  Displaying the visual features of the Empire’s institutions has the effect of alienating Indigenous people within courts. This is compounded by design that is oblivious to the needs of Indigenous users and consequently places these users in situations that threaten their privacy, safety and wellbeing. This article contends that architectural design that seeks to accommodate Indigenous cultural and socio- spatial needs brings into sharp relief the barriers and harms otherwise confronting Indigenous people in courts. This article discusses three court complexes designed in collaboration with Indigenous communities to accommodate Indigenous connections to the environment surrounding the courthouse and to enhance access to justice. Indigenous collaborations in the design of the Indigenous-inclusive court complexes at Port Augusta (South Australia, Kalgoorlie and Kununurra (Western Australia produced spatially distinct courthouses that eschew some historical court design principles and attempt to introduce features relevant to local Indigenous nations. This illustration essay discusses the emergence of Indigenous design principles that may inform courthouse redesign, the application of some of these principles in new courthouse designs and the need for local Indigenous oversight in the design processes. It provides a framework for further research into how Indigenous architectural collaborations in courthouse designs may promote safer and fairer environments for Indigenous court users. It also raises some potential disjuncture between court design and use of court space that may undermine the vision embedded in cultural design principles.

  1. Design a usable protocol screening database: the user-centered approach.

    Science.gov (United States)

    Xie, Zhong; Suki, Dima; Graham, Susan; Sawaya, Raymond

    2005-01-01

    Patient eligibility screening is a very important component of clinical research. Data obtained from such a task can serve valuable purposes beyond the specific protocol they are generated for and therefore should be captured and stored. We applied a user-centered design framework to evaluate the existing screening process and database at the Neurosurgery Department, M. D. Anderson Cancer Center and to design and develop a usable protocol patient screening interface.

  2. The Enzyme Portal: a case study in applying user-centred design methods in bioinformatics

    Science.gov (United States)

    2013-01-01

    User-centred design (UCD) is a type of user interface design in which the needs and desires of users are taken into account at each stage of the design process for a service or product; often for software applications and websites. Its goal is to facilitate the design of software that is both useful and easy to use. To achieve this, you must characterise users’ requirements, design suitable interactions to meet their needs, and test your designs using prototypes and real life scenarios. For bioinformatics, there is little practical information available regarding how to carry out UCD in practice. To address this we describe a complete, multi-stage UCD process used for creating a new bioinformatics resource for integrating enzyme information, called the Enzyme Portal (http://www.ebi.ac.uk/enzymeportal). This freely-available service mines and displays data about proteins with enzymatic activity from public repositories via a single search, and includes biochemical reactions, biological pathways, small molecule chemistry, disease information, 3D protein structures and relevant scientific literature. We employed several UCD techniques, including: persona development, interviews, ‘canvas sort’ card sorting, user workflows, usability testing and others. Our hope is that this case study will motivate the reader to apply similar UCD approaches to their own software design for bioinformatics. Indeed, we found the benefits included more effective decision-making for design ideas and technologies; enhanced team-working and communication; cost effectiveness; and ultimately a service that more closely meets the needs of our target audience. PMID:23514033

  3. Designing Social Interfaces Principles, Patterns, and Practices for Improving the User Experience

    CERN Document Server

    Crumlish, Christian

    2009-01-01

    From the creators of Yahoo!'s Design Pattern Library, Designing Social Interfaces provides you with more than 100 patterns, principles, and best practices, along with salient advice for many of the common challenges you'll face when starting a social website. Designing sites that foster user interaction and community-building is a valuable skill for web developers and designers today, but it's not that easy to understand the nuances of the social web. Now you have help. Christian Crumlish and Erin Malone share hard-won insights into what works, what doesn't, and why. You'll learn how to bala

  4. 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.

  5. Qualitative Assessment of User Acceptance within Action Design Research and Action Research: Two Case Studies

    Directory of Open Access Journals (Sweden)

    Edison Loza-Aguirre

    2014-10-01

    Full Text Available Nowadays, there are several models to evaluate technological acceptance of software developed through Action Design Research and Action Research. These models rely on quantitative techniques to study user behavioural intentions and thus predict the use of a technology. This paper presents our experiences in using qualitative methods to assess such acceptance in the development of specialized tools for Strategic Scanning. Our study suggests that qualitative methods can be an alternative to evaluate technology acceptance in situations where the number of users is small or where there are requirements for continuous improvement.

  6. User Centred Design of a Multimodal Reading Training System for Dyslexics

    DEFF Research Database (Denmark)

    Pedersen, Jakob Schou

    system simulating the transfer of a traditional training technique into an automated solution. Utilising a user-centred design approach the study focuses on the usability aspects expected to be tightly coupled to the perceived quality of a final system. Interaction styles, feedback strategies, assistance......, involving dyslexics, it is shown that it is possible for dyslexic users to carry out reading exercises with the sole assistance and guidance of an automated training tool, given a sufficient speech recognition accuracy. It is furthermore shown that in order to cope with the different preferences...... to establish a platform from which the learning process can take place....

  7. Designing Mixed Media Devices for support of healthcare professionals

    DEFF Research Database (Denmark)

    Kramp, Gunnar

    2008-01-01

    at tilføje en lokation til et fotografi. I denne afhandling betegnes denne type objekter som Mixed-Media-Devices på grund af deres heterogene natur.   For at Mixed-Media-Devices kan forbinde sig til hinanden, er det nødvendigt med en software arkitektur, som understøtter denne heterogenitet. Ydermere, må......”. Med andre ord, at udvikle den nødvendige software til at kunne orkestrere de fremspirende Mixed-Media-Devices i vores omgivelser. Arbejdet, der ligger til grund for denne afhandling er, blevet til indenfor Palcom projektets rammer.   Palcom projektet koordineres af Datalogi på Århus Universitet...... virkelighedens brugere har Palcom projektet arbejdet med en række indsatsområder som katastrofeindsats, graviditet og barsel, hånd-kirurgi og en neonatal afdeling. Sammen med brugerne fra disse områder er der udviklet en række Mixed-Media-Devices med henblik på at informere om og afprøve den udviklede software...

  8. What Learners "Know" through Digital Media Production: Learning by Design

    Science.gov (United States)

    Mills, Kathy A.

    2010-01-01

    The power to influence others in ever expanding social networks in the new knowledge economy is tied to capabilities with digital media production that require increased technological knowledge. This article draws on research in primary classrooms to examine the repertoires of cross-disciplinary knowledge that literacy learners need to produce…

  9. Social Learning by Design: The Role of Social Media

    Science.gov (United States)

    Brooks, Laura

    2009-01-01

    It is no secret that learning has a social context. As library media specialists work with students nearly every day, they take for granted their pedagogical roots in social learning theory based on the premise that students need modeling and observation to learn from one another. Information gathering becomes a key activity, and social…

  10. What Learners "Know" through Digital Media Production: Learning by Design

    Science.gov (United States)

    Mills, Kathy A.

    2010-01-01

    The power to influence others in ever expanding social networks in the new knowledge economy is tied to capabilities with digital media production that require increased technological knowledge. This article draws on research in primary classrooms to examine the repertoires of cross-disciplinary knowledge that literacy learners need to produce…

  11. Enhanced ergonomics approaches for product design: a user experience ecosystem perspective and case studies.

    Science.gov (United States)

    Xu, Wei

    2014-01-01

    This paper first discusses the major inefficiencies faced in current human factors and ergonomics (HFE) approaches: (1) delivering an optimal end-to-end user experience (UX) to users of a solution across its solution lifecycle stages; (2) strategically influencing the product business and technology capability roadmaps from a UX perspective and (3) proactively identifying new market opportunities and influencing the platform architecture capabilities on which the UX of end products relies. In response to these challenges, three case studies are presented to demonstrate how enhanced ergonomics design approaches have effectively addressed the challenges faced in current HFE approaches. Then, the enhanced ergonomics design approaches are conceptualised by a user-experience ecosystem (UXE) framework, from a UX ecosystem perspective. Finally, evidence supporting the UXE, the advantage and the formalised process for executing UXE and methodological considerations are discussed. Practitioner Summary: This paper presents enhanced ergonomics approaches to product design via three case studies to effectively address current HFE challenges by leveraging a systematic end-to-end UX approach, UX roadmaps and emerging UX associated with prioritised user needs and usages. Thus, HFE professionals can be more strategic, creative and influential.

  12. User-centered design in clinical handover: exploring post-implementation outcomes for clinicians.

    Science.gov (United States)

    Wong, Ming Chao; Cummings, Elizabeth; Turner, Paul

    2013-01-01

    This paper examines the outcomes for clinicians from their involvement in the development of an electronic clinical hand-over tool developed using principles of user-centered design. Conventional e-health post-implementation evaluations tend to emphasize technology-related (mostly positive) outcomes. More recently, unintended (mostly negative) consequences arising from the implementation of e-health technologies have also been reported. There remains limited focus on the post-implementation outcomes for users, particularly those directly involved in e-health design processes. This paper presents detailed analysis and insights into the outcomes experienced post-implementation by a cohort of junior clinicians involved in developing an electronic clinical handover tool in Tasmania, Australia. The qualitative methods used included observations, semi-structured interviews and analysis of clinical handover notes. Significantly, a number of unanticipated flow-on effects were identified that mitigated some of the challenges arising during the design and implementation of the tool. The paper concludes by highlighting the importance of identifying post-implementation user outcomes beyond conventional system adoption and use and also points to the need for more comprehensive evaluative frameworks to encapsulate these broader socio-technical user outcomes.

  13. 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.

  14. A framework for evaluating electronic health record vendor user-centered design and usability testing processes.

    Science.gov (United States)

    Ratwani, Raj M; Zachary Hettinger, A; Kosydar, Allison; Fairbanks, Rollin J; Hodgkins, Michael L

    2017-04-01

    Currently, there are few resources for electronic health record (EHR) purchasers and end users to understand the usability processes employed by EHR vendors during product design and development. We developed a framework, based on human factors literature and industry standards, to systematically evaluate the user-centered design processes and usability testing methods used by EHR vendors. We reviewed current usability certification requirements and the human factors literature to develop a 15-point framework for evaluating EHR products. The framework is based on 3 dimensions: user-centered design process, summative testing methodology, and summative testing results. Two vendor usability reports were retrieved from the Office of the National Coordinator's Certified Health IT Product List and were evaluated using the framework. One vendor scored low on the framework (5 pts) while the other vendor scored high on the framework (15 pts). The 2 scored vendor reports demonstrate the framework's ability to discriminate between the variabilities in vendor processes and to determine which vendors are meeting best practices. The framework provides a method to more easily comprehend EHR vendors' usability processes and serves to highlight where EHR vendors may be falling short in terms of best practices. The framework provides a greater level of transparency for both purchasers and end users of EHRs. The framework highlights the need for clearer certification requirements and suggests that the authorized certification bodies that examine vendor usability reports may need to be provided with clearer guidance.

  15. Adapted User-Centered Design: A Strategy for the Higher User Acceptance of Innovative e-Health Services

    Directory of Open Access Journals (Sweden)

    Dejan Dinevski

    2012-08-01

    Full Text Available Being familiar with all the benefits of e-Health and the strategic plan for the Slovenian health sector’s informatization, Telekom Slovenia and the Faculty of Medicine from the University of Maribor, along with other partners, have initiated an e-Health project. The project group is developing various e-Health services that are based on modern ICT (information and communications technology solutions and will be available on several screens. In order to meet the users’ needs and expectations and, consequently, achieve the high acceptance of e-Health services, the user-centered design (UCD approach was employed in the e-Health project. However, during the research it was found that conventional UCD methods are not completely appropriate for older adults: the target population of the e-Health services. That is why the selected UCD methods were modified and adapted for older adults. The modified UCD methods used in the research study are presented in this paper. Using the results of the adapted UCD methods, a prototype for a service named MedReminder was developed. The prototype was evaluated by a group of 12 study participants. The study participants evaluated the MedReminder service as acceptable with a good potential for a high adoption rate among its target population, i.e., older adults.

  16. Measure Twice, Build Once: Bench-Scale Testing to Evaluate Bioretention Media Design (Presentation)

    Science.gov (United States)

    Rain garden design manuals and guidelines typically recommend using native soils or engineered media that meet specifications for low content of clay, silt, fine and very fine sands, and organic matter. These characteristics promote stormwater infiltration and sorption of heavy ...

  17. A sense of change: media designers and artists communicating about complexity in social-ecological systems

    National Research Council Canada - National Science Library

    Vervoort, J.M; Keuskamp, D; Kok, K; Lammeren, van, R.J.A; Stolk, T; Rekveld, J; Schelfhout, R; Teklenburg, B; Cavalheiro Borges, A; Jánoškóva, S; Wits, W; Assmann, N; Abdi Dezfouli, E; Cunningham, K; Nordeman, B; Rowlands, H

    2014-01-01

    .... 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...

  18. SP-Designer: a user-friendly program for designing species-specific primer pairs from DNA sequence alignments.

    Science.gov (United States)

    Villard, Pierre; Malausa, Thibaut

    2013-07-01

    SP-Designer is an open-source program providing a user-friendly tool for the design of specific PCR primer pairs from a DNA sequence alignment containing sequences from various taxa. SP-Designer selects PCR primer pairs for the amplification of DNA from a target species on the basis of several criteria: (i) primer specificity, as assessed by interspecific sequence polymorphism in the annealing regions, (ii) the biochemical characteristics of the primers and (iii) the intended PCR conditions. SP-Designer generates tables, detailing the primer pair and PCR characteristics, and a FASTA file locating the primer sequences in the original sequence alignment. SP-Designer is Windows-compatible and freely available from http://www2.sophia.inra.fr/urih/sophia_mart/sp_designer/info_sp_designer.php. © 2013 John Wiley & Sons Ltd.

  19. User-centered design and the development of patient decision aids: protocol for a systematic review.

    Science.gov (United States)

    Witteman, Holly O; Dansokho, Selma Chipenda; Colquhoun, Heather; Coulter, Angela; Dugas, Michèle; Fagerlin, Angela; Giguere, Anik Mc; Glouberman, Sholom; Haslett, Lynne; Hoffman, Aubri; Ivers, Noah; Légaré, France; Légaré, Jean; Levin, Carrie; Lopez, Karli; Montori, Victor M; Provencher, Thierry; Renaud, Jean-Sébastien; Sparling, Kerri; Stacey, Dawn; Vaisson, Gratianne; Volk, Robert J; Witteman, William

    2015-01-26

    Providing patient-centered care requires that patients partner in their personal health-care decisions to the full extent desired. Patient decision aids facilitate processes of shared decision-making between patients and their clinicians by presenting relevant scientific information in balanced, understandable ways, helping clarify patients' goals, and guiding decision-making processes. Although international standards stipulate that patients and clinicians should be involved in decision aid development, little is known about how such involvement currently occurs, let alone best practices. This systematic review consisting of three interlinked subreviews seeks to describe current practices of user involvement in the development of patient decision aids, compare these to practices of user-centered design, and identify promising strategies. A research team that includes patient and clinician representatives, decision aid developers, and systematic review method experts will guide this review according to the Cochrane Handbook and PRISMA reporting guidelines. A medical librarian will hand search key references and use a peer-reviewed search strategy to search MEDLINE, EMBASE, PubMed, Web of Science, the Cochrane Library, the ACM library, IEEE Xplore, and Google Scholar. We will identify articles across all languages and years describing the development or evaluation of a patient decision aid, or the application of user-centered design or human-centered design to tools intended for patient use. Two independent reviewers will assess article eligibility and extract data into a matrix using a structured pilot-tested form based on a conceptual framework of user-centered design. We will synthesize evidence to describe how research teams have included users in their development process and compare these practices to user-centered design methods. If data permit, we will develop a measure of the user-centeredness of development processes and identify practices that are likely

  20. Towards for Analyzing Alternatives of Interaction Design Based on Verbal Decision Analysis of User Experience

    Directory of Open Access Journals (Sweden)

    Marília Soares Mendes

    2010-04-01

    Full Text Available In domains (as digital TV, smart home, and tangible interfaces that represent a new paradigm of interactivity, the decision of the most appropriate interaction design solution is a challenge. HCI researchers have promoted in their works the validation of design alternative solutions with users before producing the final solution. User experience with technology is a subject that has also gained ground in these works in order to analyze the appropriate solution(s. Following this concept, a study was accomplished under the objective of finding a better interaction solution for an application of mobile TV. Three executable applications of mobile TV prototypes were built. A Verbal Decision Analysis model was applied on the investigations for the favorite characteristics in each prototype based on the user’s experience and their intentions of use. This model led a performance of a qualitative analysis which objectified the design of a new prototype.