WorldWideScience

Sample records for users centered design

  1. User-centered design

    International Nuclear Information System (INIS)

    Baik, Joo Hyun; Kim, Hyeong Heon

    2008-01-01

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

  2. 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…

  3. User-centered design for personalization

    NARCIS (Netherlands)

    van Velsen, Lex Stefan

    2011-01-01

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

  4. 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....

  5. 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…

  6. The users centered design of a new digital fluorometer

    International Nuclear Information System (INIS)

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

    2009-01-01

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

  7. 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…

  8. 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

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

    Science.gov (United States)

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

    2010-01-01

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

  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. User-Centered Design of GPU-Based Shader Programs

    DEFF Research Database (Denmark)

    Kraus, Martin

    2012-01-01

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

  12. Project Portal User-Centered Design and Engineering Report

    Science.gov (United States)

    2016-06-01

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

  13. User-centered virtual environment design for virtual rehabilitation

    Directory of Open Access Journals (Sweden)

    Rizzo Albert A

    2010-02-01

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

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

    Science.gov (United States)

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

    2010-02-19

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

  15. 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.

  16. A User-centered Model for Web Site Design

    Science.gov (United States)

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

    2002-01-01

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

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

    Science.gov (United States)

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

    2018-03-05

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

  18. 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.

  19. 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.

  20. 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.

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

    NARCIS (Netherlands)

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

    2012-01-01

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

  2. Contextualizing user centered design with agile methods in Ethiopia

    DEFF Research Database (Denmark)

    Teka, Degif; Dittrich, Y.; Kifle, Mesfin

    2017-01-01

    in contextualization of UCD practices: personas mediated between rural and urban users and developers. Personas helped also customer representatives as well as product owners to understand users and their requirements and allowed to test releases against persona requirements before deployment. Personas were updated...

  3. 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).

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

    Science.gov (United States)

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

    2013-08-01

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

  5. The role of organizational strategy in the user-centered design of mobile applications

    NARCIS (Netherlands)

    Eshet, Eyal; de Reuver, G.A.; Bouwman, W.A.G.A.

    2017-01-01

    Gathering insights on users and the contexts they use mobile applications is at the core of the user-centered design (UCD). Organizations find it strategically important to efficiently and effectively use these insights. With the proliferation of mobile applications, gaining timely and relevant

  6. 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…

  7. 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...

  8. 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

  9. 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.

  10. 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.

  11. 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…

  12. 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.…

  13. 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…

  14. 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.

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

    Science.gov (United States)

    Dekker, Maria R; Williams, Alishia D

    2017-12-01

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

  16. 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

  17. 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.

  18. Technology Transfer Challenges: A Case Study of User-Centered Design in NASA's Systems Engineering Culture

    Science.gov (United States)

    Quick, Jason

    2009-01-01

    The Upper Stage (US) section of the National Aeronautics and Space Administration's (NASA) Ares I rocket will require internal access platforms for maintenance tasks performed by humans inside the vehicle. Tasks will occur during expensive critical path operations at Kennedy Space Center (KSC) including vehicle stacking and launch preparation activities. Platforms must be translated through a small human access hatch, installed in an enclosed worksite environment, support the weight of ground operators and be removed before flight - and their design must minimize additional vehicle mass at attachment points. This paper describes the application of a user-centered conceptual design process and the unique challenges encountered within NASA's systems engineering culture focused on requirements and "heritage hardware". The NASA design team at Marshall Space Flight Center (MSFC) initiated the user-centered design process by studying heritage internal access kits and proposing new design concepts during brainstorming sessions. Simultaneously, they partnered with the Technology Transfer/Innovative Partnerships Program to research inflatable structures and dynamic scaffolding solutions that could enable ground operator access. While this creative, technology-oriented exploration was encouraged by upper management, some design stakeholders consistently opposed ideas utilizing novel, untested equipment. Subsequent collaboration with an engineering consulting firm improved the technical credibility of several options, however, there was continued resistance from team members focused on meeting system requirements with pre-certified hardware. After a six-month idea-generating phase, an intensive six-week effort produced viable design concepts that justified additional vehicle mass while optimizing the human factors of platform installation and use. Although these selected final concepts closely resemble heritage internal access platforms, challenges from the application of the

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

    Directory of Open Access Journals (Sweden)

    Robert E. Roth

    2015-02-01

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

  20. Implementation and evaluation of LMS mobile application: scele mobile based on user-centered design

    Science.gov (United States)

    Banimahendra, R. D.; Santoso, H. B.

    2018-03-01

    The development of mobile technology is now increasing rapidly, demanding all activities including learning should be done on mobile devices. It shows that the implementation of mobile application as a learning medium needs to be done. This study describes the process of developing and evaluating the Moodle-based mobile Learning Management System (LMS) application called Student Centered e-Learning Environment (SCeLE). This study discusses the process of defining features, implementing features into the application, and evaluating the application. We define the features using user research and literature study, then we implement the application with user-centered design basis, at the last phase we evaluated the application using usability testing and system usability score (SUS). The purpose of this study is to determine the extent to which this application can help the users doing their tasks and provide recommendation for the next research and development.

  1. 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.

  2. 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.

  3. User-centered Design Groups to Engage Patients and Caregivers with a Personalized Health IT Tool

    Science.gov (United States)

    Maher, Molly; Kaziunas, Elizabeth; Ackerman, Mark; Derry, Holly; Forringer, Rachel; Miller, Kristen; O’Reilly, Dennis; An, Larry C.; Tewari, Muneesh; Hanauer, David A.; Choi, Sung Won

    2015-01-01

    Health information technology (IT) has opened exciting avenues for capturing, delivering and sharing data, and offers the potential to develop cost-effective, patient-focused applications. In recent years, there has been a proliferation of health IT applications such as outpatient portals. Rigorous evaluation is fundamental to ensure effectiveness and sustainability, as resistance to more widespread adoption of outpatient portals may be due to lack of user friendliness. Health IT applications that integrate with the existing electronic health record and present information in a condensed, user-friendly format could improve coordination of care and communication. Importantly, these applications should be developed systematically with appropriate methodological design and testing to ensure usefulness, adoption, and sustainability. Based on our prior work that identified numerous information needs and challenges of HCT, we developed an experimental prototype of a health IT tool, the BMT Roadmap. Our goal was to develop a tool that could be used in the real-world, daily practice of HCT patients and caregivers (users) in the inpatient setting. In the current study, we examined the views, needs, and wants of patients and caregivers in the design and development process of the BMT Roadmap through two user-centered Design Groups, conducted in March 2015 and April 2015, respectively: Design Group I utilized a low-fidelity paper-based prototype and Design Group II utilized a high-fidelity prototype presented to users as a web-app on Apple® iPads. There were 11 caregivers (median age 44, range 34–69 years) and 8 patients (median age 18 years, range 11–24 years) in the study population. The qualitative analyses revealed a wide range of responses helpful in guiding the iterative development of the system. Three important themes emerged from the Design Groups: 1) perception of core features as beneficial (views), 2) alerting the design team to potential issues with the user

  4. User-centered design of discharge warnings tool for colorectal surgery patients.

    Science.gov (United States)

    Naik, Aanand D; Horstman, Molly J; Li, Linda T; Paasche-Orlow, Michael K; Campbell, Bryan; Mills, Whitney L; Herman, Levi I; Anaya, Daniel A; Trautner, Barbara W; Berger, David H

    2017-09-01

    Readmission following colorectal surgery, typically due to surgery-related complications, is common. Patient-centered discharge warnings may guide recognition of early complication signs after colorectal surgery. User-centered design of a discharge warnings tool consisted of iterative health literacy review and a heuristic evaluation with human factors and clinical experts as well as patient end users to establish content validity and usability. Literacy evaluation of the prototype suggested >12th-grade reading level. Subsequent revisions reduced reading level to 8th grade or below. Contents were formatted during heuristic evaluation into 3 action-oriented zones (green, yellow, and red) with relevant warning lexicons. Usability testing demonstrated comprehension of this 3-level lexicon and recognition of appropriate patient actions to take for each level. We developed a discharge warnings tool for colorectal surgery using staged user-centered design. The lexicon of surgical discharge warnings could structure communication among patients, caregivers, and clinicians to improve post-discharge care. Published by Oxford University Press on behalf of the American Medical Informatics Association 2017. This work is written by US Government employees and is in the public domain in the United States.

  5. 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.

  6. User-centered virtual environment assessment and design for cognitive rehabilitation applications

    Science.gov (United States)

    Fidopiastis, Cali Michael

    Virtual environment (VE) design for cognitive rehabilitation necessitates a new methodology to ensure the validity of the resulting rehabilitation assessment. We propose that benchmarking the VE system technology utilizing a user-centered approach should precede the VE construction. Further, user performance baselines should be measured throughout testing as a control for adaptive effects that may confound the metrics chosen to evaluate the rehabilitation treatment. To support these claims we present data obtained from two modules of a user-centered head-mounted display (HMD) assessment battery, specifically resolution visual acuity and stereoacuity. Resolution visual acuity and stereoacuity assessments provide information about the image quality achieved by an HMD based upon its unique system parameters. When applying a user-centered approach, we were able to quantify limitations in the VE system components (e.g., low microdisplay resolution) and separately point to user characteristics (e.g., changes in dark focus) that may introduce error in the evaluation of VE based rehabilitation protocols. Based on these results, we provide guidelines for calibrating and benchmarking HMDs. In addition, we discuss potential extensions of the assessment to address higher level usability issues. We intend to test the proposed framework within the Human Experience Modeler (HEM), a testbed created at the University of Central Florida to evaluate technologies that may enhance cognitive rehabilitation effectiveness. Preliminary results of a feasibility pilot study conducted with a memory impaired participant showed that the HEM provides the control and repeatability needed to conduct such technology comparisons. Further, the HEM affords the opportunity to integrate new brain imaging technologies (i.e., functional Near Infrared Imaging) to evaluate brain plasticity associated with VE based cognitive rehabilitation.

  7. A user-centered model for designing consumer mobile health (mHealth) applications (apps).

    Science.gov (United States)

    Schnall, Rebecca; Rojas, Marlene; Bakken, Suzanne; Brown, William; Carballo-Dieguez, Alex; Carry, Monique; Gelaude, Deborah; Mosley, Jocelyn Patterson; Travers, Jasmine

    2016-04-01

    Mobile technologies are a useful platform for the delivery of health behavior interventions. Yet little work has been done to create a rigorous and standardized process for the design of mobile health (mHealth) apps. This project sought to explore the use of the Information Systems Research (ISR) framework as guide for the design of mHealth apps. Our work was guided by the ISR framework which is comprised of 3 cycles: Relevance, Rigor and Design. In the Relevance cycle, we conducted 5 focus groups with 33 targeted end-users. In the Rigor cycle, we performed a review to identify technology-based interventions for meeting the health prevention needs of our target population. In the Design Cycle, we employed usability evaluation methods to iteratively develop and refine mock-ups for a mHealth app. Through an iterative process, we identified barriers and facilitators to the use of mHealth technology for HIV prevention for high-risk MSM, developed 'use cases' and identified relevant functional content and features for inclusion in a design document to guide future app development. Findings from our work support the use of the ISR framework as a guide for designing future mHealth apps. Results from this work provide detailed descriptions of the user-centered design and system development and have heuristic value for those venturing into the area of technology-based intervention work. Findings from this study support the use of the ISR framework as a guide for future mHealth app development. Use of the ISR framework is a potentially useful approach for the design of a mobile app that incorporates end-users' design preferences. Copyright © 2016 Elsevier Inc. All rights reserved.

  8. 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. © The Author 2016. Published by Oxford University Press on behalf of the American Medical Informatics Association. All rights reserved. For Permissions, please email: journals.permissions@oup.com

  9. Interview techniques for UX practitioners a user-centered design method

    CERN Document Server

    Wilson, Chauncey

    2014-01-01

    Much of the work of user-centered design practitioners involves some type of interviewing. While interviewing is an important skill, many colleagues have little or no formal training in interviewing methods and often learn on the job with limited feedback on the quality of their interviews. This book teaches readers about the three basic interview methods: structured interviews, semi-structured interviews, and unstructured interviews. The author discusses the various strengths, weaknesses, issues with each type of interview, and includes best practices and procedures for conducing effective

  10. A user-centered, iterative engineering approach for advanced biomass cookstove design and development

    Science.gov (United States)

    Shan, Ming; Carter, Ellison; Baumgartner, Jill; Deng, Mengsi; Clark, Sierra; Schauer, James J.; Ezzati, Majid; Li, Jiarong; Fu, Yu; Yang, Xudong

    2017-09-01

    Unclean combustion of solid fuel for cooking and other household energy needs leads to severe household air pollution and adverse health impacts in adults and children. Replacing traditional solid fuel stoves with high efficiency, low-polluting semi-gasifier stoves can potentially contribute to addressing this global problem. The success of semi-gasifier cookstove implementation initiatives depends not only on the technical performance and safety of the stove, but also the compatibility of the stove design with local cooking practices, the needs and preferences of stove users, and community economic structures. Many past stove design initiatives have failed to address one or more of these dimensions during the design process, resulting in failure of stoves to achieve long-term, exclusive use and market penetration. This study presents a user-centered, iterative engineering design approach to developing a semi-gasifier biomass cookstove for rural Chinese homes. Our approach places equal emphasis on stove performance and meeting the preferences of individuals most likely to adopt the clean stove technology. Five stove prototypes were iteratively developed following energy market and policy evaluation, laboratory and field evaluations of stove performance and user experience, and direct interactions with stove users. The most current stove prototype achieved high performance in the field on thermal efficiency (ISO Tier 3) and pollutant emissions (ISO Tier 4), and was received favorably by rural households in the Sichuan province of Southwest China. Among household cooks receiving the final prototype of the intervention stove, 88% reported lighting and using it at least once. At five months post-intervention, the semi-gasifier stoves were used at least once on an average of 68% [95% CI: 43, 93] of days. Our proposed design strategy can be applied to other stove development initiatives in China and other countries.

  11. User-centered design in brain-computer interfaces-a case study.

    Science.gov (United States)

    Schreuder, Martijn; Riccio, Angela; Risetti, Monica; Dähne, Sven; Ramsay, Andrew; Williamson, John; Mattia, Donatella; Tangermann, Michael

    2013-10-01

    The array of available brain-computer interface (BCI) paradigms has continued to grow, and so has the corresponding set of machine learning methods which are at the core of BCI systems. The latter have evolved to provide more robust data analysis solutions, and as a consequence the proportion of healthy BCI users who can use a BCI successfully is growing. With this development the chances have increased that the needs and abilities of specific patients, the end-users, can be covered by an existing BCI approach. However, most end-users who have experienced the use of a BCI system at all have encountered a single paradigm only. This paradigm is typically the one that is being tested in the study that the end-user happens to be enrolled in, along with other end-users. Though this corresponds to the preferred study arrangement for basic research, it does not ensure that the end-user experiences a working BCI. In this study, a different approach was taken; that of a user-centered design. It is the prevailing process in traditional assistive technology. Given an individual user with a particular clinical profile, several available BCI approaches are tested and - if necessary - adapted to him/her until a suitable BCI system is found. Described is the case of a 48-year-old woman who suffered from an ischemic brain stem stroke, leading to a severe motor- and communication deficit. She was enrolled in studies with two different BCI systems before a suitable system was found. The first was an auditory event-related potential (ERP) paradigm and the second a visual ERP paradigm, both of which are established in literature. The auditory paradigm did not work successfully, despite favorable preconditions. The visual paradigm worked flawlessly, as found over several sessions. This discrepancy in performance can possibly be explained by the user's clinical deficit in several key neuropsychological indicators, such as attention and working memory. While the auditory paradigm relies

  12. User-Centered Design for Developing Interventions to Improve Clinician Recommendation of Human Papillomavirus Vaccination.

    Science.gov (United States)

    Henninger, Michelle L; Mcmullen, Carmit K; Firemark, Alison J; Naleway, Allison L; Henrikson, Nora B; Turcotte, Joseph A

    2017-01-01

    Human papillomavirus (HPV) is the most common sexually transmitted infection in the US and is associated with multiple types of cancer. Although effective HPV vaccines have been available since 2006, coverage rates in the US remain much lower than with other adolescent vaccinations. Prior research has shown that a strong recommendation from a clinician is a critical determinant in HPV vaccine uptake and coverage. However, few published studies to date have specifically addressed the issue of helping clinicians communicate more effectively with their patients about the HPV vaccine. To develop one or more novel interventions for helping clinicians make strong and effective recommendations for HPV vaccination. Using principles of user-centered design, we conducted qualitative interviews, interviews with persons from analogous industries, and a data synthesis workshop with multiple stakeholders. Five potential intervention strategies targeted at health care clinicians, youth, and their parents were developed. The two most popular choices to pursue were a values-based communication strategy and a puberty education workbook. User-centered design is a useful strategy for developing potential interventions to improve the rate and success of clinicians recommending the HPV vaccine. Further research is needed to test the effectiveness and acceptability of these interventions in clinical settings.

  13. Creative user-centered visualization design for energy analysts and modelers.

    Science.gov (United States)

    Goodwin, Sarah; Dykes, Jason; Jones, Sara; Dillingham, Iain; Dove, Graham; Duffy, Alison; Kachkaev, Alexander; Slingsby, Aidan; Wood, Jo

    2013-12-01

    We enhance a user-centered design process with techniques that deliberately promote creativity to identify opportunities for the visualization of data generated by a major energy supplier. Visualization prototypes developed in this way prove effective in a situation whereby data sets are largely unknown and requirements open - enabling successful exploration of possibilities for visualization in Smart Home data analysis. The process gives rise to novel designs and design metaphors including data sculpting. It suggests: that the deliberate use of creativity techniques with data stakeholders is likely to contribute to successful, novel and effective solutions; that being explicit about creativity may contribute to designers developing creative solutions; that using creativity techniques early in the design process may result in a creative approach persisting throughout the process. The work constitutes the first systematic visualization design for a data rich source that will be increasingly important to energy suppliers and consumers as Smart Meter technology is widely deployed. It is novel in explicitly employing creativity techniques at the requirements stage of visualization design and development, paving the way for further use and study of creativity methods in visualization design.

  14. A Review of User-Centered Design for Diabetes-Related Consumer Health Informatics Technologies

    Science.gov (United States)

    LeRouge, Cynthia; Wickramasinghe, Nilmini

    2013-01-01

    User-centered design (UCD) is well recognized as an effective human factor engineering strategy for designing ease of use in the total customer experience with products and information technology that has been applied specifically to health care information technology systems. We conducted a literature review to analyze the current research regarding the use of UCD methods and principles to support the development or evaluation of diabetes-related consumer health informatics technology (CHIT) initiatives. Findings indicate that (1) UCD activities have been applied across the technology development life cycle stages, (2) there are benefits to incorporating UCD to better inform CHIT development in this area, and (3) the degree of adoption of the UCD process is quite uneven across diabetes CHIT studies. In addition, few to no studies report on methods used across all phases of the life cycle with process detail. To address that void, the Appendix provides an illustrative case study example of UCD techniques across development stages. PMID:23911188

  15. Penerapan Metode UCD (User Centered Design Pada E-Commerce Putri Intan Shop Berbasis Web

    Directory of Open Access Journals (Sweden)

    Intan Sandra Yatana Saputri

    2017-09-01

    Full Text Available Pertumbuhan pesat pangsa pasar e-commerce di Indonesia memang sudah tidak bisa diragukan lagi. Dengan jumlah pengguna internet yang mencapai angka 82 juta orang atau sekitar 30% dari total penduduk di Indonesia, pasar e-commerce menjadi tambang emas yang sangat menggoda bagi sebagian orang yang bisa melihat potensi ke depannya. Pertumbuhan ini didukung dengan data yang menyebutkan bahwa nilai transaksi e-commerce pada tahun 2013 mencapai angka Rp130 triliun.. Ada banyak e-commerce yang sukses mendapatkan keuntungan, ada juga yang tidak. Menurut penelitian yang dilakukan oleh User Interface Engineering, Inc. diketahui 59% waktu terbuang karena orang tidak bisa menemukan informasi yang ingin didapat dan hal ini berdampak pada penurunan produktifitas dan meningkatkan frustasi. Sebuah laporan menunjukkan bahwa 39% dari pembeli tes dan gagal dalam upaya pembelian mereka karena navigasi pada situs yang sulit. Untuk membuat sebuah e-commerce yang user-friendly dengan tingkat usability yang tinggi pada e-commerce tersebut, salah satu solusinya melakukan pengembangan e-commerce menggunakan metode User Centered Design (UCD. Sistem yang telah dibangun dengan menerapkan metode UCD ini mendapatkan hasil 98.3% menyatakan akan berbelanja di e-commerce Putri Intan Shop.

  16. User-Centered Data Management

    CERN Document Server

    Catarci, Tiziana; Kimani, Stephen

    2010-01-01

    This lecture covers several core issues in user-centered data management, including how to design usable interfaces that suitably support database tasks, and relevant approaches to visual querying, information visualization, and visual data mining. Novel interaction paradigms, e.g., mobile and interfaces that go beyond the visual dimension, are also discussed. Table of Contents: Why User-Centered / The Early Days: Visual Query Systems / Beyond Querying / More Advanced Applications / Non-Visual Interfaces / Conclusions

  17. Put the concert attendee in the spotlight : A user-centered design and development approach for classical concert applications

    NARCIS (Netherlands)

    Melenhorst, M.S.; Liem, C.C.S.

    2015-01-01

    As the importance of real-life use cases in the music information retrieval (MIR) field is increasing, so does the importance of understanding user needs. The development of innovative real-life applications that draw on MIR technology requires a user-centered design and development approach that

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

    Science.gov (United States)

    2015-10-03

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

  19. 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.

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

    Science.gov (United States)

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

    2017-10-26

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

  1. User-centered agile method

    CERN Document Server

    Deuff, Dominique

    2013-01-01

    Agile development methods began to emerge around 20 years ago. However, it was not until the early 2000s that they began to be widely used in industry. This growth was often due to the advent of Internet services requiring faster cycles of development in order to heighten the rate at which an ever-greater number of functionalities were made available. In parallel, user-centered design (UCD) methods were also becoming more and more widely used: hence, user-centered design and agile methods were bound to cross paths, at least in the telecoms industry! During this period, in the field of telec

  2. NASA Langley Atmospheric Science Data Center Toolsets for Airborne Data (TAD): User Interface Design and Development

    Science.gov (United States)

    Beach, A. L., III; Early, A. B.; Chen, G.; Parker, L.

    2014-12-01

    NASA has conducted airborne tropospheric chemistry studies for about three decades. These field campaigns have generated a great wealth of observations, which are characterized by a wide range of trace gases and aerosol properties. The airborne observational data have often been used in assessment and validation of models and satellite instruments. The ASDC Toolset for Airborne Data (TAD) is being designed to meet the user community needs for manipulating aircraft data for scientific research on climate change and air quality relevant issues. Given the sheer volume of data variables across field campaigns and instruments reporting data on different time scales, this data is often difficult and time-intensive for researchers to analyze. The TAD web application is designed to provide an intuitive user interface (UI) to facilitate quick and efficient discovery from a vast number of airborne variables and data. Users are given the option to search based on high-level parameter groups, individual common names, mission and platform, as well as date ranges. Experienced users can immediately filter by keyword using the global search option. Once the user has chosen their required variables, they are given the option to either request PI data files based on their search criteria or create merged data, i.e. geo-located data from one or more measurement PIs. The purpose of the merged data feature is to allow users to compare data from one flight, as not all data from each flight is taken on the same time scale. Time bases can be continuous or based on the time base from one of the measurement time scales and intervals. After an order is submitted and processed, an ASDC email is sent to the user with a link for data download. The TAD user interface design, application architecture, and proposed future enhancements will be presented.

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

    Science.gov (United States)

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

    2016-08-01

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

  4. The tension between user-centered design and e-government services

    NARCIS (Netherlands)

    Kotamraju, Nalini; van der Geest, Thea

    2012-01-01

    The absence of user involvement in the design and development of e-government is often cited as a reason for the lag in e-government uptake. Drawing on our involvement with PortNL, an integrated e-government service for expatriates in the Netherlands, we explain this absence as a result of an

  5. Using Explorative Simulation to Drive User-Centered Design and IT-Development in Healthcare

    DEFF Research Database (Denmark)

    Edwards, Kasper; Thommesen, Jacob; Broberg, Ole

    2012-01-01

    We describe a method involving user-system simulation to drive rapid development and evaluation of layout, organization or information technology in healthcare. The method has been developed, tested and refined in three sub-projects in the Capital Region of Denmark. The overall goal of the project...... was to validate such a development method in a two-year project (2010-11). Explorative simulation is primarily based on approaches in design and usability engineering and simulation-based training in healthcare, and involves end-users and designers or engineers in a collaborative exploration of design solution...... can gain insight into the healthcare work practice and design applications accordingly - Theories and new ideas can be readily transformed to into the simulated world where they are explored and quickly rejected or used further - A very cost-effective approach to innovation....

  6. Designing human centered GeoVisualization application--the SanaViz--for telehealth users: a case study.

    Science.gov (United States)

    Joshi, Ashish; de Araujo Novaes, Magdala; Machiavelli, Josiane; Iyengar, Sriram; Vogler, Robert; Johnson, Craig; Zhang, Jiajie; Hsu, Chiehwen E

    2012-01-01

    Public health data is typically organized by geospatial unit. GeoVisualization (GeoVis) allows users to see information visually on a map. Examine telehealth users' perceptions towards existing public health GeoVis applications and obtains users' feedback about features important for the design and development of Human Centered GeoVis application "the SanaViz". We employed a cross sectional study design using mixed methods approach for this pilot study. Twenty users involved with the NUTES telehealth center at Federal University of Pernambuco (UFPE), Recife, Brazil were enrolled. Open and closed ended questionnaires were used to gather data. We performed audio recording for the interviews. Information gathered included socio-demographics, prior spatial skills and perception towards use of GeoVis to evaluate telehealth services. Card sorting and sketching methods were employed. Univariate analysis was performed for the continuous and categorical variables. Qualitative analysis was performed for open ended questions. Existing Public Health GeoVis applications were difficult to use. Results found interaction features zooming, linking and brushing and representation features Google maps, tables and bar chart as most preferred GeoVis features. Early involvement of users is essential to identify features necessary to be part of the human centered GeoVis application "the SanaViz".

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

    CERN Document Server

    Wilson, Chauncey

    2013-01-01

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

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

    Science.gov (United States)

    Ramos, S Raquel

    2017-11-01

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

  9. Enhancing Older People’s Outdoor Activities Through User-Centered (Shopping Bag Product Design; A Qualitative Study Based on the User-Centered Approach

    Directory of Open Access Journals (Sweden)

    Maliheh Naeimi

    2015-07-01

    Conclusion Considering the elderly's problems in shopping, a solution in product design is proposed to facilitate shopping and prevent difficulties such as forgetfulness. In future studies considering the anthropometrical measures to adjust the proposed solutions with the specific needs of users is suggested.

  10. A web-based program for informal caregivers of persons with Alzheimer's disease: an iterative user-centered design.

    Science.gov (United States)

    Cristancho-Lacroix, Victoria; Moulin, Florence; Wrobel, Jérémy; Batrancourt, Bénédicte; Plichart, Matthieu; De Rotrou, Jocelyne; Cantegreil-Kallen, Inge; Rigaud, Anne-Sophie

    2014-09-15

    Web-based programs have been developed for informal caregivers of people with Alzheimer's disease (PWAD). However, these programs can prove difficult to adopt, especially for older people, who are less familiar with the Internet than other populations. Despite the fundamental role of usability testing in promoting caregivers' correct use and adoption of these programs, to our knowledge, this is the first study describing this process before evaluating a program for caregivers of PWAD in a randomized clinical trial. The objective of the study was to describe the development process of a fully automated Web-based program for caregivers of PWAD, aiming to reduce caregivers' stress, and based on the user-centered design approach. There were 49 participants (12 health care professionals, 6 caregivers, and 31 healthy older adults) that were involved in a double iterative design allowing for the adaptation of program content and for the enhancement of website usability. This process included three component parts: (1) project team workshops, (2) a proof of concept, and (3) two usability tests. The usability tests were based on a mixed methodology using behavioral analysis, semistructured interviews, and a usability questionnaire. The user-centered design approach provided valuable guidelines to adapt the content and design of the program, and to improve website usability. The professionals, caregivers (mainly spouses), and older adults considered that our project met the needs of isolated caregivers. Participants underlined that contact between caregivers would be desirable. During usability observations, the mistakes of users were also due to ergonomics issues from Internet browsers and computer interfaces. Moreover, negative self-stereotyping was evidenced, when comparing interviews and results of behavioral analysis. Face-to-face psycho-educational programs may be used as a basis for Web-based programs. Nevertheless, a user-centered design approach involving targeted

  11. "Less Clicking, More Watching": Results from the User-Centered Design of a Multi-Institutional Web Site for Art and Culture.

    Science.gov (United States)

    Vergo, John; Karat, Clare-Marie; Karat, John; Pinhanez, Claudio; Arora, Renee; Cofino, Thomas; Riecken, Doug; Podlaseck, Mark

    This paper summarizes a 10-month long research project conducted at the IBM T.J. Watson Research Center aimed at developing the design concept of a multi-institutional art and culture web site. The work followed a user-centered design (UCD) approach, where interaction with prototypes and feedback from potential users of the web site were sought…

  12. User Centered Design as a Framework for Applying Conversation Analysis in Hearing Aid Consultations

    DEFF Research Database (Denmark)

    Egbert, Maria; Matthews, Ben

    2011-01-01

    collaboration, as well as successes and pitfalls. In particular we focus on the role of conversation analysists both from the perspective of the designers and the conversation analysts. To illustrate this, we have selected a project on hearing aid fitting. To understand the perspective of the users (the person...... with hearing loss and the hearing aid fitter is imperative because the compliance rate for hearing aid use is staggeringly low. One of the barriers of hearing aid use lies in problematic encounters between the person with hearing loss and audiologists. Buur, J and Matthews, B. (2008) ‘Participatory Innovation...

  13. User-Centered Design Groups to Engage Patients and Caregivers with a Personalized Health Information Technology Tool.

    Science.gov (United States)

    Maher, Molly; Kaziunas, Elizabeth; Ackerman, Mark; Derry, Holly; Forringer, Rachel; Miller, Kristen; O'Reilly, Dennis; An, Larry C; Tewari, Muneesh; Hanauer, David A; Choi, Sung Won

    2016-02-01

    Health information technology (IT) has opened exciting avenues for capturing, delivering and sharing data, and offers the potential to develop cost-effective, patient-focused applications. In recent years, there has been a proliferation of health IT applications such as outpatient portals. Rigorous evaluation is fundamental to ensure effectiveness and sustainability, as resistance to more widespread adoption of outpatient portals may be due to lack of user friendliness. Health IT applications that integrate with the existing electronic health record and present information in a condensed, user-friendly format could improve coordination of care and communication. Importantly, these applications should be developed systematically with appropriate methodological design and testing to ensure usefulness, adoption, and sustainability. Based on our prior work that identified numerous information needs and challenges of HCT, we developed an experimental prototype of a health IT tool, the BMT Roadmap. Our goal was to develop a tool that could be used in the real-world, daily practice of HCT patients and caregivers (users) in the inpatient setting. Herein, we examined the views, needs, and wants of users in the design and development process of the BMT Roadmap through user-centered Design Groups. Three important themes emerged: 1) perception of core features as beneficial (views), 2) alerting the design team to potential issues with the user interface (needs); and 3) providing a deeper understanding of the user experience in terms of wider psychosocial requirements (wants). These findings resulted in changes that led to an improved, functional BMT Roadmap product, which will be tested as an intervention in the pediatric HCT population in the fall of 2015 (ClinicalTrials.govNCT02409121). Copyright © 2016 American Society for Blood and Marrow Transplantation. Published by Elsevier Inc. All rights reserved.

  14. Rural eHealth nutrition education for limited-income families: an iterative and user-centered design approach.

    Science.gov (United States)

    Atkinson, Nancy L; Saperstein, Sandra L; Desmond, Sharon M; Gold, Robert S; Billing, Amy S; Tian, Jing

    2009-06-22

    Adult women living in rural areas have high rates of obesity. Although rural populations have been deemed hard to reach, Internet-based programming is becoming a viable strategy as rural Internet access increases. However, when people are able to get online, they may not find information designed for them and their needs, especially harder to reach populations. This results in a "content gap" for many users. User-centered design is a methodology that can be used to create appropriate online materials. This research was conducted to apply a user-centered approach to the design and development of a health promotion website for low-income mothers living in rural Maryland. Three iterative rounds of concept testing were conducted to (1) identify the name and content needs of the site and assess concerns about registering on a health-related website; (2) determine the tone and look of the website and confirm content and functionality; and (3) determine usability and acceptability. The first two rounds involved focus group and small group discussions, and the third round involved usability testing with individual women as they used the prototype system. The formative research revealed that women with limited incomes were enthusiastic about a website providing nutrition and physical activity information targeted to their incomes and tailored to their personal goals and needs. Other priority content areas identified were budgeting, local resources and information, and content that could be used with their children. Women were able to use the prototype system effectively. This research demonstrated that user-centered design strategies can help close the "content gap" for at-risk audiences.

  15. The user-centered design as novel perspective for evaluating the usability of BCI-controlled applications.

    Directory of Open Access Journals (Sweden)

    Andrea Kübler

    Full Text Available Albeit research on brain-computer interfaces (BCI for controlling applications has expanded tremendously, we still face a translational gap when bringing BCI to end-users. To bridge this gap, we adapted the user-centered design (UCD to BCI research and development which implies a shift from focusing on single aspects, such as accuracy and information transfer rate (ITR, to a more holistic user experience. The UCD implements an iterative process between end-users and developers based on a valid evaluation procedure. Within the UCD framework usability of a device can be defined with regard to its effectiveness, efficiency, and satisfaction. We operationalized these aspects to evaluate BCI-controlled applications. Effectiveness was regarded equivalent to accuracy of selections and efficiency to the amount of information transferred per time unit and the effort invested (workload. Satisfaction was assessed with questionnaires and visual-analogue scales. These metrics have been successfully applied to several BCI-controlled applications for communication and entertainment, which were evaluated by end-users with severe motor impairment. Results of four studies, involving a total of N = 19 end-users revealed: effectiveness was moderate to high; efficiency in terms of ITR was low to high and workload low to medium; depending on the match between user and technology, and type of application satisfaction was moderate to high. The here suggested evaluation metrics within the framework of the UCD proved to be an applicable and informative approach to evaluate BCI controlled applications, and end-users with severe impairment and in the locked-in state were able to participate in this process.

  16. The user-centered design as novel perspective for evaluating the usability of BCI-controlled applications.

    Science.gov (United States)

    Kübler, Andrea; Holz, Elisa M; Riccio, Angela; Zickler, Claudia; Kaufmann, Tobias; Kleih, Sonja C; Staiger-Sälzer, Pit; Desideri, Lorenzo; Hoogerwerf, Evert-Jan; Mattia, Donatella

    2014-01-01

    Albeit research on brain-computer interfaces (BCI) for controlling applications has expanded tremendously, we still face a translational gap when bringing BCI to end-users. To bridge this gap, we adapted the user-centered design (UCD) to BCI research and development which implies a shift from focusing on single aspects, such as accuracy and information transfer rate (ITR), to a more holistic user experience. The UCD implements an iterative process between end-users and developers based on a valid evaluation procedure. Within the UCD framework usability of a device can be defined with regard to its effectiveness, efficiency, and satisfaction. We operationalized these aspects to evaluate BCI-controlled applications. Effectiveness was regarded equivalent to accuracy of selections and efficiency to the amount of information transferred per time unit and the effort invested (workload). Satisfaction was assessed with questionnaires and visual-analogue scales. These metrics have been successfully applied to several BCI-controlled applications for communication and entertainment, which were evaluated by end-users with severe motor impairment. Results of four studies, involving a total of N = 19 end-users revealed: effectiveness was moderate to high; efficiency in terms of ITR was low to high and workload low to medium; depending on the match between user and technology, and type of application satisfaction was moderate to high. The here suggested evaluation metrics within the framework of the UCD proved to be an applicable and informative approach to evaluate BCI controlled applications, and end-users with severe impairment and in the locked-in state were able to participate in this process.

  17. User-centered design and usability testing of an innovative health-related quality of life module.

    Science.gov (United States)

    Nagykaldi, Z J; Jordan, M; Quitoriano, J; Ciro, C A; Mold, J W

    2014-01-01

    Various computerized health risk appraisals (HRAs) are available, but few of them assess health-related quality of life (HRQoL) in a goal-directed framework. This study describes the user-centered development and usability testing of an innovative HRQoL module that extends a validated HRA tool in primary care settings. Systematic user-centered design, usability testing, and qualitative methods were used to develop the HRQoL module in primary care practices. Twenty two patients and 5 clinicians participated in two rounds of interactive technology think-out-loud sessions (TOLs) and semi-structured interviews (SSIs) to iteratively develop a four-step, computerized process that collects information on patient goals for meaningful life activities and current level of disability and presents a personalized and prioritized list of preventive recommendations linked to online resources. Analysis of TOLs and SSIs generated 5 categories and 11 sub-categories related to facilitators and barriers to usability and human-technology interaction. The categories included: Understanding the Purpose, Usability, Perceived Value, Literacy, and Participant Motivation. Some categories were inter-connected. The technology was continually and iteratively improved between sessions until saturation of positive feedback was achieved in 4 categories (addressing motivation will require more research). Usability of all screen units of the module was improved substantially. Clinician feedback emphasized the importance of the module's ability to translate the patient-centered HRQoL Report into actionable items for clinicians to facilitate shared decision-making. Complete integration of the HRQoL module into the existing HRA will require further development and testing. Systematic application of user-centered design and human factors principles in technology development and testing may significantly improve the usability and clinical value of health information systems. This more sophisticated

  18. User-centered design of a patient’s work station for haptic robot-based telerehabilitation after stroke

    Directory of Open Access Journals (Sweden)

    Ivanova Ekaterina

    2017-03-01

    Full Text Available Robotic therapy devices have been an important part of clinical neurological rehabilitation for several years. Until now such devices are only available for patients receiving therapy inside rehabilitation hospitals. Since patients should continue rehabilitation training after hospital discharge at home, intelligent robotic rehab devices could help to achieve this goal. This paper presents therapeutic requirements and early phases of the user-centered design process of the patient’s work station as part of a novel robot-based system for motor telerehabilitation.

  19. User Centered System Design. Part 2. Collected Papers from the UCSD HMI Project.

    Science.gov (United States)

    1984-03-01

    31 David Owen >CONSTRUCTIVE INTERACTION: A METHOD FOR STUDYING USER-COMPUTER-USER INTERACTION,~4 Claire O’MWaiey. Stephrn W. Drape, &mW4(fey S. Riley...improving intelligibility. __________ Display of a 1mg. musher Allows user to see a Slow to read, slow to of MCM Item: law percestage of the display, ua...Display of a saw musher Essy to red, quick to If number of alterna- of Ase im ms: display, only a small tiwes is large, multiple percentage of the sads

  20. Scaffolding the design of accessible eLearning content: a user-centered approach and cognitive perspective.

    Science.gov (United States)

    Catarci, Tiziana; De Giovanni, Loredana; Gabrielli, Silvia; Kimani, Stephen; Mirabella, Valeria

    2008-08-01

    There exist various guidelines for facilitating the design, preparation, and deployment of accessible eLearning applications and contents. However, such guidelines prevalently address accessibility in a rather technical sense, without giving sufficient consideration to the cognitive aspects and issues related to the use of eLearning materials by learners with disabilities. In this paper we describe how a user-centered design process was applied to develop a method and set of guidelines for didactical experts to scaffold their creation of accessible eLearning content, based on a more sound approach to accessibility. The paper also discusses possible design solutions for tools supporting eLearning content authors in the adoption and application of the proposed approach.

  1. Sistem Scoring Conversion TOEFL Paper Based Test (PBT Politeknik Negeri Cilacap Menggunakan Metode User Centered Design

    Directory of Open Access Journals (Sweden)

    Cahya Vikasari

    2017-06-01

    Full Text Available Sistem komputer interaktif untuk dipakai oleh useruntuk mendukung pekerjannya. User merupakan object yang penting didalam pengembangan dan pembangun sistem. User adalah personal-personal yang terlibat langsung dalam pemakaian aplikasi. Konsep dari UCD adalah user sebagai pusat dari proses pengembangan sistem, dan tujuan/sifat-sifat, konteks dan lingkungan sistem semua didasarkan dari pengalaman pengguna Pembangunan sistem skoring test TOEFL paper based test (PBT di UPT bahasa politeknik negeri cilacapmenggunakan metode UCD. Dengan menggunakan metode UCD sistem dapat   mempermudah dan mempercepat pendaftaran oleh calon pendaftar dengan tampilan antarmuka yang user friendly , mempermudah proses pengelolaan data dan rekap data pendaftar, mempermudah pengkonversian skor TOEFL yang dilakukan secara otomatis, serta  meminimalisir terjadinya kesalahan, duplikasi data dan duplikasi kegiatan.

  2. Adapting the Wii Fit Balance Board to Enable Active Video Game Play by Wheelchair Users: User-Centered Design and Usability Evaluation.

    Science.gov (United States)

    Thirumalai, Mohanraj; Kirkland, William B; Misko, Samuel R; Padalabalanarayanan, Sangeetha; Malone, Laurie A

    2018-03-06

    Active video game (AVG) playing, also known as "exergaming," is increasingly employed to promote physical activity across all age groups. The Wii Fit Balance Board is a popular gaming controller for AVGs and is used in a variety of settings. However, the commercial off-the-shelf (OTS) design poses several limitations. It is inaccessible to wheelchair users, does not support the use of stabilization assistive devices, and requires the ability to shift the center of balance (COB) in all directions to fully engage in game play. The aim of this study was to design an adapted version of the Wii Fit Balance Board to overcome the identified limitations and to evaluate the usability of the newly designed adapted Wii Fit Balance Board in persons with mobility impairments. In a previous study, 16 participants tried the OTS version of the Wii Fit Balance Board. On the basis of observed limitations, a team of engineers developed and adapted the design of the Wii Fit Balance Board, which was then subjected to multiple iterations of user feedback and design tweaks. On design completion, we recruited a new pool of participants with mobility impairments for a larger study. During their first visit, we assessed lower-extremity function using selected mobility tasks from the International Classification of Functioning, Disability and Health. During a subsequent session, participants played 2 sets of games on both the OTS and adapted versions of the Wii Fit Balance Board. Order of controller version played first was randomized. After participants played each version, we administered the System Usability Scale (SUS) to examine the participants' perceived usability. The adapted version of the Wii Fit Balance Board resulting from the user-centered design approach met the needs of a variety of users. The adapted controller (1) allowed manual wheelchair users to engage in game play, which was previously not possible; (2) included Americans with Disabilities Act-compliant handrails as part

  3. A need for a more user-centered design in body powered prostheses

    NARCIS (Netherlands)

    Hichert, M.; Plettenburg, D.H.; Vardy, A.N.; Will, Wendy; Scheme, Erik

    2014-01-01

    Users of body powered prostheses (BPP) complain about too high operating forces, leading to pain and/or fatigue during or after prosthetic operation. In the worst case nerve and vessel damage can occur [1, 2], leading to nonuse of prostheses. Smit et al. investigated cable forces and displacements

  4. 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.

  5. The development of a patient-specific method for physiotherapy goal setting: a user-centered design.

    Science.gov (United States)

    Stevens, Anita; Köke, Albère; van der Weijden, Trudy; Beurskens, Anna

    2018-08-01

    To deliver client-centered care, physiotherapists need to identify the patients' individual treatment goals. However, practical tools for involving patients in goal setting are lacking. The purpose of this study was to improve the frequently used Patient-Specific Complaints instrument in Dutch physiotherapy, and to develop it into a feasible method to improve physiotherapy goal setting. An iterative user-centered design was conducted in co-creation with the physiotherapists and patients, in three phases. Their needs and preferences were identified by means of group meetings and questionnaires. The new method was tested in several field tests in physiotherapy practices. Four main objectives for improvement were formulated: clear instructions for the administration procedure, targeted use across the physiotherapy process, client-activating communication skills, and a client-centered attitude of the physiotherapist. A theoretical goal-setting framework and elements of shared decision making were integrated into the new-called, Patient-Specific Goal-setting method, together with a practical training course. The user-centered approach resulted in a goal-setting method that is fully integrated in the physiotherapy process. The new goal-setting method contributes to a more structured approach to goal setting and enables patient participation and goal-oriented physiotherapy. Before large-scale implementation, its feasibility in physiotherapy practice needs to be investigated. Implications for rehabilitation Involving patients and physiotherapists in the development and testing of a goal-setting method, increases the likelihood of its feasibility in practice. The integration of a goal-setting method into the physiotherapy process offers the opportunity to focus more fully on the patient's goals. Patients should be informed about the aim of every step of the goal-setting process in order to increase their awareness and involvement. Training physiotherapists to use a patient

  6. User centered design of the digital book: why looking backward can help us move forward

    Science.gov (United States)

    Wallis, Jillian C.

    2006-02-01

    What is emerging from the digital book revolution is a state of technology that has brought new affordances to the book, such as search, hyperlinking, personalization, dynamic content, 24/7 access, automated indexing and summarizing, aggregated content, and new modes of reading and access. These could solve some of the issues users have with the static content of traditional bound volumes, but the technology so far has staunchly ignored the tried and true technologies of books, such as infinite resolution, high contrast, low glare, haptic navigation, typographic niceties, and the rights of first sale to borrow, lend, or resell a work. By exploring a survey of literature, reviews, and user tests, I intend to address the point of how the current concept of the digital book is an inappropriate tool for the user and the task of reading, and as a result not been enthusiastically embraced by the market. The collected evidence indicates that it is impossible to forget our past in our quest for the future, and that technology can help us to unite the disparate realities of analog and digital to create a truly digital book.

  7. Community-based participatory research and user-centered design in a diabetes medication information and decision tool.

    Science.gov (United States)

    Henderson, Vida A; Barr, Kathryn L; An, Lawrence C; Guajardo, Claudia; Newhouse, William; Mase, Rebecca; Heisler, Michele

    2013-01-01

    Together, community-based participatory research (CBPR), user-centered design (UCD), and health information technology (HIT) offer promising approaches to improve health disparities in low-resource settings. This article describes the application of CBPR and UCD principles to the development of iDecide/Decido, an interactive, tailored, web-based diabetes medication education and decision support tool delivered by community health workers (CHWs) to African American and Latino participants with diabetes in Southwest and Eastside Detroit. The decision aid is offered in English or Spanish and is delivered on an iPad in participants' homes. The overlapping principles of CBPR and UCD used to develop iDecide/Decido include a user-focused or community approach, equitable academic and community partnership in all study phases, an iterative development process that relies on input from all stakeholders, and a program experience that is specified, adapted, and implemented with the target community. Collaboration between community members, researchers, and developers is especially evident in the program's design concept, animations, pictographs, issue cards, goal setting, tailoring, and additional CHW tools. The principles of CBPR and UCD can be successfully applied in developing health information tools that are easy to use and understand, interactive, and target health disparities.

  8. A User-Centered Educational Modeling Language Improving the Controllability of Learning Design Quality

    Science.gov (United States)

    Zendi, Asma; Bouhadada, Tahar; Bousbia, Nabila

    2016-01-01

    Semiformal EMLs are developed to facilitate the adoption of educational modeling languages (EMLs) and to address practitioners' learning design concerns, such as reusability and readability. In this article, SDLD (Structure Dialogue Learning Design) is presented, which is a semiformal EML that aims to improve controllability of learning design…

  9. Cross-Cultural and User-Centered Design Thinking in a Global Organization

    DEFF Research Database (Denmark)

    Abildgaard, Sille Julie Jøhnk; Christensen, Bo

    2018-01-01

    was shared and analyzed by 28 international design research teams, who approached the data with each their preferred methodology and theoretical interests. In addition to the case description, the current paper also identified themes for distinct analyses conducted by individual design research teams: co...

  10. User-Centered Collaborative Design and Development of an Inpatient Safety Dashboard.

    Science.gov (United States)

    Mlaver, Eli; Schnipper, Jeffrey L; Boxer, Robert B; Breuer, Dominic J; Gershanik, Esteban F; Dykes, Patricia C; Massaro, Anthony F; Benneyan, James; Bates, David W; Lehmann, Lisa S

    2017-12-01

    Patient safety remains a key concern in hospital care. This article summarizes the iterative participatory development, features, functions, and preliminary evaluation of a patient safety dashboard for interdisciplinary rounding teams on inpatient medical services. This electronic health record (EHR)-embedded dashboard collects real-time data covering 13 safety domains through web services and applies logic to generate stratified alerts with an interactive check-box function. The technological infrastructure is adaptable to other EHR environments. Surveyed users perceived the tool as highly usable and useful. Integration of the dashboard into clinical care is intended to promote communication about patient safety and facilitate identification and management of safety concerns. Copyright © 2017 The Joint Commission. All rights reserved.

  11. User-Centered Design of Learn to Quit, a Smoking Cessation Smartphone App for People With Serious Mental Illness.

    Science.gov (United States)

    Vilardaga, Roger; Rizo, Javier; Zeng, Emily; Kientz, Julie A; Ries, Richard; Otis, Chad; Hernandez, Kayla

    2018-01-16

    Smoking rates in the United States have been reduced in the past decades to 15% of the general population. However, up to 88% of people with psychiatric symptoms still smoke, leading to high rates of disease and mortality. Therefore, there is a great need to develop smoking cessation interventions that have adequate levels of usability and can reach this population. The objective of this study was to report the rationale, ideation, design, user research, and final specifications of a novel smoking cessation app for people with serious mental illness (SMI) that will be tested in a feasibility trial. We used a variety of user-centered design methods and materials to develop the tailored smoking cessation app. This included expert panel guidance, a set of design principles and theory-based smoking cessation content, development of personas and paper prototyping, usability testing of the app prototype, establishment of app's core vision and design specification, and collaboration with a software development company. We developed Learn to Quit, a smoking cessation app designed and tailored to individuals with SMI that incorporates the following: (1) evidence-based smoking cessation content from Acceptance and Commitment Therapy and US Clinical Practice Guidelines for smoking cessation aimed at providing skills for quitting while addressing mental health symptoms, (2) a set of behavioral principles to increase retention and comprehension of smoking cessation content, (3) a gamification component to encourage and sustain app engagement during a 14-day period, (4) an app structure and layout designed to minimize usability errors in people with SMI, and (5) a set of stories and visuals that communicate smoking cessation concepts and skills in simple terms. Despite its increasing importance, the design and development of mHealth technology is typically underreported, hampering scientific innovation. This report describes the systematic development of the first smoking

  12. User-Centered Design of Learn to Quit, a Smoking Cessation Smartphone App for People With Serious Mental Illness

    Science.gov (United States)

    Rizo, Javier; Zeng, Emily; Kientz, Julie A; Ries, Richard; Otis, Chad; Hernandez, Kayla

    2018-01-01

    Background Smoking rates in the United States have been reduced in the past decades to 15% of the general population. However, up to 88% of people with psychiatric symptoms still smoke, leading to high rates of disease and mortality. Therefore, there is a great need to develop smoking cessation interventions that have adequate levels of usability and can reach this population. Objective The objective of this study was to report the rationale, ideation, design, user research, and final specifications of a novel smoking cessation app for people with serious mental illness (SMI) that will be tested in a feasibility trial. Methods We used a variety of user-centered design methods and materials to develop the tailored smoking cessation app. This included expert panel guidance, a set of design principles and theory-based smoking cessation content, development of personas and paper prototyping, usability testing of the app prototype, establishment of app’s core vision and design specification, and collaboration with a software development company. Results We developed Learn to Quit, a smoking cessation app designed and tailored to individuals with SMI that incorporates the following: (1) evidence-based smoking cessation content from Acceptance and Commitment Therapy and US Clinical Practice Guidelines for smoking cessation aimed at providing skills for quitting while addressing mental health symptoms, (2) a set of behavioral principles to increase retention and comprehension of smoking cessation content, (3) a gamification component to encourage and sustain app engagement during a 14-day period, (4) an app structure and layout designed to minimize usability errors in people with SMI, and (5) a set of stories and visuals that communicate smoking cessation concepts and skills in simple terms. Conclusions Despite its increasing importance, the design and development of mHealth technology is typically underreported, hampering scientific innovation. This report describes the

  13. Evaluating CSL/CFL Website Usability: A User-Centered Design Approach

    Science.gov (United States)

    Huang, Chung-Kai; Hsin, Ching-O; Chiu, Chiung-Hui

    2010-01-01

    With the widespread availability of Internet and computer technology, on-line web-based learning has become prevalent in the field of teaching Chinese as a second/foreign language (CSL/CFL). This study examined the concepts of usability and types of design elements that help construct an effective web-based learning environment, as well as their…

  14. Danish User-Centered Innovation

    DEFF Research Database (Denmark)

    Jeppesen, Lars Bo

    2007-01-01

    Danish User-centered Innovation Lab (DUCI lab) is a collaboration between faculty at Copenhagen Business School, Aarhus School of Business and Massachusetts Institute of Technology, based at Copenhagen Business School. DUCI lab is a unique effort to understand the issues involved in user innovation...... processes, with particular emphasis on managing user driven innovation. The project takes advantage of CBS location in Denmark. Denmark has been at the forefront in creating policies that favor user driven innovation. CBS's location at the heart of one of the world's most vibrant user driven regions...... companies and on how such practices can be diffused broadly for the benefit of start-ups, SME's and other types of organizations....

  15. User-Centered Evaluation of Visual Analytics

    Energy Technology Data Exchange (ETDEWEB)

    Scholtz, Jean C.

    2017-10-01

    visual analytics. A history of analysis and analysis techniques and problems is provided as well as an introduction to user-centered evaluation and various evaluation techniques for readers from different disciplines. The understanding of these techniques is imperative if we wish to support analysis in the visual analytics software we develop. Currently the evaluations that are conducted and published for visual analytics software are very informal and consist mainly of comments from users or potential users. Our goal is to help researchers in visual analytics to conduct more formal user-centered evaluations. While these are time-consuming and expensive to carryout, the outcomes of these studies will have a defining impact on the field of visual analytics and help point the direction for future features and visualizations to incorporate. While many researchers view work in user-centered evaluation as a less-than-exciting area to work, the opposite is true. First of all, the goal is user-centered evaluation is to help visual analytics software developers, researchers, and designers improve their solutions and discover creative ways to better accommodate their users. Working with the users is extremely rewarding as well. While we use the term “users” in almost all situations there are a wide variety of users that all need to be accommodated. Moreover, the domains that use visual analytics are varied and expanding. Just understanding the complexities of a number of these domains is exciting. Researchers are trying out different visualizations and interactions as well. And of course, the size and variety of data are expanding rapidly. User-centered evaluation in this context is rapidly changing. There are no standard processes and metrics and thus those of us working on user-centered evaluation must be creative in our work with both the users and with the researchers and developers.

  16. Multimedia Health Records: user-centered design approach for a multimedia uploading service.

    Science.gov (United States)

    Plazzotta, Fernando; Mayan, John C; Storani, Fernando D; Ortiz, Juan M; Lopez, Gastón E; Gimenez, Gastón M; Luna, Daniel R

    2015-01-01

    Multimedia elements add value to text documents by transmitting information difficult to express in words. In healthcare, many professional and services keep this elements in their own repositories. This brings the problem of information fragmentation in different silos which hinder its access to other healthcare professionals. On the other hand patients have clinical data of their own in different formats generated in different healthcare organizations which is not accessible to professionals within our healthcare network. This paper describes the design, development and implementation processes of a service which allows media elements to be loaded in a patient clinical data repository (CDR) either through an electronic health record by professionals (EHR) or through a personal health record (PHR) by patients, in order to avoid fragmentation of the information.

  17. Experiences of multidisciplinary development team members during user-centered design of telecare products and services: a qualitative study.

    Science.gov (United States)

    Vermeulen, Joan; Verwey, Renée; Hochstenbach, Laura M J; van der Weegen, Sanne; Man, Yan Ping; de Witte, Luc P

    2014-05-19

    User-centered design (UCD) methodologies can help take the needs and requirements of potential end-users into account during the development of innovative telecare products and services. Understanding how members of multidisciplinary development teams experience the UCD process might help to gain insight into factors that members with different backgrounds consider critical during the development of telecare products and services. The primary objective of this study was to explore how members of multidisciplinary development teams experienced the UCD process of telecare products and services. The secondary objective was to identify differences and similarities in the barriers and facilitators they experienced. Twenty-five members of multidisciplinary development teams of four Research and Development (R&D) projects participated in this study. The R&D projects aimed to develop telecare products and services that can support self-management in elderly people or patients with chronic conditions. Seven participants were representatives of end-users (elderly persons or patients with chronic conditions), three were professional end-users (geriatrician and nurses), five were engineers, four were managers (of R&D companies or engineering teams), and six were researchers. All participants were interviewed by a researcher who was not part of their own development team. The following topics were discussed during the interviews: (1) aim of the project, (2) role of the participant, (3) experiences during the development process, (4) points of improvement, and (5) what the project meant to the participant. Experiences of participants related to the following themes: (1) creating a development team, (2) expectations regarding responsibilities and roles, (3) translating user requirements into technical requirements, (4) technical challenges, (5) evaluation of developed products and services, and (6) valorization. Multidisciplinary team members from different backgrounds often

  18. User-Centered Agile Methods

    CERN Document Server

    Beyer, Hugh

    2010-01-01

    With the introduction and popularization of Agile methods of software development, existing relationships and working agreements between user experience groups and developers are being disrupted. Agile methods introduce new concepts: the Product Owner, the Customer (but not the user), short iterations, User Stories. Where do UX professionals fit in this new world? Agile methods also bring a new mindset -- no big design, no specifications, minimal planning -- which conflict with the needs of UX design. This lecture discusses the key elements of Agile for the UX community and describes strategie

  19. User interface design considerations

    DEFF Research Database (Denmark)

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

    1999-01-01

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

  20. Assessing the impact of user-centered research on a clinical trial eHealth tool via counterbalanced research design.

    Science.gov (United States)

    Atkinson, Nancy L; Massett, Holly A; Mylks, Christy; McCormack, Lauren A; Kish-Doto, Julia; Hesse, Bradford W; Wang, Min Qi

    2011-01-01

    Informatics applications have the potential to improve participation in clinical trials, but their design must be based on user-centered research. This research used a fully counterbalanced experimental design to investigate the effect of changes made to the original version of a website, http://BreastCancerTrials.org/, and confirm that the revised version addressed and reinforced patients' needs and expectations. Participants included women who had received a breast cancer diagnosis within the last 5 years (N=77). They were randomized into two groups: one group used and reviewed the original version first followed by the redesigned version, and the other group used and reviewed them in reverse order. The study used both quantitative and qualitative measures. During use, participants' click paths and general reactions were observed. After use, participants were asked to answer survey items and open-ended questions to indicate their reactions and which version they preferred and met their needs and expectations better. Overall, the revised version of the site was preferred and perceived to be clearer, easier to navigate, more trustworthy and credible, and more private and safe overall. However, users who viewed the original version last had similar attitudes toward both versions. By applying research findings to the redesign of a website for clinical trial searching, it was possible to re-engineer the interface to better support patients' decisions to participate in clinical trials. The mechanisms of action in this case appeared to revolve around creating an environment that supported a sense of personal control and decisional autonomy.

  1. Electronic health record usability: analysis of the user-centered design processes of eleven electronic health record vendors.

    Science.gov (United States)

    Ratwani, Raj M; Fairbanks, Rollin J; Hettinger, A Zachary; Benda, Natalie C

    2015-11-01

    The usability of electronic health records (EHRs) continues to be a point of dissatisfaction for providers, despite certification requirements from the Office of the National Coordinator that require EHR vendors to employ a user-centered design (UCD) process. To better understand factors that contribute to poor usability, a research team visited 11 different EHR vendors in order to analyze their UCD processes and discover the specific challenges that vendors faced as they sought to integrate UCD with their EHR development. Our analysis demonstrates a diverse range of vendors' UCD practices that fall into 3 categories: well-developed UCD, basic UCD, and misconceptions of UCD. Specific challenges to practicing UCD include conducting contextually rich studies of clinical workflow, recruiting participants for usability studies, and having support from leadership within the vendor organization. The results of the study provide novel insights for how to improve usability practices of EHR vendors. © The Author 2015. Published by Oxford University Press on behalf of the American Medical Informatics Association. All rights reserved. For Permissions, please email: journals.permissions@oup.com.

  2. 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

  3. User-Centered Design of Serious Games for Older Adults Following 3 Years of Experience With Exergames for Seniors: A Study Design.

    Science.gov (United States)

    Brox, Ellen; Konstantinidis, Stathis Th; Evertsen, Gunn

    2017-01-11

    Seniors need sufficient balance and strength to manage in daily life, and sufficient physical activity is required to achieve and maintain these abilities. This can be a challenge, but fun and motivational exergames can be of help. However, most commercial games are not suited for this age group for several reasons. Many usability studies and user-centered design (UCD) protocols have been developed and applied, but to the best of our knowledge none of them are focusing on seniors' use of games for physical activity. In GameUp, a European cofunded project, some prototype Kinect exergames to enhance the mobility of seniors were developed in a user-centered approach. In this paper we aim to record lessons learned in 3 years of experience with exergames for seniors, considering both the needs of older adults regarding user-centered development of exergames and participation in UCD. We also provide a UCD protocol for exergames tailored to senior needs. An initial UCD protocol was formed based on literature of previous research outcomes. Senior users participated in UCD following the initial protocol. The users formed a steady group that met every second week for 3 years to play exergames and participate in the UCD during the 4 phases of the protocol. Several methods were applied in the 4 different phases of the UCD protocol; the most important methods were structured and semistructured interviews, observations, and group discussions. A total of 16 seniors with an average age above 80 years participated for 3 years in UCD in order to develop the GameUp exergames. As a result of the lessons learned by applying the different methodologies of the UCD protocol, we propose an adjusted UCD protocol providing explanations on how it should be applied for seniors as users. Questionnaires should be turned into semistructured and structured interviews while user consultation sessions should be repeated with the same theme to ensure that the UCD methods produce a valid outcome. By

  4. A Human-Centered Design Methodology to Enhance the Usability, Human Factors, and User Experience of Connected Health Systems: A Three-Phase Methodology.

    Science.gov (United States)

    Harte, Richard; Glynn, Liam; Rodríguez-Molinero, Alejandro; Baker, Paul Ma; Scharf, Thomas; Quinlan, Leo R; ÓLaighin, Gearóid

    2017-03-16

    Design processes such as human-centered design, which involve the end user throughout the product development and testing process, can be crucial in ensuring that the product meets the needs and capabilities of the user, particularly in terms of safety and user experience. The structured and iterative nature of human-centered design can often present a challenge when design teams are faced with the necessary, rapid, product development life cycles associated with the competitive connected health industry. We wanted to derive a structured methodology that followed the principles of human-centered design that would allow designers and developers to ensure that the needs of the user are taken into account throughout the design process, while maintaining a rapid pace of development. In this paper, we present the methodology and its rationale before outlining how it was applied to assess and enhance the usability, human factors, and user experience of a connected health system known as the Wireless Insole for Independent and Safe Elderly Living (WIISEL) system, a system designed to continuously assess fall risk by measuring gait and balance parameters associated with fall risk. We derived a three-phase methodology. In Phase 1 we emphasized the construction of a use case document. This document can be used to detail the context of use of the system by utilizing storyboarding, paper prototypes, and mock-ups in conjunction with user interviews to gather insightful user feedback on different proposed concepts. In Phase 2 we emphasized the use of expert usability inspections such as heuristic evaluations and cognitive walkthroughs with small multidisciplinary groups to review the prototypes born out of the Phase 1 feedback. Finally, in Phase 3 we emphasized classical user testing with target end users, using various metrics to measure the user experience and improve the final prototypes. We report a successful implementation of the methodology for the design and development

  5. A Human-Centered Design Methodology to Enhance the Usability, Human Factors, and User Experience of Connected Health Systems: A Three-Phase Methodology

    Science.gov (United States)

    Harte, Richard; Glynn, Liam; Rodríguez-Molinero, Alejandro; Baker, Paul MA; Scharf, Thomas; ÓLaighin, Gearóid

    2017-01-01

    Background Design processes such as human-centered design, which involve the end user throughout the product development and testing process, can be crucial in ensuring that the product meets the needs and capabilities of the user, particularly in terms of safety and user experience. The structured and iterative nature of human-centered design can often present a challenge when design teams are faced with the necessary, rapid, product development life cycles associated with the competitive connected health industry. Objective We wanted to derive a structured methodology that followed the principles of human-centered design that would allow designers and developers to ensure that the needs of the user are taken into account throughout the design process, while maintaining a rapid pace of development. In this paper, we present the methodology and its rationale before outlining how it was applied to assess and enhance the usability, human factors, and user experience of a connected health system known as the Wireless Insole for Independent and Safe Elderly Living (WIISEL) system, a system designed to continuously assess fall risk by measuring gait and balance parameters associated with fall risk. Methods We derived a three-phase methodology. In Phase 1 we emphasized the construction of a use case document. This document can be used to detail the context of use of the system by utilizing storyboarding, paper prototypes, and mock-ups in conjunction with user interviews to gather insightful user feedback on different proposed concepts. In Phase 2 we emphasized the use of expert usability inspections such as heuristic evaluations and cognitive walkthroughs with small multidisciplinary groups to review the prototypes born out of the Phase 1 feedback. Finally, in Phase 3 we emphasized classical user testing with target end users, using various metrics to measure the user experience and improve the final prototypes. Results We report a successful implementation of the

  6. User-centered Technologies For Blind Children

    Directory of Open Access Journals (Sweden)

    Jaime Sánchez

    2008-01-01

    Full Text Available The purpose of this paper is to review, summarize, and illustrate research work involving four audio-based games created within a user-centered design methodology through successive usability tasks and evaluations. These games were designed by considering the mental model of blind children and their styles of interaction to perceive and process data and information. The goal of these games was to enhance the cognitive development of spatial structures, memory, haptic perception, mathematical skills, navigation and orientation, and problem solving of blind children. Findings indicate significant improvements in learning and cognition from using audio-based tools specially tailored for the blind. That is, technologies for blind children, carefully tailored through user-centered design approaches, can make a significant contribution to cognitive development of these children. This paper contributes new insight into the design and implementation of audio-based virtual environments to facilitate learning and cognition in blind children.

  7. User-centered Technologies For Blind Children

    OpenAIRE

    Jaime Sánchez

    2008-01-01

    The purpose of this paper is to review, summarize, and illustrate research work involving four audio-based games created within a user-centered design methodology through successive usability tasks and evaluations. These games were designed by considering the mental model of blind children and their styles of interaction to perceive and process data and information. The goal of these games was to enhance the cognitive development of spatial structures, memory, haptic perception, mathe...

  8. Designing Users/Designing Innovation

    DEFF Research Database (Denmark)

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

  9. User-centered ecotourism development.

    Science.gov (United States)

    Talsma, L; Molenbroek, J F M

    2012-01-01

    The transfer of knowledge in an ecotourism project is never a one-way affair. An approach connected to bottom-up development is the submersion into another culture, while creating a new organizational structure. For co-creation, patterns that are often latent, such as leadership roles, the association with business, or even the color of education can be revealed by carefully facilitated brainstorms or workshops. Especially in countries with a different hierarchical structure, such as Indonesia compared to Holland, a careful analysis is needed before starting cooperation. Although a case is only a temporary view on a situation and not a guarantee for a truly sustainable system, the bottom-up approach tested has interesting starting points for an ecotourism system. Two cases were conducted in Bali, Indonesia, which resulted in guidelines on how to approach user-centered ecotourism development.

  10. Applying User-Centered Design Methods to the Development of an mHealth Application for Use in the Hospital Setting by Patients and Care Partners.

    Science.gov (United States)

    Couture, Brittany; Lilley, Elizabeth; Chang, Frank; DeBord Smith, Ann; Cleveland, Jessica; Ergai, Awatef; Katsulis, Zachary; Benneyan, James; Gershanik, Esteban; Bates, David W; Collins, Sarah A

    2018-04-01

     Developing an optimized and user-friendly mHealth application for patients and family members in the hospital environment presents unique challenges given the diverse patient population and patients' various states of well-being.  This article describes user-centered design methods and results for developing the patient and family facing user interface and functionality of MySafeCare, a safety reporting tool for hospitalized patients and their family members.  Individual and group usability sessions were conducted with specific testing scenarios for participants to follow to test the usability and functionality of the tool. Participants included patients, family members, and Patient and Family Advisory Council (PFAC) members. Engagement rounds were also conducted on study units and lessons learned provided additional information to the usability work. Usability results were aligned with Nielsen's Usability Heuristics.  Eleven patients and family members and 25 PFAC members participated in usability testing and over 250 patients and family members were engaged during research team rounding. Specific themes resulting from the usability testing sessions influenced the changes made to the user interface design, workflow functionality, and terminology.  User-centered design should focus on workflow functionality, terminology, and user interface issues for mHealth applications. These themes illustrated issues aligned with four of Nielsen's Usability Heuristics: match between system and the real world, consistency and standards, flexibility and efficiency of use, and aesthetic and minimalist design. We identified workflow and terminology issues that may be specific to the use of an mHealth application focused on safety and used by hospitalized patients and their families. Schattauer GmbH Stuttgart.

  11. Hype, harmony and human factors: applying user-centered design to achieve sustainable telehealth program adoption and growth.

    Science.gov (United States)

    Rossos, P G; St-Cyr, O; Purdy, B; Toenjes, C; Masino, C; Chmelnitsky, D

    2015-01-01

    Despite decades of international experience with the use of information and communication technologies in healthcare delivery, widespread telehealth adoption remains limited and progress slow. Escalating health system challenges related to access, cost and quality currently coincide with rapid advancement of affordable and reliable internet based communication technologies creating unprecedented opportunities and incentives for telehealth. In this paper, we will describe how Human Factors Engineering (HFE) and user-centric elements have been incorporated into the establishment of telehealth within a large academic medical center to increase acceptance and sustainability. Through examples and lessons learned we wish to increase awareness of HFE and its importance in the successful implementation, innovation and growth of telehealth programs.

  12. 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

  13. The Ethics of User Experience Design

    DEFF Research Database (Denmark)

    Vistisen, Peter; Jensen, Thessa

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

  14. The Ethics of User Experience Design

    DEFF Research Database (Denmark)

    Vistisen, Peter; Jensen, Thessa

    2013-01-01

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

  15. Design and usability evaluation of user-centered and visual-based aids for dietary food measurement on mobile devices in a randomized controlled trial.

    Science.gov (United States)

    Liu, Ying-Chieh; Chen, Chien-Hung; Lee, Chien-Wei; Lin, Yu-Sheng; Chen, Hsin-Yun; Yeh, Jou-Yin; Chiu, Sherry Yueh-Hsia

    2016-12-01

    We designed and developed two interactive apps interfaces for dietary food measurements on mobile devices. The user-centered designs of both the IPI (interactive photo interface) and the SBI (sketching-based interface) were evaluated. Four types of outcomes were assessed to evaluate the usability of mobile devices for dietary measurements, including accuracy, absolute weight differences, and the response time to determine the efficacy of food measurements. The IPI presented users with images of pre-determined portion sizes of a specific food and allowed users to scan and then select the most representative image matching the food that they were measuring. The SBI required users to relate the food shape to a readily available comparator (e.g., credit card) and scribble to shade in the appropriate area. A randomized controlled trial was conducted to evaluate their usability. A total of 108 participants were randomly assigned into the following three groups: the IPI (n=36) and SBI (n=38) experimental groups and the traditional life-size photo (TLP) group as the control. A total of 18 types of food items with 3-4 different weights were randomly selected for assessment by each type. The independent Chi-square test and t-test were performed for the dichotomous and continuous variable analyses, respectively. The total accuracy rates were 66.98%, 44.15%, and 72.06% for the IPI, SBI, and TLP, respectively. No significant difference was observed between the IPI and TLP, regardless of the accuracy proportion or weight differences. The SBI accuracy rates were significantly lower than the IPI and TLP accuracy rates, especially for several spooned, square cube, and sliced pie food items. The time needed to complete the operation assessment by the user was significantly lower for the IPI than for the SBI. Our study corroborates that the user-centered visual-based design of the IPI on a mobile device is comparable the TLP in terms of the usability for dietary food measurements

  16. Human-Centered Design Study: Enhancing the Usability of a Mobile Phone App in an Integrated Falls Risk Detection System for Use by Older Adult Users.

    Science.gov (United States)

    Harte, Richard; Quinlan, Leo R; Glynn, Liam; Rodríguez-Molinero, Alejandro; Baker, Paul Ma; Scharf, Thomas; ÓLaighin, Gearóid

    2017-05-30

    Design processes such as human-centered design (HCD), which involve the end user throughout the product development and testing process, can be crucial in ensuring that the product meets the needs and capabilities of the user, particularly in terms of safety and user experience. The structured and iterative nature of HCD can often conflict with the necessary rapid product development life-cycles associated with the competitive connected health industry. The aim of this study was to apply a structured HCD methodology to the development of a smartphone app that was to be used within a connected health fall risk detection system. Our methodology utilizes so called discount usability engineering techniques to minimize the burden on resources during development and maintain a rapid pace of development. This study will provide prospective designers a detailed description of the application of a HCD methodology. A 3-phase methodology was applied. In the first phase, a descriptive "use case" was developed by the system designers and analyzed by both expert stakeholders and end users. The use case described the use of the app and how various actors would interact with it and in what context. A working app prototype and a user manual were then developed based on this feedback and were subjected to a rigorous usability inspection. Further changes were made both to the interface and support documentation. The now advanced prototype was exposed to user testing by end users where further design recommendations were made. With combined expert and end-user analysis of a comprehensive use case having originally identified 21 problems with the system interface, we have only seen and observed 3 of these problems in user testing, implying that 18 problems were eliminated between phase 1 and 3. Satisfactory ratings were obtained during validation testing by both experts and end users, and final testing by users shows the system requires low mental, physical, and temporal demands

  17. A qualitative study adopting a user-centered approach to design and validate a brain computer interface for cognitive rehabilitation for people with brain injury.

    Science.gov (United States)

    Martin, Suzanne; Armstrong, Elaine; Thomson, Eileen; Vargiu, Eloisa; Solà, Marc; Dauwalder, Stefan; Miralles, Felip; Daly Lynn, Jean

    2017-07-14

    Cognitive rehabilitation is established as a core intervention within rehabilitation programs following a traumatic brain injury (TBI). Digitally enabled assistive technologies offer opportunities for clinicians to increase remote access to rehabilitation supporting transition into home. Brain Computer Interface (BCI) systems can harness the residual abilities of individuals with limited function to gain control over computers through their brain waves. This paper presents an online cognitive rehabilitation application developed with therapists, to work remotely with people who have TBI, who will use BCI at home to engage in the therapy. A qualitative research study was completed with people who are community dwellers post brain injury (end users), and a cohort of therapists involved in cognitive rehabilitation. A user-centered approach over three phases in the development, design and feasibility testing of this cognitive rehabilitation application included two tasks (Find-a-Category and a Memory Card task). The therapist could remotely prescribe activity with different levels of difficulty. The service user had a home interface which would present the therapy activities. This novel work was achieved by an international consortium of academics, business partners and service users.

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

    OpenAIRE

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

    2017-01-01

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

  19. The Sociotechnical Mediation of Lower-Income Pregnancy: A User-Centered Approach to Improving a HCI Design Space

    Science.gov (United States)

    Peyton, Tamara Shirlene

    2016-01-01

    Developing and delivering contextually-sensitive user experiences in sociotechnical systems which are geared at helping lower-income women manage their pregnancies requires understanding the human, technological, and the sociotechnical perspectives that are embedded in the mediation of the experience. Yet most digital systems and tools for…

  20. The development of a mobile monitoring and feedback tool to stimulate physical activity of people with a chronic disease in primary care: a user-centered design.

    Science.gov (United States)

    van der Weegen, Sanne; Verwey, Renée; Spreeuwenberg, Marieke; Tange, Huibert; van der Weijden, Trudy; de Witte, Luc

    2013-07-02

    Physical activity is an important aspect in the treatment of patients with chronic obstructive pulmonary disease or type-2 diabetes. A monitoring and feedback tool combined with guidance by a primary care provider might be a successful method to enhance the level of physical activity in these patients. As a prerequisite for useful technology, it is important to involve the end-users in the design process from an early stage. The aim of this study was to investigate the user requirements for a tool to stimulate physical activity, embedded in primary care practice. The leading principle of this tool is to change behavior by self-monitoring, goal-setting, and feedback. The research team collected qualitative data among 15 patients, 16 care professionals, and several experts. A prototype was developed in three stages. In stage 1, the literature was searched to identify end-users and context. In stage 2, the literature, experts and patient representatives were consulted to set up a use case with the general idea of the innovation. In stage 3, individual interviews and focus groups were held to identify the end-user requirements. Based on these requirements a prototype was built by the engineering team. The development process has led to a tool that generally meets the requirements of the end-users. A tri-axial activity sensor, worn on the hip, is connected by Bluetooth to a smartphone. In an app, quantitative feedback is given about the amount of activity and goals reached by means of graphical visualization, and an image shows a sun when the goal is reached. Overviews about activity per half an hour, per day, week, and month are provided. In the menu of the app and on a secured website, patients can enter information in individual sessions or read feedback messages generated by the system. The practice nurse can see the results of all patients on a secure webpage and can then discuss the results and set personalized goals in consultation with the patient. This study

  1. The TiM system: developing a novel telehealth service to improve access to specialist care in motor neurone disease using user-centered design.

    Science.gov (United States)

    Hobson, Esther V; Baird, Wendy O; Partridge, Rebecca; Cooper, Cindy L; Mawson, Susan; Quinn, Ann; Shaw, Pamela J; Walsh, Theresa; Wolstenholme, Daniel; Mcdermott, Christopher J

    2018-08-01

    Attendance at a specialist multidisciplinary motor neurone disease (MND) clinic is associated with improved survival and may also improve quality of life and reduce hospital admissions. However, patients struggle to travel to clinic and may experience difficulties between clinic visits that may not be addressed in a timely manner. We wanted to explore how we could improve access to specialist MND care. We adopted an iterative, user-centered co-design approach, collaborating with those with experience of providing and receiving MND care including patients, carers, clinicians, and technology developers. We explored the unmet needs of those living with MND, how they might be met through service redesign and through the use of digital technologies. We developed a new digital solution and performed initial testing with potential users including clinicians, patients, and carers. We used these findings to develop a telehealth system (TiM) using an Android app into which patients and carers answer a series of questions about their condition on a weekly basis. The questions aim to capture all the physical, emotional, and social difficulties associated with MND. This information is immediately uploaded to the internet for review by the MND team. The data undergoes analysis in order to alert clinicians to any changes in a patient or carer's condition. We describe the benefits of developing a novel digitally enabled service underpinned by participatory design. Future trials must evaluate the feasibility and acceptability of the TiM system within a clinical environment.

  2. A question of trust: user-centered design requirements for an informatics intervention to promote the sexual health of African-American youth.

    Science.gov (United States)

    Veinot, Tiffany C; Campbell, Terrance R; Kruger, Daniel J; Grodzinski, Alison

    2013-01-01

    We investigated the user requirements of African-American youth (aged 14-24 years) to inform the design of a culturally appropriate, network-based informatics intervention for the prevention of HIV and other sexually transmitted infections (STI). We conducted 10 focus groups with 75 African-American youth from a city with high HIV/STI prevalence. Data analyses involved coding using qualitative content analysis procedures and memo writing. Unexpectedly, the majority of participants' design recommendations concerned trust. Youth expressed distrust towards people and groups, which was amplified within the context of information technology-mediated interactions about HIV/STI. Participants expressed distrust in the reliability of condoms and the accuracy of HIV tests. They questioned the benevolence of many institutions, and some rejected authoritative HIV/STI information. Therefore, reputational information, including rumor, influenced HIV/STI-related decision making. Participants' design requirements also focused on trust-related concerns. Accordingly, we developed a novel trust-centered design framework to guide intervention design. Current approaches to online trust for health informatics do not consider group-level trusting patterns. Yet, trust was the central intervention-relevant issue among African-American youth, suggesting an important focus for culturally informed design. Our design framework incorporates: intervention objectives (eg, network embeddedness, participation); functional specifications (eg, decision support, collective action, credible question and answer services); and interaction design (eg, member control, offline network linkages, optional anonymity). Trust is a critical focus for HIV/STI informatics interventions for young African Americans. Our design framework offers practical, culturally relevant, and systematic guidance to designers to reach this underserved group better.

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

    OpenAIRE

    Kadanoff, David Bradley

    2014-01-01

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

  4. 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

  5. User-centered 3D geovisualisation

    DEFF Research Database (Denmark)

    Nielsen, Anette Hougaard

    2004-01-01

    . In a broader perspective, the overall aim is to develop a language in 3D Geovisualisation gained through usability projects and the development of a theoretical background. A conceptual level of user-centered 3D Geovisualisation is introduced by applying a categorisation originating from Virtual Reality...... and shadowing effects or with weather phenomena serving a level of realism and providing depth cues. The rendered objects and scenes are graphically accessible through the interface where immersive or non-immersive monitors in different sizes and shapes are relevant. Through the user interface, users can...

  6. 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

  7. National Center for Electron Microscopy users' guide

    International Nuclear Information System (INIS)

    1987-01-01

    The National Center for Electron Microscopy (NCEM) in the Materials and Molecular Research Division of the Lawrence Berkeley Laboratory is a high voltage electron microscope facility for ultra-high resolution or dynamic in-situ studies. This guide describes the instruments and their specifications, support instrumentation, and user policies. Advice as to travel and accommodations is provided in the guide. (FI)

  8. Use of qualitative methods and user-centered design to develop customized health information technology tools within federally qualified health centers to keep children insured.

    Science.gov (United States)

    DeVoe, Jennifer; Angier, Heather; Likumahuwa, Sonja; Hall, Jennifer; Nelson, Christine; Dickerson, Kay; Keller, Sara; Burdick, Tim; Cohen, Deborah

    2014-01-01

    Lack of health insurance negatively impacts children's health. Despite federal initiatives to expand children's coverage and accelerate state outreach efforts, millions of US children remain uninsured or experience frequent gaps in coverage. Most current efforts to enroll and retain eligible children in public insurance programs take place outside of the health care system. This study is a partnership between patients' families, medical informaticists, federally qualified health center (FQHC) staff, and researchers to build and test information technology tools to help FQHCs reach uninsured children and those at risk for losing coverage.

  9. Designing end-user interfaces

    CERN Document Server

    Heaton, N

    1988-01-01

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

  10. Citizen centered design

    Directory of Open Access Journals (Sweden)

    Ingrid Mulder

    2015-11-01

    Full Text Available Today architecture has to design for rapidly changing futures, in a citizen-centered way. That is, architecture needs to embrace meaningful design. Societal challenges ask for a new paradigm in city-making, which combines top-down public management with bottom-up social innovation to reach meaningful design. The biggest challenge is indeed to embrace a new collaborative attitude, a participatory approach, and to have the proper infrastructure that supports this social fabric. Participatory design and transition management are future-oriented, address people and institutions. Only through understanding people in context and the corresponding dynamics, one is able to design for liveable and sustainable urban environments, embracing the human scale.

  11. User-De-centeredness in Service Design

    DEFF Research Database (Denmark)

    Yamauchi, Yutaka

    2016-01-01

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

  12. Interactive design center.

    Energy Technology Data Exchange (ETDEWEB)

    Pomplun, Alan R. (Sandia National Laboratories, Livermore, CA)

    2005-07-01

    Sandia's advanced computing resources provide researchers, engineers and analysts with the ability to develop and render highly detailed large-scale models and simulations. To take full advantage of these multi-million data point visualizations, display systems with comparable pixel counts are needed. The Interactive Design Center (IDC) is a second generation visualization theater designed to meet this need. The main display integrates twenty-seven projectors in a 9-wide by 3-high array with a total display resolution of more than 35 million pixels. Six individual SmartBoard displays offer interactive capabilities that include on-screen annotation and touch panel control of the facility's display systems. This report details the design, implementation and operation of this innovative facility.

  13. 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.

  14. 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

  15. Crowdsourcing user and design research

    NARCIS (Netherlands)

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

    2016-01-01

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

  16. New Users | Center for Cancer Research

    Science.gov (United States)

    New Users Becoming a Core Facilities User The following steps are applicable to anyone who would like to become a user of the CCR SAXS Core facilities. All users are required to follow the Core Facilty User Polices.

  17. 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.

  18. The LITERACY-Portal as the Subject of a Case Study on a Human-Centered Design Solution Supporting Users with Special Needs

    Science.gov (United States)

    Hagelkruys, Dominik; Motschnig, Renate

    2017-01-01

    Case studies help to reflect and to capture information about complex processes and domains and to make it reusable for future application in related contexts. In the case study reported in this article, we aim to capture and share processes and experience that we gained while designing a web-portal for supporting the specific user group of…

  19. A User Centered Innovation Approach Identifying Key User Values for the E-Newspaper

    OpenAIRE

    Carina Ihlström Eriksson; Jesper Svensson

    2009-01-01

    We have studied the pre-adoption phase of the e-newspaper, i.e. a newspaper published with e-paper technology. The research question of this article is: In what way can a user centered innovation process contribute to identifying key values in mobile innovations? The aim of this article is threefold: firstly, to identify key values for the e-newspaper, secondly, to examine the intention to adopt a new possible innovation and thirdly, to explore user centered design processes ability to captur...

  20. Designing Non-Cognitive Construct Measures That Improve Mathematics Achievement in Grade 5-6 Learners. A User-Centered Approach

    Science.gov (United States)

    Chatterji, Madhabi; Lin, Meiko

    2018-01-01

    Purpose: The purpose of this study was to design and iteratively improve the quality of survey-based measures of three non-cognitive constructs for Grade 5-6 students, keeping in mind information needs of users in education reform contexts. The constructs are: Mathematics-related Self-Efficacy, Self-Concept, and Anxiety (M-SE, M-SC, and M-ANX).…

  1. A mobile/web app for long distance caregivers of older adults: functional requirements and design implications from a user centered design process.

    Science.gov (United States)

    Williamson, Steven S; Gorman, Paul N; Jimison, Holly B

    2014-01-01

    Recent trends of population aging and globalization have required an increasing number of individuals to act as long distance caregivers (LDCs) to aging family members. Information technology solutions may ease the burden placed on LDCs by providing remote monitoring, easier access to information and enhanced communication. While some technology tools have been introduced, the information and technology needs of LDCs in particular are not well understood. Consequently, a needs assessment was performed by using video conferencing software to conduct semi-structured interviews with 10 LDCs. Interviews were enriched through the use of stimulus materials that included the demonstration of a prototype LDC health management web/mobile app. Responses were recorded, transcribed and then analyzed. Subjects indicated that information regarding medication regimens and adherence, calendaring, and cognitive health were most needed. Participants also described needs for video calling, activity data regarding sleep and physical exercise, asynchronous communication, photo sharing, journaling, access to online health resources, real-time monitoring, an overall summary of health, and feedback/suggestions to help them improve as caregivers. In addition, all respondents estimated their usage of a LDC health management website would be at least once per week, with half indicating a desire to access the website from a smartphone. These findings are being used to inform the design of a LDC health management website to promote the meaningful involvement of distant family members in the care of older adults.

  2. VT Designated Village Centers Boundary

    Data.gov (United States)

    Vermont Center for Geographic Information — This community revitalization program helps maintain or evolve small to medium-sized historic centers with existing civic and commercial buildings. The designation...

  3. Spherical Torus Center Stack Design

    International Nuclear Information System (INIS)

    C. Neumeyer; P. Heitzenroeder; C. Kessel; M. Ono; M. Peng; J. Schmidt; R. Woolley; I. Zatz

    2002-01-01

    The low aspect ratio spherical torus (ST) configuration requires that the center stack design be optimized within a limited available space, using materials within their established allowables. This paper presents center stack design methods developed by the National Spherical Torus Experiment (NSTX) Project Team during the initial design of NSTX, and more recently for studies of a possible next-step ST (NSST) device

  4. Head Start Center Design Guide.

    Science.gov (United States)

    Administration for Children, Youth, and Families (DHHS), Washington, DC. Head Start Bureau.

    This guide contains suggested criteria for planning, designing, and renovating Head Start centers so that they are safe, child-oriented, developmentally appropriate, beautiful, environmentally sensitive, and functional. The content is based on the U.S. General Services Administration's Child Care Center Design Guide, PBS-P140, which was intended…

  5. Human-Centered Design Capability

    Science.gov (United States)

    Fitts, David J.; Howard, Robert

    2009-01-01

    For NASA, human-centered design (HCD) seeks opportunities to mitigate the challenges of living and working in space in order to enhance human productivity and well-being. Direct design participation during the development stage is difficult, however, during project formulation, a HCD approach can lead to better more cost-effective products. HCD can also help a program enter the development stage with a clear vision for product acquisition. HCD tools for clarifying design intent are listed. To infuse HCD into the spaceflight lifecycle the Space and Life Sciences Directorate developed the Habitability Design Center. The Center has collaborated successfully with program and project design teams and with JSC's Engineering Directorate. This presentation discusses HCD capabilities and depicts the Center's design examples and capabilities.

  6. 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...

  7. Graphical user interfaces for McClellan Nuclear Radiation Center

    International Nuclear Information System (INIS)

    Brown-VanHoozer, S.A.; Power, M.; Forsmann, H.

    1998-01-01

    The control console of the TRIGA reactor at McClellan's Nuclear Radiation Center (MNRC) is in the process of being replaced because of spurious scrams, outdated software, and obsolete parts. The intent of the new control console is to eliminate the existing problems by installing a UNIX-based computer system with industry-standard interface software and by incorporating human factors during all stages of the graphical user interface (GUI) development and control console design. This paper gives a brief description of some of the guidelines used in developing the MNRC's GUIs as continuous, real-time displays

  8. A layered approach to user-centered security

    DEFF Research Database (Denmark)

    Bødker, Susanne

    2008-01-01

    The workshop will explore the possibilities of a user-centered perspective on security. With exceptions, existing research may be criticized for being highly system-centered, focusing on how one may change user behavior to deal with the requirements of security, or on how security aspects can...

  9. Capturing User Needs to Improve Processes at EOSDIS Data Centers

    Science.gov (United States)

    Sofinowski, E. J.; Boquist, C. L.

    2009-12-01

    Since 2004 the Earth Observing System Data and Information System (EOSDIS) has conducted an annual comprehensive survey of user satisfaction using the American Customer Satisfaction Index (ACSI). Customer satisfaction ratings for EOSDIS consistently rate better than the overall government ratings. As part of the survey users are asked to submit comments concerning their experiences and interests. These user comments provide valuable insight into the effect of data center processes on users' experiences. Although user satisfaction has remained high, their preferences have changed with the rapid advances in web-based services. This analysis investigates the correlation between user comments, process changes or capability improvements at the individual data centers, and whether the changes at the data centers and web sites show a corresponding increase in user satisfaction. We will evaluate the comments in the areas of Product Search, Product Selection and Order, Delivery, Product Quality and Customer Support.

  10. Design of Shanghai irradiation center

    International Nuclear Information System (INIS)

    Chen Fugen; Lu Zhongwen; Xue Xiangrong; Yao Zewu; Du Bende; Xu Zhicheng; Du Kangsen

    1988-01-01

    Shanghai Irradiation Center, situated in westrn suburb of Shanghai, was completed in August, 1986. At present, a 6.55 x 10 15 Bq 60 Co source has been loaded, though the designed activity of maximum loading is 18.5 x 10 10 Bq. the center is designed mainly for irradiation preservation of food and sterilization of medical devices and tools. Its processing ability is 10 t/h for potatoes

  11. 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

  12. User-centered design of a web-based self-management site for individuals with type 2 diabetes - providing a sense of control and community.

    Science.gov (United States)

    Yu, Catherine H; Parsons, Janet A; Hall, Susan; Newton, David; Jovicic, Aleksandra; Lottridge, Danielle; Shah, Baiju R; Straus, Sharon E

    2014-07-23

    To design and test a web-based self-management tool for patients with type 2 diabetes for its usability and feasibility. An evidence-based, theory-driven website was created for patients with type 2 diabetes. Twenty-three patients with type 2 diabetes aged ≥ 25 years were recruited from 2 diabetes care centers in Toronto, Canada. We employed focus group methodology to assess acceptability, sustainability, strengths and weaknesses of the self-management website. Based on these results, revisions were made to the website. Three cycles of individual usability testing sessions using cognitive task analysis were conducted with patients with type 2 diabetes. Revisions to the website were made based on results from this testing. We identified five themes concerning participants' experiences of health care and related unmet needs: 1) Desire for information and for greater access to timely and personalized care to gain a sense of control of their disease; 2) Desire for community (sharing experiences with others) to fulfill practical and emotional needs; 3) Potential roles of an online self-management website in self-empowerment, behavior change, self-management and health care delivery; 4) Importance of a patient-centered perspective in presenting content (e.g. common assumptions, medical nomenclature, language, messaging, sociocultural context); 5) Barriers and facilitators to use of a self-management website (including perceived relevance of content, incorporation into usual routine, availability for goal-directed use, usability issues). Participants outlined a series of unmet health care needs, and stated that they wanted timely access to tailored knowledge about their condition, mechanisms to control and track their disease, and opportunities to share experiences with other patients. These findings have implications for patients with type 2 diabetes of diverse ages, socioeconomic backgrounds, and disease severity, as well as to the design of other computer

  13. Engineering test facility design center

    International Nuclear Information System (INIS)

    Anon.

    1980-01-01

    The vehicle by which the fusion program would move into the engineering testing phase of fusion power development is designated the Engineering Test Facility (ETF). The ETF would provide a test bed for reactor components in the fusion environment. In order to initiate preliminary planning for the ETF decision, the Office of Fusion Energy established the ETF Design Center activity to prepare the design of the ETF. This section describes the status of this design

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

    OpenAIRE

    Brulé , Emeline; Kazi-Tani , Tiphaine

    2015-01-01

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

  15. Improving industrial designers work process by involving user research

    DEFF Research Database (Denmark)

    Dai, Zheng; Ómarsson, Ólafur

    2011-01-01

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

  16. Center Planning and Development: Multi-User Spaceport Initiatives

    Science.gov (United States)

    Kennedy, Christopher John

    2015-01-01

    The Vehicle Assembly building at NASAs Kennedy Space Center has been used since 1966 to vertically assemble every launch vehicle, since the Apollo Program, launched from Launch Complex 39 (LC-39). After the cancellation of the Constellation Program in 2010 and the retirement of the Space Shuttle Program in 2011, the VAB faced an uncertain future. As the Space Launch System (SLS) gained a foothold as the future of American spaceflight to deep space, NASA was only using a portion of the VABs initial potential. With three high bays connected to the Crawler Way transportation system, the potential exists for up to three rockets to be simultaneously processed for launch. The Kennedy Space Center (KSC) Master plan, supported by the Center Planning and Development (CPD) Directorate, is guiding Kennedy toward a 21st century multi-user spaceport. This concept will maintain Kennedy as the United States premier gateway to space and provide multi-user operations through partnerships with the commercial aerospace industry. Commercial aerospace companies, now tasked with transporting cargo and, in the future, astronauts to the International Space Station (ISS) via the Commercial Resupply Service (CRS) and Commercial Crew Program (CCP), are a rapidly growing industry with increasing capabilities to make launch operations more economical for both private companies and the government. Commercial operations to Low Earth Orbit allow the government to focus on travel to farther destinations through the SLS Program. With LC-39B designated as a multi-use launch pad, companies seeking to use it will require an integration facility to assemble, integrate, and test their launch vehicle. An Announcement for Proposals (AFP) was released in June, beginning the process of finding a non-NASA user for High Bay 2 (HB2) and the Mobile Launcher Platforms (MLPs). An Industry Day, a business meeting and tour for interested companies and organizations, was also arranged to identify and answer any

  17. User-Centred BCI Videogame Design

    OpenAIRE

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

    2015-01-01

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

  18. User's guide for remote access of the Performance Assessment Center

    International Nuclear Information System (INIS)

    Peterson, C.R.; Kostelnik, K.M.

    1991-03-01

    The Performance Assessment Center (PAC) was established by the Department of Energy's National Low-Level Waste Management Program to provide technical assistance to support the development of low-level radioactive waste disposal facilities. This user's manual provides guidance to remote users of the PAC. Information is presented on how remote users may most effectively access and use the systems available at the Performance Assessment Center in Idaho Falls, Idaho. Access requirements and operating procedures are presented to assist the first-time PAC user. This manual also provides brief descriptions of each code available on the system

  19. 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...

  20. A User-Centered Cooperative Information System for Medical Imaging Diagnosis.

    Science.gov (United States)

    Gomez, Enrique J.; Quiles, Jose A.; Sanz, Marcos F.; del Pozo, Francisco

    1998-01-01

    Presents a cooperative information system for remote medical imaging diagnosis. General computer-supported cooperative work (CSCW) problems addressed are definition of a procedure for the design of user-centered cooperative systems (conceptual level); and improvement of user feedback and optimization of the communication bandwidth in highly…

  1. Wooden Spaceships: Human-Centered Vehicle Design for Space

    Science.gov (United States)

    Twyford, Evan

    2009-01-01

    Presentation will focus on creative human centered design solutions in relation to manned space vehicle design and development in the NASA culture. We will talk about design process, iterative prototyping, mockup building and user testing and evaluation. We will take an inside look at how new space vehicle concepts are developed and designed for real life exploration scenarios.

  2. Customizing graphical user interface technology for spacecraft control centers

    Science.gov (United States)

    Beach, Edward; Giancola, Peter; Gibson, Steven; Mahmot, Ronald

    1993-01-01

    The Transportable Payload Operations Control Center (TPOCC) project is applying the latest in graphical user interface technology to the spacecraft control center environment. This project of the Mission Operations Division's (MOD) Control Center Systems Branch (CCSB) at NASA Goddard Space Flight Center (GSFC) has developed an architecture for control centers which makes use of a distributed processing approach and the latest in Unix workstation technology. The TPOCC project is committed to following industry standards and using commercial off-the-shelf (COTS) hardware and software components wherever possible to reduce development costs and to improve operational support. TPOCC's most successful use of commercial software products and standards has been in the development of its graphical user interface. This paper describes TPOCC's successful use and customization of four separate layers of commercial software products to create a flexible and powerful user interface that is uniquely suited to spacecraft monitoring and control.

  3. User Driven Innovative Building Design

    DEFF Research Database (Denmark)

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

    2009-01-01

    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...... Space. In addition to these spaces there are supporting artifacts like Idea Bank and Good Story/Best Practice bank as well as Ontology containers and access to Communities of Practice and Interest. The project has so far validated the need for enhanced methods to involve end-users of buildings...

  4. 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.

  5. 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...

  6. 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

  7. Development of a decision aid for cardiopulmonary resuscitation and invasive mechanical ventilation in the intensive care unit employing user-centered design and a wiki platform for rapid prototyping.

    Directory of Open Access Journals (Sweden)

    Ariane Plaisance

    Full Text Available Upon admission to an intensive care unit (ICU, all patients should discuss their goals of care and express their wishes concerning life-sustaining interventions (e.g., cardiopulmonary resuscitation (CPR. Without such discussions, interventions that prolong life at the cost of decreasing its quality may be used without appropriate guidance from patients.To adapt an existing decision aid about CPR to create a wiki-based decision aid individually adapted to each patient's risk factors; and to document the use of a wiki platform for this purpose.We conducted three weeks of ethnographic observation in our ICU to observe intensivists and patients discussing goals of care and to identify their needs regarding decision making. We interviewed intensivists individually. Then we conducted three rounds of rapid prototyping involving 15 patients and 11 health professionals. We recorded and analyzed all discussions, interviews and comments, and collected sociodemographic data. Using a wiki, a website that allows multiple users to contribute or edit content, we adapted the decision aid accordingly and added the Good Outcome Following Attempted Resuscitation (GO-FAR prediction rule calculator.We added discussion of invasive mechanical ventilation. The final decision aid comprises values clarification, risks and benefits of CPR and invasive mechanical ventilation, statistics about CPR, and a synthesis section. We added the GO-FAR prediction calculator as an online adjunct to the decision aid. Although three rounds of rapid prototyping simplified the information in the decision aid, 60% (n = 3/5 of the patients involved in the last cycle still did not understand its purpose.Wikis and user-centered design can be used to adapt decision aids to users' needs and local contexts. Our wiki platform allows other centers to adapt our tools, reducing duplication and accelerating scale-up. Physicians need training in shared decision making skills about goals of care and in

  8. Development of a decision aid for cardiopulmonary resuscitation and invasive mechanical ventilation in the intensive care unit employing user-centered design and a wiki platform for rapid prototyping.

    Science.gov (United States)

    Plaisance, Ariane; Witteman, Holly O; LeBlanc, Annie; Kryworuchko, Jennifer; Heyland, Daren Keith; Ebell, Mark H; Blair, Louisa; Tapp, Diane; Dupuis, Audrey; Lavoie-Bérard, Carole-Anne; McGinn, Carrie Anna; Légaré, France; Archambault, Patrick Michel

    2018-01-01

    Upon admission to an intensive care unit (ICU), all patients should discuss their goals of care and express their wishes concerning life-sustaining interventions (e.g., cardiopulmonary resuscitation (CPR)). Without such discussions, interventions that prolong life at the cost of decreasing its quality may be used without appropriate guidance from patients. To adapt an existing decision aid about CPR to create a wiki-based decision aid individually adapted to each patient's risk factors; and to document the use of a wiki platform for this purpose. We conducted three weeks of ethnographic observation in our ICU to observe intensivists and patients discussing goals of care and to identify their needs regarding decision making. We interviewed intensivists individually. Then we conducted three rounds of rapid prototyping involving 15 patients and 11 health professionals. We recorded and analyzed all discussions, interviews and comments, and collected sociodemographic data. Using a wiki, a website that allows multiple users to contribute or edit content, we adapted the decision aid accordingly and added the Good Outcome Following Attempted Resuscitation (GO-FAR) prediction rule calculator. We added discussion of invasive mechanical ventilation. The final decision aid comprises values clarification, risks and benefits of CPR and invasive mechanical ventilation, statistics about CPR, and a synthesis section. We added the GO-FAR prediction calculator as an online adjunct to the decision aid. Although three rounds of rapid prototyping simplified the information in the decision aid, 60% (n = 3/5) of the patients involved in the last cycle still did not understand its purpose. Wikis and user-centered design can be used to adapt decision aids to users' needs and local contexts. Our wiki platform allows other centers to adapt our tools, reducing duplication and accelerating scale-up. Physicians need training in shared decision making skills about goals of care and in using the

  9. A User Centered Approach to Developing Emergent Technology Products

    DEFF Research Database (Denmark)

    Restrepo-Giraldo, John Dairo; McAloone, Timothy Charles; Schlegel, Tanja

    2008-01-01

    be used too early in the design process, given that users respond best to issues they know or can relate to. This paper presents a case study where a user-centred approach was used to determine when and how to involve users in the design of a TV-enabled mobile telephone. The aim of the study......Current participatory design methods do not allow designers to gain the insight required to develop products with emerging technologies, that is, products that do not have any precedents in the users’ knowledge base and experience. This poses challenges to the designers, as input from users cannot...... methodological issues related to user involvement in the implementation of emerging technologies in the consumer electronics industry....

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

    OpenAIRE

    Kremer, Simon; Lindemann, Udo

    2016-01-01

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

  11. 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.

  12. EID - prototype design and user test 2004

    International Nuclear Information System (INIS)

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

    2005-08-01

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

  13. 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…

  14. ADELA - user interface for fuel charge design

    International Nuclear Information System (INIS)

    Havluj, Frantisek

    2010-01-01

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

  15. VT Designated New Town Center Boundary

    Data.gov (United States)

    Vermont Center for Geographic Information — Municipalities that lack a historic downtown may obtain New Town Center designation, meeting requirements for planning, capital expenditures, and regulatory tools...

  16. Development of a Decision Aid for Cardiopulmonary Resuscitation Involving Intensive Care Unit Patients' and Health Professionals' Participation Using User-Centered Design and a Wiki Platform for Rapid Prototyping: A Research Protocol

    Science.gov (United States)

    Heyland, Daren Keith; Ebell, Mark H; Dupuis, Audrey; Lavoie-Bérard, Carole-Anne; Légaré, France; Archambault, Patrick Michel

    2016-01-01

    Background Cardiopulmonary resuscitation (CPR) is an intervention used in cases of cardiac arrest to revive patients whose heart has stopped. Because cardiac arrest can have potentially devastating outcomes such as severe neurological deficits even if CPR is performed, patients must be involved in determining in advance if they want CPR in the case of an unexpected arrest. Shared decision making (SDM) facilitates discussions about goals of care regarding CPR in intensive care units (ICUs). Patient decision aids (DAs) are proven to support the implementation of SDM. Many patient DAs about CPR exist, but they are not universally implemented in ICUs in part due to lack of context and cultural adaptation. Adaptation to local context is an important phase of implementing any type of knowledge tool such as patient DAs. User-centered design supported by a wiki platform to perform rapid prototyping has previously been successful in creating knowledge tools adapted to the needs of patients and health professionals (eg, asthma action plans). This project aims to explore how user-centered design and a wiki platform can support the adaptation of an existing DA for CPR to the local context. Objective The primary objective is to use an existing DA about CPR to create a wiki-based DA that is adapted to the context of a single ICU and tailorable to individual patient’s risk factors while employing user-centered design. The secondary objective is to document the use of a wiki platform for the adaptation of patient DAs. Methods This study will be conducted in a mixed surgical and medical ICU at Hôtel-Dieu de Lévis, Quebec, Canada. We plan to involve all 5 intensivists and recruit at least 20 alert and oriented patients admitted to the ICU and their family members if available. In the first phase of this study, we will observe 3 weeks of daily interactions between patients, families, intensivists, and other allied health professionals. We will specifically observe 5 dyads of

  17. Design for Change - engaging with users

    DEFF Research Database (Denmark)

    2014-01-01

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

  18. 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

  19. Applying Human-Centered Design Methods to Scientific Communication Products

    Science.gov (United States)

    Burkett, E. R.; Jayanty, N. K.; DeGroot, R. M.

    2016-12-01

    Knowing your users is a critical part of developing anything to be used or experienced by a human being. User interviews, journey maps, and personas are all techniques commonly employed in human-centered design practices because they have proven effective for informing the design of products and services that meet the needs of users. Many non-designers are unaware of the usefulness of personas and journey maps. Scientists who are interested in developing more effective products and communication can adopt and employ user-centered design approaches to better reach intended audiences. Journey mapping is a qualitative data-collection method that captures the story of a user's experience over time as related to the situation or product that requires development or improvement. Journey maps help define user expectations, where they are coming from, what they want to achieve, what questions they have, their challenges, and the gaps and opportunities that can be addressed by designing for them. A persona is a tool used to describe the goals and behavioral patterns of a subset of potential users or customers. The persona is a qualitative data model that takes the form of a character profile, built upon data about the behaviors and needs of multiple users. Gathering data directly from users avoids the risk of basing models on assumptions, which are often limited by misconceptions or gaps in understanding. Journey maps and user interviews together provide the data necessary to build the composite character that is the persona. Because a persona models the behaviors and needs of the target audience, it can then be used to make informed product design decisions. We share the methods and advantages of developing and using personas and journey maps to create more effective science communication products.

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

    NARCIS (Netherlands)

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

    2004-01-01

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

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

    NARCIS (Netherlands)

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

    2004-01-01

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

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

    OpenAIRE

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

    2016-01-01

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

  3. 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.

  4. VT Designated Growth Center Boundary

    Data.gov (United States)

    Vermont Center for Geographic Information — Growth centers aim to align public infrastructure and private building investments with a local framework of policies and regulations to ensure that 20 years of...

  5. Designing Tangible User Interfaces for NFC Phones

    Directory of Open Access Journals (Sweden)

    Mikko Pyykkönen

    2012-01-01

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

  6. 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

  7. User issues at the Stanford picosecond free electron laser center

    International Nuclear Information System (INIS)

    Smith, T.I.

    1995-01-01

    Assembling a productive user facility around a Free Electron Laser (FEL) is a complex task. Reliable operation of the FEL is a necessary, but by no means sufficient, condition to ensure that the center will be able to attract and keep the interest of first rate researchers. Some other issues which are important include: center wavelength stability and ease of tuning, bandwidth control, amplitude and position stability, ability to select arbitrary sequences of micropulses, and real time availability of information of the FEL's important parameters (spectral width, center wavelength, micropulse length and energy, etc.). In addition, at the Stanford Center we have found that providing additional systems (conventional picosecond lasers synchronized to the FEL, an FTIR spectrometer, a confocal microscopy, ...) has been important. (author)

  8. Developing user-centered concepts for language learning video games

    OpenAIRE

    Poels, Yorick; Annema, Jan Henk; Zaman, Bieke; Cornillie, Frederik

    2012-01-01

    This paper will report on an ongoing project which aims to develop video games for language learning through a user-centered and evidence-based approach. Therefore, codesign sessions were held with adolescents between 14 and 16 years old, in order to gain insight into their preferences for educational games for language learning. During these sessions, 11 concepts for video games were developed. We noticed a divide between the concepts for games that were oriented towa...

  9. 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.

  10. 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.

  11. Effects of organizational scheme and labeling on task performance in product-centered and user-centered retail Web sites.

    Science.gov (United States)

    Resnick, Marc L; Sanchez, Julian

    2004-01-01

    As companies increase the quantity of information they provide through their Web sites, it is critical that content is structured with an appropriate architecture. However, resource constraints often limit the ability of companies to apply all Web design principles completely. This study quantifies the effects of two major information architecture principles in a controlled study that isolates the incremental effects of organizational scheme and labeling on user performance and satisfaction. Sixty participants with a wide range of Internet and on-line shopping experience were recruited to complete a series of shopping tasks on a prototype retail shopping Web site. User-centered labels provided a significant benefit in performance and satisfaction over labels obtained through company-centered methods. User-centered organization did not result in improved performance except when the label quality was poor. Significant interactions suggest specific guidelines for allocating resources in Web site design. Applications of this research include the design of Web sites for any commercial application, particularly E-commerce.

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

    Science.gov (United States)

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

    2012-12-01

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

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

    Energy Technology Data Exchange (ETDEWEB)

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

    2012-01-01

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

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

    International Nuclear Information System (INIS)

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

    2012-01-01

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

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

    NARCIS (Netherlands)

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

    2012-01-01

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

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

    Science.gov (United States)

    Lynch, P J

    1994-01-01

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

  17. 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…

  18. Innovation in user-centered skills and performance improvement for sustainable complex service systems.

    Science.gov (United States)

    Karwowski, Waldemar; Ahram, Tareq Z

    2012-01-01

    In order to leverage individual and organizational learning and to remain competitive in current turbulent markets it is important for employees, managers, planners and leaders to perform at high levels over time. Employee competence and skills are extremely important matters in view of the general shortage of talent and the mobility of employees with talent. Two factors emerged to have the greatest impact on the competitiveness of complex service systems: improving managerial and employee's knowledge attainment for skills, and improving the training and development of the workforce. This paper introduces the knowledge-based user-centered service design approach for sustainable skill and performance improvement in education, design and modeling of the next generation of complex service systems. The rest of the paper cover topics in human factors and sustainable business process modeling for the service industry, and illustrates the user-centered service system development cycle with the integration of systems engineering concepts in service systems. A roadmap for designing service systems of the future is discussed. The framework introduced in this paper is based on key user-centered design principles and systems engineering applications to support service competitiveness.

  19. Center column design of the PLT

    International Nuclear Information System (INIS)

    Citrolo, J.; Frankenberg, J.

    1975-01-01

    The center column of the PLT machine is a secondary support member for the toroidal field coils. Its purpose is to decrease the bending moment at the nose of the coils. The center column design was to have been a stainless steel casting with the toroidal field coils grouped around the casting at installation, trapping it in place. However, the castings developed cracks during fabrication and were unsuitable for use. Installation of the coils proceeded without the center column. It then became necessary to redesign a center column which would be capable of installation with the toroidal field coils in place. The final design consists of three A-286 forgings. This paper discusses the final center column design and the influence that new knowledge, obtained during the power tests, had on the new design

  20. Team learning center design principles

    Energy Technology Data Exchange (ETDEWEB)

    Daily, B.; Loveland, J.; Whatley, A. [New Mexico State Univ., Las Cruces, NM (United States)] [and others

    1995-06-01

    This is a preliminary report of a multi-year collaboration of the authors addressing the subject: Can a facility be designed for team learning and would it improve the efficiency and effectiveness of team interactions? Team learning in this context is a broad definition that covers all activities where small to large groups of people come together to work, to learn, and to share through team activities. Multimedia, networking, such as World Wide Web and other tools, are greatly enhancing the capability of individual learning. This paper addresses the application of technology and design to facilitate group or team learning. Many organizational meetings need tens of people to come together to do work as a large group and then divide into smaller subgroups of five to ten to work and then to return and report and interact with the larger group. Current facilities were not, in general, designed for this type of meeting. Problems with current facilities are defined and a preliminary design solution to many of the identified problems is presented.

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

    OpenAIRE

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

    2006-01-01

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

  2. Graphical user interfaces for McCellan Nuclear Radiation Center (MNRC)

    International Nuclear Information System (INIS)

    Brown-VanHoozer, S. A.

    1998-01-01

    McClellan's Nuclear Radiation Center (MNRC) control console is in the process of being replaced due to spurious scrams, outdated software, and obsolete parts. The intent of the new control console is to eliminate the existing problems by installing a UNIX-based computer system with industry-standard interface software and incorporating human factors during all stages of the graphical user interface (GUI) development and control console design

  3. 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.…

  4. Find an NCI-Designated Cancer Center

    Science.gov (United States)

    Find the locations of NCI-designated cancer centers by area, region, state, or name that includes contact information to help health care providers and cancer patients with referrals to clinical trials.

  5. Human Centered Design and Development for NASA's MerBoard

    Science.gov (United States)

    Trimble, Jay

    2003-01-01

    This viewgraph presentation provides an overview of the design and development process for NASA's MerBoard. These devices are large interactive display screens which can be shown on the user's computer, which will allow scientists in many locations to interpret and evaluate mission data in real-time. These tools are scheduled to be used during the 2003 Mars Exploration Rover (MER) expeditions. Topics covered include: mission overview, Mer Human Centered Computers, FIDO 2001 observations and MerBoard prototypes.

  6. Promoting Teacher Adoption of GIS Using Teacher-Centered and Teacher-Friendly Design

    Science.gov (United States)

    Hong, Jung Eun

    2014-01-01

    This article reports the results of a case study that employed user-centered design to develop training tutorials for helping middle school social studies teachers use Web-based GIS in their classrooms. This study placed teachers in the center of the design process in planning, designing, and developing the tutorials. This article describes how…

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

    Science.gov (United States)

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

    2014-01-01

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

  8. The design of neonatal incubators: a systems-oriented, human-centered approach.

    Science.gov (United States)

    Ferris, T K; Shepley, M M

    2013-04-01

    This report describes a multidisciplinary design project conducted in an academic setting reflecting a systems-oriented, human-centered philosophy in the design of neonatal incubator technologies. Graduate students in Architectural Design and Human Factors Engineering courses collaborated in a design effort that focused on supporting the needs of three user groups of incubator technologies: infant patients, family members and medical personnel. Design teams followed established human-centered design methods that included interacting with representatives from the user groups, analyzing sets of critical tasks and conducting usability studies with existing technologies. An iterative design and evaluation process produced four conceptual designs of incubators and supporting equipment that better address specific needs of the user groups. This report introduces the human-centered design approach, highlights some of the analysis findings and design solutions, and offers a set of design recommendations for future incubation technologies.

  9. Measuring the Usability of Augmented Reality e-Learning Systems: A User-Centered Evaluation Approach

    Science.gov (United States)

    Pribeanu, Costin; Balog, Alexandru; Iordache, Dragoş Daniel

    The development of Augmented Reality (AR) systems is creating new challenges and opportunities for the designers of e-learning systems. The mix of real and virtual requires appropriate interaction techniques that have to be evaluated with users in order to avoid usability problems. Formative usability aims at finding usability problems as early as possible in the development life cycle and is suitable to support the development of such novel interactive systems. This work presents an approach to the user-centered usability evaluation of an e-learning scenario for Biology developed on an Augmented Reality educational platform. The evaluation has been carried on during and after a summer school held within the ARiSE research project. The basic idea was to perform usability evaluation twice. In this respect, we conducted user testing with a small number of students during the summer school in order to get a fast feedback from users having good knowledge in Biology. Then, we repeated the user testing in different conditions and with a relatively larger number of representative users. In this paper we describe both experiments and compare the usability evaluation results.

  10. Improving hospital weekend handover: a user-centered, standardised approach.

    Science.gov (United States)

    Mehra, Avi; Henein, Christin

    2014-01-01

    Clinical Handover remains one of the most perilous procedures in medicine (1). Weekend handover has emerged as a key area of concern with high variability in handover processes across hospitals (1,2,4, 5-10). Studying weekend handover processes within medicine at an acute teaching hospital revealed huge variability in documented content and structure. A total of 12 different pro formas were in use by the medical day-team to handover to the weekend team on-call. A Likert-survey of doctors revealed 93% felt the current handover system needed improvement with 71% stating that it did not ensure patient safety (Chi-squared, p-value RCP) guidelines (2), with direct end-user input. Results following implementation revealed a considerable improvement in documented ceiling of care, urgency of task and team member assignment with 100% uptake of the new proforma at both 4-week and 6-month post-implementation analyses. 88% of doctors surveyed perceived that the new proforma improved patient safety (p<0.01, n=25), with 62% highlighting that it allowed doctors to work more efficiently. Results also revealed that 44% felt further improvements were needed and highlighted electronic solutions and handover training as main priorities. Handover briefing was subsequently incorporated into junior doctor induction and education modules delivered, with good feedback. Following collaboration with key stakeholders and with end-user input, integrated electronic handover software was designed and funding secured. The software is currently under final development. Introducing a standardized handover proforma can be an effective initial step in improving weekend handover. Handover education and end-user involvement are key in improving the process. Electronic handover solutions have been shown to significantly increase the quality of handover and are worth considering (9, 10).

  11. Toward human-centered algorithm design

    Directory of Open Access Journals (Sweden)

    Eric PS Baumer

    2017-07-01

    Full Text Available As algorithms pervade numerous facets of daily life, they are incorporated into systems for increasingly diverse purposes. These systems’ results are often interpreted differently by the designers who created them than by the lay persons who interact with them. This paper offers a proposal for human-centered algorithm design, which incorporates human and social interpretations into the design process for algorithmically based systems. It articulates three specific strategies for doing so: theoretical, participatory, and speculative. Drawing on the author’s work designing and deploying multiple related systems, the paper provides a detailed example of using a theoretical approach. It also discusses findings pertinent to participatory and speculative design approaches. The paper addresses both strengths and challenges for each strategy in helping to center the process of designing algorithmically based systems around humans.

  12. Storytelling tools in support of user experience design

    NARCIS (Netherlands)

    Peng, Qiong

    2017-01-01

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

  13. [Factors related to the life space of daycare center users].

    Science.gov (United States)

    Kawamura, Koki; Kato, Chikako; Kondo, Izumi

    2018-01-01

    We examined the factors related to life space and changes in the care level after one year in daycare center users. The participants were 83 older adults (age, > 65 years; mean age, 79.5±6.8 years) with MMSE scores of ≥20, who could walk independently, who needed support (1-2) or care (1), and who underwent rehabilitation at a daycare center. The life space was evaluated by the Life Space Assessment (LSA). The subjects' basic information (i.e., age, medical history.) was collected, and their physical function (i.e., grip strength, timed up and go test [TUG]), mental function (i.e., vitality, fear of falls), and social function (i.e., friends, hobbies, public transportation) were assessed to investigate the factors associated with their LSA scores. In addition, a follow-up survey was conducted on the care level at approximately one year later. A multiple regression analysis indicated that TUG scores (β=-0.33), hobbies (β=0.30), friends (β=0.29), public transportation (β=0.26), and grip strength (β=0.24) were related to the life space. Next, the participants were divided into LSA-high and LSA-low groups, and changes in the care level (improvement, maintenance, deterioration) at approximately one year after the initial assessment were examined using a chi-squared test. A significant difference was observed in the distribution of the groups (p=0.03). Multiple factors were related to the life space. Moreover, it is possible that improvements in the level of care may be achieved by improving the life space.

  14. A mobile design lab for user-driven innovation

    DEFF Research Database (Denmark)

    Christiansen, Ellen; Kanstrup, Anne Marie

    2007-01-01

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

  15. Applying and incorporating user driven innovation when designing concepts

    DEFF Research Database (Denmark)

    Thorp Hansen, Claus; Brønnum, Louise

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

  16. Improving Requirements Generation Thoroughness in User-Centered Workshops: The Role of Prompting and Shared User Stories

    Science.gov (United States)

    Read, Aaron

    2013-01-01

    The rise of stakeholder centered software development has led to organizations engaging users early in the development process to help define system requirements. To facilitate user involvement in the requirements elicitation process, companies can use Group Support Systems (GSS) to conduct requirements elicitation workshops. The effectiveness of…

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

    OpenAIRE

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

    2009-01-01

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

  18. Bridging the Gap between User Experience Research and Design in Industry: An Analysis of Two Common Communication Tools--Personas and Scenarios

    Science.gov (United States)

    Putnam, Cynthia

    2010-01-01

    User experience (UX) research in the design of technology products utilizes human-centered design (HCD) methods to summarize and explain pertinent information about end users to designers. However, UX researchers cannot effectively communicate the needs and goals of users if designers do not find UX research (a) easy to integrate into design…

  19. User-Centered Digital Library Project Phase 2: User Testing with Teachers and Students with Disabilities. Evaluation Report

    Science.gov (United States)

    Moeller, Babette

    2010-01-01

    The goal of the User-Centered Digital Library Project, conducted by the National Center for Accessible Media (NCAM) at WGBH, was to adapt the Teachers' Domain online digital library to enable teachers and students with disabilities to more readily use the resources in science classrooms. NCAM added accessibility features such as captions and audio…

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

    Science.gov (United States)

    Harrell, Thomas H.

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

  1. 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

  2. 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

  3. STORYPLY : designing for user experiences using storycraft

    NARCIS (Netherlands)

    Atasoy, B.; Martens, J.B.O.S.; Markopoulos, P.; Martens, J.B.; Malins, J.; Coninx, K.; Liapis, A.

    2016-01-01

    The role of design shifts from designing objects towards designing for experiences. The design profession has to follow this trend but the current skill-set of designers focuses mainly on objects; their form, function, manufacturing and interaction. However, contemporary methods and tools that

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

    Science.gov (United States)

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

    2018-01-01

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

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

    OpenAIRE

    Conde, Mark

    2013-01-01

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

  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. Personalized Recommendations Based on Users' Information-Centered Social Networks

    Science.gov (United States)

    Lee, Danielle

    2013-01-01

    The overwhelming amount of information available today makes it difficult for users to find useful information and as the solution to this information glut problem, recommendation technologies emerged. Among the several streams of related research, one important evolution in technology is to generate recommendations based on users' own social…

  8. When users cannot be included in inclusive design

    DEFF Research Database (Denmark)

    Herriott, Richard

    2012-01-01

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

  9. Design basis for the NRC Operations Center

    Energy Technology Data Exchange (ETDEWEB)

    Lindell, M.K.; Wise, J.A.; Griffin, B.N.; Desrosiers, A.E.; Meitzler, W.D.

    1983-05-01

    This report documents the development of a design for a new NRC Operations Center (NRCOC). The project was conducted in two phases: organizational analysis and facility design. In order to control the amount of traffic, congestion and noise within the facility, it is recommended that information flow in the new NRCOC be accomplished by means of an electronic Status Information Management System. Functional requirements and a conceptual design for this system are described. An idealized architectural design and a detailed design program are presented that provide the appropriate amount of space for operations, equipment and circulation within team areas. The overall layout provides controlled access to the facility and, through the use of a zoning concept, provides each team within the NRCOC the appropriate balance of ready access and privacy determined from the organizational analyses conducted during the initial phase of the project.

  10. Design basis for the NRC Operations Center

    International Nuclear Information System (INIS)

    Lindell, M.K.; Wise, J.A.; Griffin, B.N.; Desrosiers, A.E.; Meitzler, W.D.

    1983-05-01

    This report documents the development of a design for a new NRC Operations Center (NRCOC). The project was conducted in two phases: organizational analysis and facility design. In order to control the amount of traffic, congestion and noise within the facility, it is recommended that information flow in the new NRCOC be accomplished by means of an electronic Status Information Management System. Functional requirements and a conceptual design for this system are described. An idealized architectural design and a detailed design program are presented that provide the appropriate amount of space for operations, equipment and circulation within team areas. The overall layout provides controlled access to the facility and, through the use of a zoning concept, provides each team within the NRCOC the appropriate balance of ready access and privacy determined from the organizational analyses conducted during the initial phase of the project

  11. WFIRST: User and mission support at ISOC - IPAC Science Operations Center

    Science.gov (United States)

    Akeson, Rachel; Armus, Lee; Bennett, Lee; Colbert, James; Helou, George; Kirkpatrick, J. Davy; Laine, Seppo; Meshkat, Tiffany; Paladini, Roberta; Ramirez, Solange; Wang, Yun; Xie, Joan; Yan, Lin

    2018-01-01

    The science center for WFIRST is distributed between the Goddard Space Flight Center, the Infrared Processing and Analysis Center (IPAC) and the Space Telescope Science Institute (STScI). The main functions of the IPAC Science Operations Center (ISOC) are:* Conduct the GO, archival and theory proposal submission and evaluation process* Support the coronagraph instrument, including observation planning, calibration and data processing pipeline, generation of data products, and user support* Microlensing survey data processing pipeline, generation of data products, and user support* Community engagement including conferences, workshops and general support of the WFIRST exoplanet communityWe will describe the components planned to support these functions and the community of WFIRST users.

  12. Information center as a technical institute unifying a user community

    International Nuclear Information System (INIS)

    Maskewitz, B.F.; McGill, B.; Hatmaker, N.A.

    1976-01-01

    The historical background to the information analysis center concept is presented first. The Radiation Shielding Information Center (RSIC) at ORNL is cited as an example of the information analysis center. RSIC objectives and scope are described, and RSIC's role in unification of the field of shielding is discussed. Some problems in handling information exchange with respect to computer codes are examined

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

    International Nuclear Information System (INIS)

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

    1991-01-01

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

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

    OpenAIRE

    Chouyin Hsu; Haui-Chih Shiau

    2013-01-01

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

  15. Do You Know Your Music Users' Needs? A Library User Survey that Helps Enhance a User-Centered Music Collection

    Science.gov (United States)

    Lai, Katie; Chan, Kylie

    2010-01-01

    While many surveys aim primarily at measuring general user satisfaction, this survey is dedicated to understanding music users' needs, usage patterns, and preferences towards various collections. Findings showed dissimilar use behavior and perceived importance of materials between academic- and performance-oriented music users. Needs for different…

  16. User services in the central library of Juelich Research Center

    International Nuclear Information System (INIS)

    Lapp, E.

    1993-01-01

    The central library is a sci/tech special library providing information for the KFA researchers and staff. The library has a large collection of sci/tech materials to meet the information demands of the KFA employees and over 3.000 external users. Among the outside users are students fromthe universities and polytechnics of the region Aachen, Cologne, Duesseldorf, and industry. The library acquires about 8.000 volumes per year and subscribes to 2000 journals. (orig.)

  17. 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…

  18. Does userdriven design drive designdriven users?

    DEFF Research Database (Denmark)

    Brix, Anders

    2009-01-01

    that connotations, in all their richness and multifacetted misbehaviour, are the primary operators af design language. Furthermore, referring to philosophy of art, the characteristics of cultural significance is discussed. Cultural significance - one among many possible design virtues - is identified as a certain...

  19. Human-centered design of the human-system interfaces of medical equipment: thyroid uptake system

    International Nuclear Information System (INIS)

    Monteiro, Jonathan K.R.; Farias, Marcos S.; Santos, Isaac J.A. Luquetti; Monteiro, Beany G.

    2013-01-01

    Technology plays an important role in modern medical centers, making healthcare increasingly complex, relying on complex technical equipment. This technical complexity is particularly noticeable in the nuclear medicine. Poorly design human-system interfaces can increase the risks for human error. The human-centered approach emphasizes the development of the equipment with a deep understanding of the users activities, current work practices, needs and abilities of the users. An important concept of human-centered design is that the ease-of-use of the equipment can be ensured only if users are actively incorporated in all phases of the life cycle of design process. Representative groups of users are exposed to the equipment at various stages in development, in a variety of testing, evaluation and interviewing situations. The users feedback obtained is then used to refine the design, with the result serving as input to the next interaction of design process. The limits of the approach are that the users cannot address any particular future needs without prior experience or knowledge about the equipment operation. The aim of this paper is to present a methodological framework that contributes to the design of the human-system interfaces, through an approach related to the users and their activities. A case study is described in which the methodological framework is being applied in development of new human-system interfaces of the thyroid uptake system. (author)

  20. Design Strategy of Information Construction Based on User Participation

    OpenAIRE

    Gao Jundong

    2017-01-01

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

  1. Action Research in User-Centered Product Development

    DEFF Research Database (Denmark)

    Brandt, Eva

    2004-01-01

    Technological development and increased international competition have imposed a significant burden on the product development function of many companies. The growing complexity of products demands a larger product development team with people having various competencies. Simultaneously...... the importance of good quality, usability and customisation of products is growing, and many companies want to involve customers and users directly in the development work. Both the complexity and quality demand new ways of working that support collaboration between people with various competencies, interests...... and responsibilities both inside and outside the company. This paper reports experiences from using action research to introduce new user-centred work practices in two commercial product development projects. The interventions varied. In the first project it was found rewarding to engage customers and users...

  2. 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.

  3. Measuring user satisfaction for design variations through virtual reality

    NARCIS (Netherlands)

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

    2000-01-01

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

  4. Designing User Centred Intelligent Classroom Lighting

    DEFF Research Database (Denmark)

    Georgieva, Diana Zdravkova; Schledermann, Kathrine Marie; Nielsen, Stine Maria Louring

    2018-01-01

    Through a case study, this paper presents a new way of designing intelligent classroom lighting to meet the users’ needs. A mix of ethnographic methods (field observations and interviews) were used to investigate the everyday learning activities at a middle school in Copenhagen in order...... to determine how lighting can support the learning environment. Based on the investigations, lighting design criteria and three predefined lighting scenes are proposed as a new design for meeting the needs of students and teachers during three types of activities. The scenes focus on smartboard visibility...

  5. User Interfaces for Cooperative Remote Design

    National Research Council Canada - National Science Library

    Hodges, Larry

    1998-01-01

    .... We seek to develop new methods to facilitate cooperative remote design utilizing both high-bandwidth networking capability and virtual reality with appropriate graphical interfaces to support the collaborative effort...

  6. Iterative User Interface Design for Automated Sequential Organ Failure Assessment Score Calculator in Sepsis Detection.

    Science.gov (United States)

    Aakre, Christopher Ansel; Kitson, Jaben E; Li, Man; Herasevich, Vitaly

    2017-05-18

    The new sepsis definition has increased the need for frequent sequential organ failure assessment (SOFA) score recalculation and the clerical burden of information retrieval makes this score ideal for automated calculation. The aim of this study was to (1) estimate the clerical workload of manual SOFA score calculation through a time-motion analysis and (2) describe a user-centered design process for an electronic medical record (EMR) integrated, automated SOFA score calculator with subsequent usability evaluation study. First, we performed a time-motion analysis by recording time-to-task-completion for the manual calculation of 35 baseline and 35 current SOFA scores by 14 internal medicine residents over a 2-month period. Next, we used an agile development process to create a user interface for a previously developed automated SOFA score calculator. The final user interface usability was evaluated by clinician end users with the Computer Systems Usability Questionnaire. The overall mean (standard deviation, SD) time-to-complete manual SOFA score calculation time was 61.6 s (33). Among the 24% (12/50) usability survey respondents, our user-centered user interface design process resulted in >75% favorability of survey items in the domains of system usability, information quality, and interface quality. Early stakeholder engagement in our agile design process resulted in a user interface for an automated SOFA score calculator that reduced clinician workload and met clinicians' needs at the point of care. Emerging interoperable platforms may facilitate dissemination of similarly useful clinical score calculators and decision support algorithms as "apps." A user-centered design process and usability evaluation should be considered during creation of these tools. ©Christopher Ansel Aakre, Jaben E Kitson, Man Li, Vitaly Herasevich. Originally published in JMIR Human Factors (http://humanfactors.jmir.org), 18.05.2017.

  7. 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.

  8. Enhancing user experience design with an integrated storytelling method

    NARCIS (Netherlands)

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

    2016-01-01

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

  9. A VR-User Interface for Design by Features

    NARCIS (Netherlands)

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

    1998-01-01

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

  10. Improving flight condition situational awareness through Human Centered Design.

    Science.gov (United States)

    Craig, Carol

    2012-01-01

    In aviation, there is currently a lack of accurate and timely situational information, specifically weather data, which is essential when dealing with the unpredictable complexities that can arise while flying. For example, weather conditions that require immediate evasive action by the flight crew, such as isolated heavy rain, micro bursts, and atmospheric turbulence, require that the flight crew receive near real-time and precise information about the type, position, and intensity of those conditions. Human factors issues arise in considering how to display the various sources of weather information to the users of that information and how to integrate this display into the existing environment. In designing weather information display systems, it is necessary to meet the demands of different users, which requires an examination of the way in which the users process and use weather information. Using Human Centered Design methodologies and concepts will result in a safer, more efficient and more intuitive solution. Specific goals of this approach include 1) Enabling better fuel planning; 2) Allowing better divert strategies; 3) Ensuring pilots, navigators, dispatchers and mission planners are referencing weather from the same sources; 4) Improving aircrew awareness of aviation hazards such as turbulence, icing, hail and convective activity; 5) Addressing inconsistent availability of hazard forecasts outside the United States Air Defense Identification Zone (ADIZ); and 6) Promoting goal driven approaches versus event driven (prediction).

  11. Feedback from Usability Evaluation to User Interface Design

    DEFF Research Database (Denmark)

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

    2005-01-01

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

  12. Design and implementation of Skype USB user gateway software

    Science.gov (United States)

    Qi, Yang

    2017-08-01

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

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

    DEFF Research Database (Denmark)

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

    2011-01-01

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

  14. 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

  15. Perceptions of Adolescents with Overweight and Obesity for the Development of User-Centered Design Self-Management Tools within the Context of the Chronic Care Model: A Qualitative Study.

    Science.gov (United States)

    Knoblock-Hahn, Amy L; Wray, Ricardo; LeRouge, Cynthia M

    2016-06-01

    The Chronic Care Model (CCM) is helpful to illustrate multiple levels of influence in the management of chronic disease, such as overweight and obesity in adolescents. Unfortunately, various constraints create gaps in the management process activities performed within the CCM. Consumer health technologies (CHT) may serve as a linkage between adolescents with overweight or obesity, their parents, and their pediatricians. To conduct formative research to qualitatively identify views of adolescents with overweight and obesity on use of consumer health technologies to manage weight loss across chronic care management settings. As part of a multi-perspective qualitative study, 10 focus groups were conducted with adolescents with overweight and obesity. Forty-eight adolescents (15 male, 33 female) aged 12 to 17 years who were current participants of an intensive lifestyle change camp in the summer of 2012 participated in focus groups. All adolescents were classified as overweight (21%) or obese (79%) according to body mass index (BMI) for age charts published by the Centers for Disease Control and Prevention. All focus groups were recorded, transcribed verbatim, and checked for accuracy. Predefined and open coding were used to analyze transcripts for emerging themes. Adolescents perceive CHT, with its functional requirements of assistance with restaurant food selection, teaching cooking skills, and providing encouragement and motivation, to be helpful with overweight and obesity self-management. Desired features to carry out these functional requirements included avatars, self-monitoring capabilities, social networking, and rewards. Our findings largely agree with previously reported parental perceptions of the benefit of CHT for adolescent overweight and obesity self-management and strengthen support for the design and implementation of CHT within the CCM. Copyright © 2016 Academy of Nutrition and Dietetics. Published by Elsevier Inc. All rights reserved.

  16. Designing user models in a virtual cave environment

    Energy Technology Data Exchange (ETDEWEB)

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

    1995-12-31

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

  17. User centered integration of Internet of Things devices

    Science.gov (United States)

    Manione, Roberto

    2017-06-01

    This paper discusses an IoT framework which allows rapid and easy setup and customization of end-to-end solutions for field data collection and presentation; it is effective in the development of both informative and transactional applications for a wide range of application fields, such as home, industry and environment. On the "far-end" of the chain are the IoT devices gathering the signals; they are developed used a full Model Based approach, where programming is not required: the TaskScript technology is used to this purpose, which supports a choice of physical boards and boxes equipped with a range of Input and Output interfaces, and with a Tcp/Ip interface. The development of the needed specific IoT devices takes advantage of the available "standard" hardware; the software development of the algorithms for sampling, conditioning and uploading signals to the Cloud is supported by a graphical-only IDE. On the "near-end" of the chain is the presentation Interface, through which users can browse through the information provided by their IoT devices; it is implemented in a Conversational way, using the Bot paradigm: Bots are conversational automatons, to whom users can "chat". They are accessed via mainstream Messenger programs, such as Telegram(C), Skype(C) or others, available on smartphones, tablets or desktops; unlike apps, bots do not need installation on the user device. A message Broker has been implemented, to mediate among the far-end and the near-end of the chain, providing the needed services; its behavior is driven by a set of rules provided on a per-device basis, at configuration level; the Broker is able to store messages received from the devices, process and forward them to the specified recipient(s) according to the provided rules; finally, finally is it is able to send transactional commands, from users back to the requested device, to implement not only field observation but also field control. IoT solutions implemented with the proposed

  18. Toolchain for User-Centered Intelligent Floor Heating Control

    DEFF Research Database (Denmark)

    Agesen, Mads Kronborg; Larsen, Kim Guldstrand; Mikučionis, Marius

    2016-01-01

    temperature is below the user defined target temperature, otherwise it closes for the heating in the room. The disadvantage is that the heat exchange among the rooms, outside weather conditions, weather forecast and other factors are not considered. We propose a novel model-driven approach for intelligent...... floor heating control based on a chain of tools that allow us to gather the sensor readings from the actual hardware and use the state-of-the-art controller synthesis tool UPPAAL Stratego in order to synthesise abstract control strategies that are then executed on the real hardware platform provided...... by the company Seluxit. We have built a scaled demonstrator of the system and the experimental results document a 38% to 52 % increase in user satisfaction, moreover with additional energy savings between 2% to 12%....

  19. 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.

  20. User driven Innovation in new Workspace Design

    DEFF Research Database (Denmark)

    Bjerrum, Eva; Simonsen, John Brøndberg

    2017-01-01

    on experiences from several case studies we propose a way to unfreeze organisations. By using different methods to describe work (ethnographic methods: Observation, episodes, snapshots, photos) and traditional interviews and questionnaires, it is possible to plan and conduct workshop processes that challenge......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...

  1. Design Strategy of Information Construction Based on User Participation

    Directory of Open Access Journals (Sweden)

    Gao Jundong

    2017-01-01

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

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

    Science.gov (United States)

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

    2013-12-01

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

  3. Beyond Foucault: Toward a User-Centered Approach to Sexual Harassment Policy.

    Science.gov (United States)

    Ranney, Frances J.

    2000-01-01

    Discusses how United States national policy regarding sexual harassment exemplifies the Foucauldian paradigm in its attempt to regulate sexuality through seemingly authorless texts. Proposes a user-centered approach to policy drafting that values the knowledge of workers as users and makers of workplace policy. Argues that regulation through such…

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

    OpenAIRE

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

    2016-01-01

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

  5. Users Center closed May 2, 3, and 4 | News

    Science.gov (United States)

    Financial Officer Finance Section Office of the Chief Operating Officer Facilities Engineering Services Accelerator Division Accelerator Physics Center Office of the Chief Safety Officer Environment, Safety, Health and Quality Section Office of the Chief Project Officer Office of Project Support Services Office of

  6. 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.

  7. 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

    2017-10-01

    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.

  8. Does Abolishing User Fees in Primary Healthcare Centers Contribute to Reduce Moderate Acute Malnutrition in Children?

    International Nuclear Information System (INIS)

    Druetz, Thomas; Haddad, Slim; Ridde, Valéry; Siekmans, Kendra

    2014-01-01

    Full text: Introduction. About 17% of children under 5 years of age are wasted in Burkina Faso. Children with moderate acute malnutrition [MAM] are rarely detected and treated. Primary healthcare personnel are trained to manage malnutrition in children but access to health centers is limited. Fees represent an important barrier for households. Objective. To evaluate the association between the abolition of user fees in primary healthcare centers and the prevalence of MAM in children under 5 years of age. Context. The study area includes two comparable health districts in Burkina Faso. In the intervention district, user fees were removed for children under 5 years of age in July 2011. Consultations at health centers and treatments administered by health personnel have since been free-of-charge. In the control district, user fees remained. Methods. The study is observational and relies upon a longitudinal design (repeated cross-sectional measures inside a cohort). The eligible population resides in a 15 kilometer-radius around the cities of Kaya and Zorgho. Three thousands households were randomly selected with an equal proportion from rural and urban areas. Once a year, a survey was administered to every household during the peak of malaria transmission (July 2011, August 2012 & 2013). Biological tests (malaria, anaemia) were administered to every child under 5 years of age and middle-upper arm circumferences were measured. The z-scores based on the WHO 2006 were estimated by using WHO’s software Igrowup (macro for Stata®). Registries from the 10 primary healthcare centers in the study area were collected and their consultation data from January 2005 to November 2012 were encoded. Time series analyses were performed. Results. The monthly number of visits by children under 5 years of age to primary healthcare centers has been increasing in both districts since 2005 but in the intervention district the removal of user fees in 2011 significantly accelerated this

  9. Collective innovative practice through user-centred design thinking

    DEFF Research Database (Denmark)

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

    2012-01-01

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

  10. Development of a user-centered radiology teaching file system

    Science.gov (United States)

    dos Santos, Marcelo; Fujino, Asa

    2011-03-01

    Learning radiology requires systematic and comprehensive study of a large knowledge base of medical images. In this work is presented the development of a digital radiology teaching file system. The proposed system has been created in order to offer a set of customized services regarding to users' contexts and their informational needs. This has been done by means of an electronic infrastructure that provides easy and integrated access to all relevant patient data at the time of image interpretation, so that radiologists and researchers can examine all available data to reach well-informed conclusions, while protecting patient data privacy and security. The system is presented such as an environment which implements a distributed clinical database, including medical images, authoring tools, repository for multimedia documents, and also a peer-reviewed model which assures dataset quality. The current implementation has shown that creating clinical data repositories on networked computer environments points to be a good solution in terms of providing means to review information management practices in electronic environments and to create customized and contextbased tools for users connected to the system throughout electronic interfaces.

  11. Anthropomorphic Robot Design and User Interaction Associated with Motion

    Science.gov (United States)

    Ellis, Stephen R.

    2016-01-01

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

  12. 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.

  13. 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.

  14. 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...

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

    OpenAIRE

    Orlova, Mariia

    2016-01-01

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

  16. A User-Centered Approach to Adaptive Hypertext Based on an Information Relevance Model

    Science.gov (United States)

    Mathe, Nathalie; Chen, James

    1994-01-01

    Rapid and effective to information in large electronic documentation systems can be facilitated if information relevant in an individual user's content can be automatically supplied to this user. However most of this knowledge on contextual relevance is not found within the contents of documents, it is rather established incrementally by users during information access. We propose a new model for interactively learning contextual relevance during information retrieval, and incrementally adapting retrieved information to individual user profiles. The model, called a relevance network, records the relevance of references based on user feedback for specific queries and user profiles. It also generalizes such knowledge to later derive relevant references for similar queries and profiles. The relevance network lets users filter information by context of relevance. Compared to other approaches, it does not require any prior knowledge nor training. More importantly, our approach to adaptivity is user-centered. It facilitates acceptance and understanding by users by giving them shared control over the adaptation without disturbing their primary task. Users easily control when to adapt and when to use the adapted system. Lastly, the model is independent of the particular application used to access information, and supports sharing of adaptations among users.

  17. 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.

  18. Southern Regional Center for Lightweight Innovative Design

    Energy Technology Data Exchange (ETDEWEB)

    Wang, Paul T. [Mississippi State Univ., Mississippi State, MS (United States)

    2012-12-01

    The Southern Regional Center for Lightweight Innovative Design (SRCLID) has developed an experimentally validated cradle-to-grave modeling and simulation effort to optimize automotive components in order to decrease weight and cost, yet increase performance and safety in crash scenarios. In summary, the three major objectives of this project are accomplished: To develop experimentally validated cradle-to-grave modeling and simulation tools to optimize automotive and truck components for lightweighting materials (aluminum, steel, and Mg alloys and polymer-based composites) with consideration of uncertainty to decrease weight and cost, yet increase the performance and safety in impact scenarios; To develop multiscale computational models that quantify microstructure-property relations by evaluating various length scales, from the atomic through component levels, for each step of the manufacturing process for vehicles; and To develop an integrated K-12 educational program to educate students on lightweighting designs and impact scenarios. In this final report, we divided the content into two parts: the first part contains the development of building blocks for the project, including materials and process models, process-structure-property (PSP) relationship, and experimental validation capabilities; the second part presents the demonstration task for Mg front-end work associated with USAMP projects.

  19. 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.

  20. User experience & user-centered design : health games user research model

    NARCIS (Netherlands)

    Folkerts, Jef

    2014-01-01

    This poster sketches the outlines of a theoretical research framework to assess whether and on what grounds certain behavioral effects may be attributed to particular game mechanics and game play aspects. It is founded on the Elaboration Likelihood Model of Persuasion (ELM), which is quite

  1. User-centered requirements engineering in health information systems: a study in the hemophilia field.

    Science.gov (United States)

    Teixeira, Leonor; Ferreira, Carlos; Santos, Beatriz Sousa

    2012-06-01

    The use of sophisticated information and communication technologies (ICTs) in the health care domain is a way to improve the quality of services. However, there are also hazards associated with the introduction of ICTs in this domain and a great number of projects have failed due to the lack of systematic consideration of human and other non-technology issues throughout the design or implementation process, particularly in the requirements engineering process. This paper presents the methodological approach followed in the design process of a web-based information system (WbIS) for managing the clinical information in hemophilia care, which integrates the values and practices of user-centered design (UCD) activities into the principles of software engineering, particularly in the phase of requirements engineering (RE). This process followed a paradigm that combines a grounded theory for data collection with an evolutionary design based on constant development and refinement of the generic domain model using three well-known methodological approaches: (a) object-oriented system analysis; (b) task analysis; and, (c) prototyping, in a triangulation work. This approach seems to be a good solution for the requirements engineering process in this particular case of the health care domain, since the inherent weaknesses of individual methods are reduced, and emergent requirements are easier to elicit. Moreover, the requirements triangulation matrix gives the opportunity to look across the results of all used methods and decide what requirements are critical for the system success. Copyright © 2010 Elsevier Ireland Ltd. All rights reserved.

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

    DEFF Research Database (Denmark)

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

    2011-01-01

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

  3. Westinghouse Nuclear Core Design Training Center - a design simulator

    International Nuclear Information System (INIS)

    Altomare, S.; Pritchett, J.; Altman, D.

    1992-01-01

    The emergence of more powerful computing technology enables nuclear design calculations to be done on workstations. This shift to workstation usage has already had a profound effect in the training area. In 1991, the Westinghouse Electric Corporation's Commercial Nuclear Fuel Division (CNFD) developed and implemented a Nuclear Core Design Training Center (CDTC), a new concept in on-the-job training. The CDTC provides controlled on-the-job training in a structured classroom environment. It alllows one trainer, with the use of a specially prepared training facility, to provide full-scope, hands-on training to many trainees at one time. Also, the CDTC system reduces the overall cycle time required to complete the total training experience while also providing the flexibility of individual training in selected modules of interest. This paper provides descriptions of the CDTC and the respective experience gained in the application of this new concept

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

    OpenAIRE

    MESKENS, Jan; LUYTEN, Kris; CONINX, Karin

    2009-01-01

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

  5. Designing robots for care: care centered value-sensitive design.

    Science.gov (United States)

    van Wynsberghe, Aimee

    2013-06-01

    The prospective robots in healthcare intended to be included within the conclave of the nurse-patient relationship--what I refer to as care robots--require rigorous ethical reflection to ensure their design and introduction do not impede the promotion of values and the dignity of patients at such a vulnerable and sensitive time in their lives. The ethical evaluation of care robots requires insight into the values at stake in the healthcare tradition. What's more, given the stage of their development and lack of standards provided by the International Organization for Standardization to guide their development, ethics ought to be included into the design process of such robots. The manner in which this may be accomplished, as presented here, uses the blueprint of the Value-sensitive design approach as a means for creating a framework tailored to care contexts. Using care values as the foundational values to be integrated into a technology and using the elements in care, from the care ethics perspective, as the normative criteria, the resulting approach may be referred to as care centered value-sensitive design. The framework proposed here allows for the ethical evaluation of care robots both retrospectively and prospectively. By evaluating care robots in this way, we may ultimately ask what kind of care we, as a society, want to provide in the future.

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

    NARCIS (Netherlands)

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

    1995-01-01

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

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

    DEFF Research Database (Denmark)

    Hornbæk, K.; 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....

  8. Designing the OPAC User Interface to Improve Access and Retrieval.

    Science.gov (United States)

    Basista, Thomas; And Others

    1991-01-01

    Discussion of problems with retrieval of records in library online public access catalogs (OPACs) focuses on an ongoing research project at the Indiana University of Pennsylvania (IUP) that has been trying to improve subject retrieval vocabulary control using natural and thesaural language and on the design of a good graphical user interface.…

  9. 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…

  10. 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…

  11. 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.

  12. Uma abordagem centrada no usuário para o projeto de máquinas agrícolas de tração animal An user centered approach to the design of animal traction agricultural machinery

    Directory of Open Access Journals (Sweden)

    Eduardo Romeiro Filho

    2012-01-01

    Full Text Available Este artigo apresenta um estudo realizado como parte do projeto de uma semeadora-adubadora à tração animal, utilizando princípios relacionados a disciplinas como Usabilidade, Ergonomia e Antropotecnologia, dentro de uma perspectiva de Design para Sustentabilidade (DfS e desenvolvimento de produtos adequados à Base da Pirâmide (BoP. O estudo forneceu subsídios para uma série de alterações a serem introduzidas no equipamento, tendo em vista a melhoria das condições de trabalho em pequenas propriedades de agricultura familiar. A partir desta abordagem na análise de um implemento existente, são sugeridas formas de adequação do produto e apresentada uma proposta para uma nova semeadora-adubadora à tração animal.This paper presents a study conducted as a part of the design of an Animal Traction Sewing Machine using principles related to Usability, Ergonomics, and Antropotechnology focusing on Design for Sustainability (DfS and product development suitable for the Base of the Pyramid (BoP. The present study provided information for a series of design changes in the equipment in order to improve working conditions in small family farming properties. From this approach to the analysis of an existing implement, ways of adjusting the product are suggested, and a proposal for a novel Animal Traction Sowing Machine is presented.

  13. Design and Development of a Web Based User Interface

    OpenAIRE

    László, Magda

    2014-01-01

    The first objective of the thesis is to study the technological background of application design and more specifically the Unified Modeling Language (hereinafter UML). Due to this, the research provides deeper understanding of technical aspects of the practical part of the thesis work. The second and third objectives of this thesis are to design and develop a web application and more specifically a Web Based User Interface for Multimodal Observation and Analysis System for Social Interactions...

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

    Science.gov (United States)

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

    2014-12-01

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

  15. Accessibility through user-centred and Inclusive Design processes

    DEFF Research Database (Denmark)

    Herriott, Richard

    2014-01-01

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

  16. The structural biology center at the APS: an integrated user facility for macromolecular crystallography

    International Nuclear Information System (INIS)

    Rosenbaum, G.; Westbrook, E.M.

    1997-01-01

    The Structural Biology Center (SBC) has developed and operates a sector (undulator and bending magnet) of the APS as a user facility for macromolecular crystallography. Crystallographically determined structures of proteins, nucleic acids and their complexes with proteins, viruses, and complexes between macromolecules and small ligands have become of central importance in molecular and cellular biology. Major design goals were to make the extremely high brilliance of the APS available for brilliance limited studies, and to achieve a high throughput of less demanding studies, as well as optimization for MAS-phasing. Crystal samples will include extremely small crystals, crystals with large unit cells (viruses, ribosomes, etc.) and ensembles of closely similar crystal structures for drug design, protein engineering, etc. Data are recorded on a 3000x3000 pixel CCD-area detector (optionally on image plates). The x-ray optics of both beamlines has been designed to produce a highly demagnified image of the source in order to match the focal size with the sizes of the sample and the resolution element of the detector. Vertical focusing is achieved by a flat, cylindrically bent mirror. Horizontal focusing is achieved by sagitally bending the second crystal of the double crystal monochromator. Monochromatic fluxes of 1.3 * 10 13 ph/s into focal sizes of 0.08 mm (horizontal)x0.04 mm (vertical) FWHM (flux density 3.5 * 10 15 ph/s/mm 2 ) have been recorded.copyright 1997 American Institute of Physics

  17. Students' Ways of Experiencing Human-Centered Design

    Science.gov (United States)

    Zoltowski, Carla B.

    2010-01-01

    This study investigated the qualitatively different ways which students experienced human-centered design. The findings of this research are important in developing effective design learning experiences and have potential impact across design education. This study provides the basis for being able to assess learning of human-centered design which…

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

    Directory of Open Access Journals (Sweden)

    Thomas Wastling

    2018-05-01

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

  19. 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.

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

    Directory of Open Access Journals (Sweden)

    Poor HVincent

    2010-01-01

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

  1. Human-Centered Design of an mHealth App for the Prevention of Burnout Syndrome.

    Science.gov (United States)

    Narváez, Santiago; Tobar, Ángela M; López, Diego M; Blobel, Bernd

    2016-01-01

    Stress-related disorders have become one of the main health problems in many countries and organizations worldwide. They can generate depression and anxiety, and could derive in work absenteeism and reduction in productivity. Design, develop, and evaluate an mHealth App for the prevention of Burnout Syndrome following the recommendations of standard User-Centered Design methodologies. 1) A descriptive cross-sectional study was performed on a sample of 59 faculty members and workers at the University of Cauca, Colombia using the Maslach Burnout Inventory as an instrument for measuring Burnout, accompanied by a demographic and technological questionnaire. 2) Three prototypes of the mHealth App were iteratively developed following the recommendations provided by the ISO Usability Maturity Model and the ISO User-Centered Design model. 3) Usability tests of the system were performed based on the ISO 9126 standard. The results obtained are considered positive, particularly those regarding user's satisfaction measured using the System Usability Scale.

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

    Science.gov (United States)

    Anselmi, Laura; Canina, Marita; Coccioni, Elisabetta

    2012-01-01

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

  3. Mental health and solidarity economy: the experience of users and workers of a Psychosocial Care Center

    Directory of Open Access Journals (Sweden)

    Ioneide de Oliveira Campos

    2015-07-01

    Full Text Available This work is within the context of discussions on mental health and solidarity economy. It is an account of the experience lived at the Tabatinga II Psychosocial Care Center (CAPS in the Federal District, Brazil, where projects designed to generate employment and income in the mental health area reaffirm their ability, as tools for social inclusion, to incorporate the principles and values of solidarity economy aiming at the empowerment and autonomy of citizens in mental distress. This work intended to support and encourage reflections on the possibilities for social inclusion arising from the generation of jobs and income through collective and cooperative actions developed and elaborated with the participation of users, family members, and workers of this service. Emphasis on participatory methodology guided the development of the experience, and the proposition of triggering actions on mental health and solidarity economy at different times, under the coordination of the performing team, afforded, concurrently, the realization of two actions/interventions: a group activity designed to service users and their relatives who gathered to learn and reflect on collective work and supportive venture; and three monthly training sessions, from August to December 2013, on cooperativism, solidarity economy, and mental health addressed to the professionals of that CAPS. At the end of these interventions, it was possible to observe that the involvement of people under mental distress in these projects contributes to overcome their current state of subordination and weakness. It is worth mentioning that, in general, the development of these actions favored reflections on the world of collective work and aggregated methodological knowledge on solidarity ventures.

  4. A User Friendly Software for Rigid Pavement Design

    Directory of Open Access Journals (Sweden)

    Aydın Kıcı

    2017-12-01

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

  5. 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.

  6. 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.

  7. 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.

  8. A control center design revisited: learning from users’ appropriation

    DEFF Research Database (Denmark)

    Souza da Conceição, Carolina; Cordeiro, Cláudia

    2014-01-01

    This paper aims to present the lessons learned during a control center design project by revisiting another control center from the same company designed two and a half years before by the same project team. In light of the experience with the first project and its analysis, the designers and res...

  9. 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.

  10. 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.

  11. The Johnson Space Center management information systems: User's guide to JSCMIS

    Science.gov (United States)

    Bishop, Peter C.; Erickson, Lloyd

    1990-01-01

    The Johnson Space Center Management Information System (JSCMIS) is an interface to computer data bases at the NASA Johnson Space Center which allows an authorized user to browse and retrieve information from a variety of sources with minimum effort. The User's Guide to JSCMIS is the supplement to the JSCMIS Research Report which details the objectives, the architecture, and implementation of the interface. It is a tutorial on how to use the interface and a reference for details about it. The guide is structured like an extended JSCMIS session, describing all of the interface features and how to use them. It also contains an appendix with each of the standard FORMATs currently included in the interface. Users may review them to decide which FORMAT most suits their needs.

  12. A Representation System User Interface for Knowledge Base Designers

    OpenAIRE

    Fikes, Richard E.

    1982-01-01

    A major strength of frame-based knowledge representation languages is their ability to provide the knowledge base designer with a concise and intuitively appealing means expression. The claim of intuitive appeal is based on the observation that the object -centered style of description provided by these languages often closely matches a designer's understanding of the domain being modeled and therefore lessens the burden of reformulation involved in developing a formal description. To be effe...

  13. Whatever works: a systematic user-centered training protocol to optimize brain-computer interfacing individually.

    Directory of Open Access Journals (Sweden)

    Elisabeth V C Friedrich

    Full Text Available This study implemented a systematic user-centered training protocol for a 4-class brain-computer interface (BCI. The goal was to optimize the BCI individually in order to achieve high performance within few sessions for all users. Eight able-bodied volunteers, who were initially naïve to the use of a BCI, participated in 10 sessions over a period of about 5 weeks. In an initial screening session, users were asked to perform the following seven mental tasks while multi-channel EEG was recorded: mental rotation, word association, auditory imagery, mental subtraction, spatial navigation, motor imagery of the left hand and motor imagery of both feet. Out of these seven mental tasks, the best 4-class combination as well as most reactive frequency band (between 8-30 Hz was selected individually for online control. Classification was based on common spatial patterns and Fisher's linear discriminant analysis. The number and time of classifier updates varied individually. Selection speed was increased by reducing trial length. To minimize differences in brain activity between sessions with and without feedback, sham feedback was provided in the screening and calibration runs in which usually no real-time feedback is shown. Selected task combinations and frequency ranges differed between users. The tasks that were included in the 4-class combination most often were (1 motor imagery of the left hand (2, one brain-teaser task (word association or mental subtraction (3, mental rotation task and (4 one more dynamic imagery task (auditory imagery, spatial navigation, imagery of the feet. Participants achieved mean performances over sessions of 44-84% and peak performances in single-sessions of 58-93% in this user-centered 4-class BCI protocol. This protocol is highly adjustable to individual users and thus could increase the percentage of users who can gain and maintain BCI control. A high priority for future work is to examine this protocol with severely

  14. Brainstorming and beyond a user-centered design method

    CERN Document Server

    Wilson, Chauncey

    2013-01-01

    Brainstorming and Beyond describes the techniques for generating ideas verbally, in writing, or through sketches. The first chapter focuses on brainstorming, the foundation method for ideation, which is a complex social process building off of social psychology principles, motivational constructs, and corporate culture. Brainstorming is commonly portrayed as an easy way to generate ideas, but in reality, it is a complex social process that is often flawed in ways that are not self-evident. Chapter 2 discusses Brainwriting, which is a variation on brainstorming in which each person writes idea

  15. User-centered development and testing of a monitoring system that provides feedback regarding physical functioning to elderly people

    Directory of Open Access Journals (Sweden)

    Vermeulen J

    2013-08-01

    .2 (standard deviation 0.90 on the modified PSSUQ. The interviews revealed that most participants liked using the system and appreciated that it signaled changes in their physical functioning. However, usability was negatively influenced by a few technical errors. Conclusion: Involvement of elderly users during the development process resulted in an interface with good usability. However, the technical functioning of the monitoring system needs to be optimized before it can be used to support elderly people in their self-management. Keywords: user-centered design, telemonitoring, physical functioning, community-dwelling elderly people, usability

  16. Human-centered incubator: beyond a design concept

    OpenAIRE

    Goossens, R H M; Willemsen, H

    2013-01-01

    We read with interest the paper by Ferris and Shepley1 on a human-centered design project with university students on neonatal incubators. It is interesting to see that in the design solutions and concepts as presented by Ferris and Shepley,1 human-centered design played an important role. In 2005, a master thesis project was carried out in the Delft University of Technology, following a similar human-centered design approach.2, 3 In that design project we also addressed the noise level insid...

  17. 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.

  18. NASA Space Engineering Research Center for VLSI systems design

    Science.gov (United States)

    1991-01-01

    This annual review reports the center's activities and findings on very large scale integration (VLSI) systems design for 1990, including project status, financial support, publications, the NASA Space Engineering Research Center (SERC) Symposium on VLSI Design, research results, and outreach programs. Processor chips completed or under development are listed. Research results summarized include a design technique to harden complementary metal oxide semiconductors (CMOS) memory circuits against single event upset (SEU); improved circuit design procedures; and advances in computer aided design (CAD), communications, computer architectures, and reliability design. Also described is a high school teacher program that exposes teachers to the fundamentals of digital logic design.

  19. 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.

  20. 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…

  1. Beyond the Letter of the Law: Accessibility, Universal Design, and Human-Centered Design in Video Tutorials

    Directory of Open Access Journals (Sweden)

    Amanda S. Clossen

    2014-05-01

    Full Text Available This article demonstrates how Universal and Human-Centered Design approaches can be applied to the process of library video tutorial creation in order to enhance accessibility. A series of questions that creators should consider in order to focus their design process is discussed. These questions break down various physical and cognitive limitations that users encounter, providing a framework for future video creation that is not dependent on specific software. By approaching accommodations more holistically, videos are created with accessibility in mind from their conception. Working toward the ideal of a video tutorial that is accessible to every user leads to the creation of more clearly worded, effective learning objects that are much more inclusive, making instructional concepts available to users of all abilities.

  2. Designing for intuitive use for non-human users

    DEFF Research Database (Denmark)

    Wirman, Hanna; Jørgensen, Ida Kathrine Hammeleff

    2015-01-01

    In the field of human-computer interaction the notion of intuitive use describes the extent to which a human user can subconsciously interact with a product by relying on existing knowledge from similar or identical situations. In animal-computer interaction (ACI) the idea of intuitive use holds ...... with knowledge transfer from other domains familiar to the animal may allow intuitive use of digital technology. Examples will be drawn from an ongoing game design research project which aims to build digital games for Bornean orangutans....

  3. Use of the Human Centered Design concept when designing ergonomic NPP control rooms

    International Nuclear Information System (INIS)

    Skrehot, Petr A.; Houser, Frantisek; Riha, Radek; Tuma, Zdenek

    2015-01-01

    Human-Centered Design is a concept aimed at reconciling human needs on the one hand and limitations posed by the design disposition of the room being designed on the other hand. This paper describes the main aspects of application of the Human-Centered Design concept to the design of nuclear power plant control rooms. (orig.)

  4. 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.

  5. Human-centered design and smart homes : How to study and design for the home experience?

    NARCIS (Netherlands)

    Eggen, J.H.; van den Hoven, E.A.W.H; Terken, J.M.B.; van Hoof, J.; Demiris, G.; Wouters, E.J.M.

    2016-01-01

    The focus of this chapter is on designing for smart homes. The perspective will be user-driven design research. The chapter starts with a context analysis of the home environment. This analysis shows that, from a user perspective, home is about emotions and not about the physical house with all its

  6. 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'…

  7. User Interface Design to Bring Simulation Data into the Classroom

    International Nuclear Information System (INIS)

    Tebbe, P.A.

    1999-01-01

    The training and simulation staff at the AmerenUE Callaway nuclear plant has been given the task of implementing the plant full-scope simulator in a classroom setting. As part of this project, members of the Nuclear Engineering Program at the University of Missouri, Columbia are working with plant personnel to create desktop software for use in training on fundamental plant principles. Data are created with the same modeling software used to power the simulator and are made available with the existing dynamic database structure. Visualization is provided through a specially designed user interface, created with the G programming language of LabVIEW. It is hoped that by focusing on a specific topic and designing the interface with educational objectives in mind, this software will help provide operators with an improved understanding of fundamental principles

  8. Southern Regional Center for Lightweight Innovative Design

    Energy Technology Data Exchange (ETDEWEB)

    Horstemeyer, Mark F. [Mississippi State Univ., Mississippi State, MS (United States); Wang, Paul [Mississippi State Univ., Mississippi State, MS (United States)

    2011-12-27

    The three major objectives of this Phase III project are: To develop experimentally validated cradle-to-grave modeling and simulation tools to optimize automotive and truck components for lightweighting materials (aluminum, steel, and Mg alloys and polymer-based composites) with consideration of uncertainty to decrease weight and cost, yet increase the performance and safety in impact scenarios; To develop multiscale computational models that quantify microstructure-property relations by evaluating various length scales, from the atomic through component levels, for each step of the manufacturing process for vehicles; and To develop an integrated K-12 educational program to educate students on lightweighting designs and impact scenarios.

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

    DEFF Research Database (Denmark)

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

    2007-01-01

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

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

    NARCIS (Netherlands)

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

    1998-01-01

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

  11. 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...

  12. Best Practices Guide for Energy-Efficient Data Center Design

    Energy Technology Data Exchange (ETDEWEB)

    O. VanGeet: NREL

    2010-02-24

    This guide provides an overview of best practices for energy-efficient data center design which spans the categories of Information Technology (IT) systems and their environmental conditions, data center air management, cooling and electrical systems, on-site generation, and heat recovery.

  13. The Air Force Center for Optimal Design and Control

    National Research Council Canada - National Science Library

    Burns, John

    1997-01-01

    This report contains a summary and highlights of the research funded by the Air Force under AFOSR URI Grant F49620-93-1-0280, titled 'Center for Optimal Design and Control of Distributed Parameter Systems' (CODAC...

  14. 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

  15. Exploiting the User: Adapting Personas for Use in Security Visualization Design

    Energy Technology Data Exchange (ETDEWEB)

    Stoll, Jennifer C.; McColgin, David W.; Gregory, Michelle L.; Crow, Vernon L.; Edwards, Keith

    2007-10-29

    It has long been noted that visual representations of complex information can facilitate rapid understanding of data {citation], even with respect to ComSec applications {citation]. Recognizing that visualizations can increase usability in ComSec applications, [Zurko, Sasse] have argued that there is a need to create more usable security visualizations. (VisSec) However, usability of applications generally fall into the domain of Human Computer Interaction (HCI), which generally relies on heavy-weight user-centered design (UCD) processes. For example, the UCD process can involve many prototype iterations, or an ethnographic field study that can take months to complete. The problem is that VisSec projects generally do not have the resources to perform ethnographic field studies, or to employ complex UCD methods. They often are running on tight deadlines and budgets that can not afford standard UCD methods. In order to help resolve the conflict of needing more usable designs in ComSec, but not having the resources to employ complex UCD methods, in this paper we offer a stripped-down lighter weight version of a UCD process which can help with capturing user requirements. The approach we use is personas which a user requirements capturing method arising out of the Participatory Design philosophy [Grudin02].

  16. Clinician user involvement in the real world: Designing an electronic tool to improve interprofessional communication and collaboration in a hospital setting.

    Science.gov (United States)

    Tang, Terence; Lim, Morgan E; Mansfield, Elizabeth; McLachlan, Alexander; Quan, Sherman D

    2018-02-01

    User involvement is vital to the success of health information technology implementation. However, involving clinician users effectively and meaningfully in complex healthcare organizations remains challenging. The objective of this paper is to share our real-world experience of applying a variety of user involvement methods in the design and implementation of a clinical communication and collaboration platform aimed at facilitating care of complex hospitalized patients by an interprofessional team of clinicians. We designed and implemented an electronic clinical communication and collaboration platform in a large community teaching hospital. The design team consisted of both technical and healthcare professionals. Agile software development methodology was used to facilitate rapid iterative design and user input. We involved clinician users at all stages of the development lifecycle using a variety of user-centered, user co-design, and participatory design methods. Thirty-six software releases were delivered over 24 months. User involvement has resulted in improvement in user interface design, identification of software defects, creation of new modules that facilitated workflow, and identification of necessary changes to the scope of the project early on. A variety of user involvement methods were complementary and benefited the design and implementation of a complex health IT solution. Combining these methods with agile software development methodology can turn designs into functioning clinical system to support iterative improvement. Copyright © 2017 The Authors. Published by Elsevier B.V. All rights reserved.

  17. 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.

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

    OpenAIRE

    Johnson, Mikael

    2013-01-01

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

  19. 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.

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

    Directory of Open Access Journals (Sweden)

    Edward Luca

    2016-01-01

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

  1. Targeting Parents for Childhood Weight Management: Development of a Theory-Driven and User-Centered Healthy Eating App.

    Science.gov (United States)

    Curtis, Kristina Elizabeth; Lahiri, Sudakshina; Brown, Katherine Elizabeth

    2015-06-18

    The proliferation of health promotion apps along with mobile phones' array of features supporting health behavior change offers a new and innovative approach to childhood weight management. However, despite the critical role parents play in children's weight related behaviors, few industry-led apps aimed at childhood weight management target parents. Furthermore, industry-led apps have been shown to lack a basis in behavior change theory and evidence. Equally important remains the issue of how to maximize users' engagement with mobile health (mHealth) interventions where there is growing consensus that inputs from the commercial app industry and the target population should be an integral part of the development process. The aim of this study is to systematically design and develop a theory and evidence-driven, user-centered healthy eating app targeting parents for childhood weight management, and clearly document this for the research and app development community. The Behavior Change Wheel (BCW) framework, a theoretically-based approach for intervention development, along with a user-centered design (UCD) philosophy and collaboration with the commercial app industry, guided the development process. Current evidence, along with a series of 9 focus groups (total of 46 participants) comprised of family weight management case workers, parents with overweight and healthy weight children aged 5-11 years, and consultation with experts, provided data to inform the app development. Thematic analysis of focus groups helped to extract information related to relevant theoretical, user-centered, and technological components to underpin the design and development of the app. Inputs from parents and experts working in the area of childhood weight management helped to identify the main target behavior: to help parents provide appropriate food portion sizes for their children. To achieve this target behavior, the behavioral diagnosis revealed the need for eliciting change in

  2. Designing 3ERP to meet use and users - methods to handle cultural diversity and collaborative networking in SMEs

    DEFF Research Database (Denmark)

    Dirckinck-Holmfeld, Lone; Nielsen, Janni

    2007-01-01

    The purpose is to describe a project the aim of which is to develop and validate the scientific methodological foundation for design of user friendly and usable, flexible and configurable global Enterprise Resource Planning system for Small and Medium sized Enterprises (SMEs) which are adoptable ...... to cultural diversity and support the collaborative networking tasks embedded in 3gERP. Focus is on Human Centered Design methods and tools which must be developed to handle cultural diversity....

  3. Human-centered sensor-based Bayesian control: Increased energy efficiency and user satisfaction in commercial lighting

    Science.gov (United States)

    Granderson, Jessica Ann

    2007-12-01

    model of a daylighted environment was designed, and a practical means of user preference identification was defined. Further, a set of general procedures were identified for the design of human-centered sensor-based decision-analytic systems, and for the identification of the allowable uncertainty in nodes of interest. To confirm generality, a vehicle health monitoring problem was defined and solved using these two procedures. 1'Daylighting' systems use sensors to determine room occupancy and available sunlight, and automatically dim the lights in response.

  4. The Common information space of the Training and Consulting Center design

    Directory of Open Access Journals (Sweden)

    Dorofeeva N.S.

    2017-04-01

    Full Text Available the article describes the relevance of the research, such as the assessment of the educational and consulting services market and also the competitive environment based on the analysis of the regional innovative infrastructure. The results of the center activity design are presented, and the basis of the concept of this center functioning is TRIZ (the Theory of Invention Tasks Solving. The basic functional capabilities of the common information space (CIS are formulated and justified in this research, the CIS-structure is formed, the interfaces of the information resources in the CIS for the interaction with potential users have been developed, and data modeling has been carried out.

  5. User's manual for the Heat Pipe Space Radiator design and analysis Code (HEPSPARC)

    Science.gov (United States)

    Hainley, Donald C.

    1991-01-01

    A heat pipe space radiatior code (HEPSPARC), was written for the NASA Lewis Research Center and is used for the design and analysis of a radiator that is constructed from a pumped fluid loop that transfers heat to the evaporative section of heat pipes. This manual is designed to familiarize the user with this new code and to serve as a reference for its use. This manual documents the completed work and is intended to be the first step towards verification of the HEPSPARC code. Details are furnished to provide a description of all the requirements and variables used in the design and analysis of a combined pumped loop/heat pipe radiator system. A description of the subroutines used in the program is furnished for those interested in understanding its detailed workings.

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

    Science.gov (United States)

    Wong, Seng Yue; Ghavifekr, Simin

    2018-01-01

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

  7. Collaborative Mission Design at NASA Langley Research Center

    Science.gov (United States)

    Gough, Kerry M.; Allen, B. Danette; Amundsen, Ruth M.

    2005-01-01

    NASA Langley Research Center (LaRC) has developed and tested two facilities dedicated to increasing efficiency in key mission design processes, including payload design, mission planning, and implementation plan development, among others. The Integrated Design Center (IDC) is a state-of-the-art concurrent design facility which allows scientists and spaceflight engineers to produce project designs and mission plans in a real-time collaborative environment, using industry-standard physics-based development tools and the latest communication technology. The Mission Simulation Lab (MiSL), a virtual reality (VR) facility focused on payload and project design, permits engineers to quickly translate their design and modeling output into enhanced three-dimensional models and then examine them in a realistic full-scale virtual environment. The authors were responsible for envisioning both facilities and turning those visions into fully operational mission design resources at LaRC with multiple advanced capabilities and applications. In addition, the authors have created a synergistic interface between these two facilities. This combined functionality is the Interactive Design and Simulation Center (IDSC), a meta-facility which offers project teams a powerful array of highly advanced tools, permitting them to rapidly produce project designs while maintaining the integrity of the input from every discipline expert on the project. The concept-to-flight mission support provided by IDSC has shown improved inter- and intra-team communication and a reduction in the resources required for proposal development, requirements definition, and design effort.

  8. Designing Robots for Care: Care Centered Value-Sensitive Design

    NARCIS (Netherlands)

    van Wynsberghe, Amy Louise

    2013-01-01

    The prospective robots in healthcare intended to be included within the conclave of the nurse-patient relationship—what I refer to as care robots—require rigorous ethical reflection to ensure their design and introduction do not impede the promotion of values and the dignity of patients at such a

  9. Human-Centered Design for the Personal Satellite Assistant

    Science.gov (United States)

    Bradshaw, Jeffrey M.; Sierhuis, Maarten; Gawdiak, Yuri; Thomas, Hans; Greaves, Mark; Clancey, William J.; Swanson, Keith (Technical Monitor)

    2000-01-01

    The Personal Satellite Assistant (PSA) is a softball-sized flying robot designed to operate autonomously onboard manned spacecraft in pressurized micro-gravity environments. We describe how the Brahms multi-agent modeling and simulation environment in conjunction with a KAoS agent teamwork approach can be used to support human-centered design for the PSA.

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

    OpenAIRE

    Hinson, Kenneth Paul

    1994-01-01

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

  11. Mobile Based User-Centered Learning Environment for Adult Absolute Illiterates

    Directory of Open Access Journals (Sweden)

    Inayat ur-Rehman

    2016-01-01

    Full Text Available Education plays a vital role in the success of any community. Countries with increased literacy rate have improved their status on the world map. In recent years, the use of e-learning methodologies has been significant. However, majority of the previous methodologies are focused on the formal education or toddlers. The technoliteracy solutions for children are not suitable for adults and those designed specifically for adults are text dominant and require the users of these applications to be functional literate. Moreover, users’ interest (sense of belonging is not taken into consideration in existing solutions. To address the aforementioned issues, a user study is conducted to collect users’ interests. Another highlight of our study is that we develop our system as a mobile device application to facilitate our target user group. Based on the collected interests, a 3D virtual learning environment is designed and developed for adult illiterate learners. To evaluate the effectiveness of the proposed environment, an experimental study is carried out with users. The results show that the proposed learning environment significantly improves adults learning.

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

    OpenAIRE

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

    2014-01-01

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

  13. Using a Discrete Choice Conjoint Experiment to Engage Stakeholders in the Design of an Outpatient Children's Health Center.

    Science.gov (United States)

    Cunningham, Charles E; Niccols, Alison; Rimas, Heather; Robicheau, Randi; Anderson, Colleen; DeVries, Bart

    2017-10-01

    To engage users in the design of a regional child and youth health center. The perspective of users should be an integral component of a patient-centered, evidence-based approach to the design of health facilities. We conducted a discrete choice conjoint experiment (DCE), a method from marketing research and health economics, as a component of a strategy to engage users in the preconstruction planning process. A sample of 467 participants (290 staff and 177 clients or community stakeholders) completed the DCE. Latent class analysis identified three segments with different design preferences. A group we termed an enhanced design (57%) segment preferred a fully featured facility with personal contacts at the start of visits (in-person check-in, personal waiting room notification, volunteer-assisted wayfinding, and visible security), a family resource center with a health librarian, and an outdoor playground equipped with covered heated pathways. The self-guided design segment (11%), in contrast, preferred a design allowing a more independent use of the facility (e.g., self-check-in at computer kiosks, color-coded wayfinding, and a self-guided family resource center). Designs affording privacy and personal contact with staff were important to the private design segment (32%). The theme and decor of the building was less important than interactive features and personal contacts. A DCE allowed us to engage users in the planning process by estimating the value of individual design elements, identifying segments with differing views, informing decisions regarding design trade-offs, and simulating user response to design options.

  14. Designing Robots for Care: Care Centered Value-Sensitive Design

    OpenAIRE

    van Wynsberghe, Aimee

    2012-01-01

    The prospective robots in healthcare intended to be included within the conclave of the nurse-patient relationship?what I refer to as care robots?require rigorous ethical reflection to ensure their design and introduction do not impede the promotion of values and the dignity of patients at such a vulnerable and sensitive time in their lives. The ethical evaluation of care robots requires insight into the values at stake in the healthcare tradition. What?s more, given the stage of their develo...

  15. Use of an holistic approach for effective adoption of User-Centred-Design techniques in diabetes disease management: Experiences in user need elicitation.

    Science.gov (United States)

    Fico, Giuseppe; Arredondo, Maria Teresa

    2015-01-01

    One of the most important challenges of designing eHealth tools for Chronic Disease Management is to understand how transforming cutting-edge innovations in something that can impact the current clinical practice and improve the performance of the health care systems. The adoption of User Centered Design techniques is fundamental in order to integrate these systems in an effective and successful way. The work presented in this paper describe the methodologies used in the context of two multidisciplinary research projects, METABO and MOSAIC. The adoption of the methodologies have been driven by the CeHRes Roamap, a holistic framework that support participatory development of eHealth. The work reported in this paper describes the results of the first two (out of the five) phases in eliciting user needs.

  16. Evaluation of perception on environmental movement: accessibility centered in the user

    Directory of Open Access Journals (Sweden)

    Éden Fernando Batista Ferreira

    2013-04-01

    Full Text Available Introduction: The discussion about accessibility in urban environments is observed in several studies,but the vast majority focuses attention on structural elements and not the user. Objective: This study proposes a method of assessing urban environmental movement, from the point of view of its users, to identify the relationship between perceived barriers and facilitators in the environment movement and aspects of the body functions and structures and the users’ participation in activities, which denotes the degree of accessibility of these people in this space. Method: It describes a case study in Belem, Para state, utilizing a method of assessing the perception of users, based on indicators of environmental factors, activity and participation, structure and functions of the body, highlighted by the International Classification of Functioning, Disability and Health – ICF. Results:The main finding of this study indicates that people’s perceptions about their environment directly influences the movement involved in their occupations. Conclusion: Studies with this content are relevant and necessary in our current society, because they reveal how changes in major urban centers influence the accessibility and involvement of people in their occupations, thereby directly interfering with their health, quality of life, and participation in society.

  17. Building communication strategy on health prevention through the human-centered design

    Directory of Open Access Journals (Sweden)

    Karine de Mello Freire

    2016-03-01

    Full Text Available It has been identified a latent need for developing efficient communication strategies for prevention of diseases and also, design as a potential agent to create communications artifacts that are able to promote self-care. In order to analyze a design process that develops this kind of artifact, an action research in IAPI Health Center in Porto Alegre was done. The action’s goal was to design a strategy to promote self-care to prevent cervical cancer. The process was conducted from the human centered design approach - HCD, which seeks to create solutions desirable for people and feasible for organizations from three main phases: a Hear, in which inspirations are originated from stories collected from people; b Create, which aims to translate these knowledge into prototypes; and, c Deliver, where the prototypes are tested and developed with users. Communication strategies were supported by design studies about visual-verbal rhetoric. As results, this design approach has shown adequate to create communication strategies targeted at self-care behaviors, aiming to empower users to change their behavior.

  18. Design of a Mission Data Storage and Retrieval System for NASA Dryden Flight Research Center

    Science.gov (United States)

    Lux, Jessica; Downing, Bob; Sheldon, Jack

    2007-01-01

    The Western Aeronautical Test Range (WATR) at the NASA Dryden Flight Research Center (DFRC) employs the WATR Integrated Next Generation System (WINGS) for the processing and display of aeronautical flight data. This report discusses the post-mission segment of the WINGS architecture. A team designed and implemented a system for the near- and long-term storage and distribution of mission data for flight projects at DFRC, providing the user with intelligent access to data. Discussed are the legacy system, an industry survey, system operational concept, high-level system features, and initial design efforts.

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

    DEFF Research Database (Denmark)

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

    2016-01-01

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

  20. Designing for experience : arousing boredom to evoke predefined user behaviour

    NARCIS (Netherlands)

    van Aart, J.; Salem, B.I.; Bartneck, C.; Hu, J.; Rauterberg, G.W.M.; Desmet, P.; Tzvetanov, S.; Hekkert, P.; Justice, L.

    2008-01-01

    In the light of Cultural Computing, this study influences user affect and behaviour by touching upon core values of Western culture. We created an augmented reality environment in which users experience a predefined sequence of emotional states and events. This study concerns two typically Western

  1. Incorporating user motivations to design for video tagging

    NARCIS (Netherlands)

    van Velsen, Lex Stefan; Melenhorst, M.S.

    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

  2. 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…

  3. Wings: A New Paradigm in Human-Centered Design

    Science.gov (United States)

    Schutte, Paul C.

    1997-01-01

    Many aircraft accidents/incidents investigations cite crew error as a causal factor (Boeing Commercial Airplane Group 1996). Human factors experts suggest that crew error has many underlying causes and should be the start of an accident investigation and not the end. One of those causes, the flight deck design, is correctable. If a flight deck design does not accommodate the human's unique abilities and deficits, crew error may simply be the manifestation of this mismatch. Pilots repeatedly report that they are "behind the aircraft" , i.e., they do not know what the automated aircraft is doing or how the aircraft is doing it until after the fact. Billings (1991) promotes the concept of "human-centered automation"; calling on designers to allocate appropriate control and information to the human. However, there is much ambiguity regarding what it mean's to be human-centered. What often are labeled as "human-centered designs" are actually designs where a human factors expert has been involved in the design process or designs where tests have shown that humans can operate them. While such designs may be excellent, they do not represent designs that are systematically produced according to some set of prescribed methods and procedures. This paper describes a design concept, called Wings, that offers a clearer definition for human-centered design. This new design concept is radically different from current design processes in that the design begins with the human and uses the human body as a metaphor for designing the aircraft. This is not because the human is the most important part of the aircraft (certainly the aircraft would be useless without lift and thrust), but because he is the least understood, the least programmable, and one of the more critical elements. The Wings design concept has three properties: a reversal in the design process, from aerodynamics-, structures-, and propulsion-centered to truly human-centered; a design metaphor that guides function

  4. User-centered applications: Use of mobile information technologies to promote sustainable school healthcare services

    Directory of Open Access Journals (Sweden)

    Alida Veldsman

    2015-07-01

    Full Text Available The youth, especially school going children, are the future of any society. It is therefore important that children should receive adequate healthcare support at an early age in order to strive to preserve and ensure better education and welfare of the children and continuity in societal success. Despite the strategic initiatives that aim at improving the general health of school going children, such as South Africa’s Integrated School Health Policy, there still exist challenges in support programmes meant to alleviate the barriers to effective healthcare towards improved education for the school children. Advances in ICT enable a fundamental redesign of healthcare processes based on the use and integration of electronic communication at all levels. New communication technologies can support a transition from institution centric to user-centric applications. This paper defines key principles and challenges for designers, policy makers, and evaluators of user-centred technologies for healthcare in schools. The paper employs the User Experience Management Model (UXM2 to review the current and emerging trends, and highlights challenges related to the design of a typical m-ICT application that supports delivery of healthcare in schools. The paper reaches conclusions for next steps that will advance the domain.

  5. Designing User-Centric Patient Portals: Clinician and Patients' Uses and Gratifications

    Science.gov (United States)

    Krist, Alex H.; Aycock, Rebecca A.; Kreps, Gary L.

    2017-01-01

    Abstract Background: Legislation mandates that clinicians make patients' medical information available digitally. This has resulted in hurriedly installing patient portals that do not fully meet the needs of patients or clinicians. This study examined a specific portal, MyPreventiveCare (MPC), a patient-centered portal designed to promote preventive care to consumers, to elicit recommendations from patients and clinicians about how it could be more beneficial by uncovering their uses and gratifications (U&G). Materials and Methods: In-depth interviews with 31 patients and two clinician focus groups were conducted. Multiple methods were utilized, such as grounded theory coding to develop themes and content analysis to classify responses according to the U&G framework. Results: Four main categories emerged that users desire to be included in health portals: integration with technology (27%), coordination of care (27%), incorporation of lifestyle (26%), and increased control (20%). Additional analysis revealed that health portals are mainly utilized to fulfill cognitive and affective needs, with over 80% of recommendations related to the U&G categories of cognitive and affective needs. Cognitive (60%), affective (21%), social integrative (10%), personal integrative (9%), and tension release (0%). Conclusions: Portals will continue to evolve and become important health communication tools if they address the user's perspective and are inclusive of new technological advances. Specifically, portals must become more user centric and incorporate aspects of the patients' lifestyle and integrate health information technology. PMID:27333468

  6. Designing the user interfaces of a behavior modification intervention for obesity & eating disorders prevention.

    Science.gov (United States)

    Moulos, Ioannis; Maramis, Christos; Mourouzis, Alexandros; Maglaveras, Nicos

    2015-01-01

    The recent immense diffusion of smartphones has significantly upgraded the role of mobile user interfaces in interventions that build and/or maintain healthier lifestyles. Indeed, high-quality, user-centered smartphone applications are able to serve as advanced front-ends to such interventions. These smartphone applications, coupled with portable or wearable sensors, are being employed for monitoring day to day health-related behaviors, including eating and physical activity. Some of them take one step forward by identifying unhealthy behaviors and contributing towards their modification. This work presents the design as well as the preliminary implementation of the mobile user interface of SPLENDID, a novel, sensor-oriented intervention for preventing obesity and eating disorders in young populations. This is implemented by means of an Android application, which is able to monitor the eating and physical activity behaviors of young individuals at risk for obesity and/or eating disorders, subsequently guiding them towards the modification of those behaviors that put them at risk. Behavior monitoring is based on multiple data provided by a set of communicating sensors and self-reported information, while guidance is facilitated through a feedback/encouragement provision and goal setting mechanism.

  7. Designing User-Centric Patient Portals: Clinician and Patients' Uses and Gratifications.

    Science.gov (United States)

    Alpert, Jordan M; Krist, Alex H; Aycock, Rebecca A; Kreps, Gary L

    2017-03-01

    Legislation mandates that clinicians make patients' medical information available digitally. This has resulted in hurriedly installing patient portals that do not fully meet the needs of patients or clinicians. This study examined a specific portal, MyPreventiveCare (MPC), a patient-centered portal designed to promote preventive care to consumers, to elicit recommendations from patients and clinicians about how it could be more beneficial by uncovering their uses and gratifications (U&G). In-depth interviews with 31 patients and two clinician focus groups were conducted. Multiple methods were utilized, such as grounded theory coding to develop themes and content analysis to classify responses according to the U&G framework. Four main categories emerged that users desire to be included in health portals: integration with technology (27%), coordination of care (27%), incorporation of lifestyle (26%), and increased control (20%). Additional analysis revealed that health portals are mainly utilized to fulfill cognitive and affective needs, with over 80% of recommendations related to the U&G categories of cognitive and affective needs. Cognitive (60%), affective (21%), social integrative (10%), personal integrative (9%), and tension release (0%). Portals will continue to evolve and become important health communication tools if they address the user's perspective and are inclusive of new technological advances. Specifically, portals must become more user centric and incorporate aspects of the patients' lifestyle and integrate health information technology.

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

    Science.gov (United States)

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

    2013-11-01

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

  9. User centered and ontology based information retrieval system for life sciences.

    Science.gov (United States)

    Sy, Mohameth-François; Ranwez, Sylvie; Montmain, Jacky; Regnault, Armelle; Crampes, Michel; Ranwez, Vincent

    2012-01-25

    Because of the increasing number of electronic resources, designing efficient tools to retrieve and exploit them is a major challenge. Some improvements have been offered by semantic Web technologies and applications based on domain ontologies. In life science, for instance, the Gene Ontology is widely exploited in genomic applications and the Medical Subject Headings is the basis of biomedical publications indexation and information retrieval process proposed by PubMed. However current search engines suffer from two main drawbacks: there is limited user interaction with the list of retrieved resources and no explanation for their adequacy to the query is provided. Users may thus be confused by the selection and have no idea on how to adapt their queries so that the results match their expectations. This paper describes an information retrieval system that relies on domain ontology to widen the set of relevant documents that is retrieved and that uses a graphical rendering of query results to favor user interactions. Semantic proximities between ontology concepts and aggregating models are used to assess documents adequacy with respect to a query. The selection of documents is displayed in a semantic map to provide graphical indications that make explicit to what extent they match the user's query; this man/machine interface favors a more interactive and iterative exploration of data corpus, by facilitating query concepts weighting and visual explanation. We illustrate the benefit of using this information retrieval system on two case studies one of which aiming at collecting human genes related to transcription factors involved in hemopoiesis pathway. The ontology based information retrieval system described in this paper (OBIRS) is freely available at: http://www.ontotoolkit.mines-ales.fr/ObirsClient/. This environment is a first step towards a user centred application in which the system enlightens relevant information to provide decision help.

  10. User centered and ontology based information retrieval system for life sciences

    Directory of Open Access Journals (Sweden)

    Sy Mohameth-François

    2012-01-01

    Full Text Available Abstract Background Because of the increasing number of electronic resources, designing efficient tools to retrieve and exploit them is a major challenge. Some improvements have been offered by semantic Web technologies and applications based on domain ontologies. In life science, for instance, the Gene Ontology is widely exploited in genomic applications and the Medical Subject Headings is the basis of biomedical publications indexation and information retrieval process proposed by PubMed. However current search engines suffer from two main drawbacks: there is limited user interaction with the list of retrieved resources and no explanation for their adequacy to the query is provided. Users may thus be confused by the selection and have no idea on how to adapt their queries so that the results match their expectations. Results This paper describes an information retrieval system that relies on domain ontology to widen the set of relevant documents that is retrieved and that uses a graphical rendering of query results to favor user interactions. Semantic proximities between ontology concepts and aggregating models are used to assess documents adequacy with respect to a query. The selection of documents is displayed in a semantic map to provide graphical indications that make explicit to what extent they match the user's query; this man/machine interface favors a more interactive and iterative exploration of data corpus, by facilitating query concepts weighting and visual explanation. We illustrate the benefit of using this information retrieval system on two case studies one of which aiming at collecting human genes related to transcription factors involved in hemopoiesis pathway. Conclusions The ontology based information retrieval system described in this paper (OBIRS is freely available at: http://www.ontotoolkit.mines-ales.fr/ObirsClient/. This environment is a first step towards a user centred application in which the system enlightens

  11. From product centered design to value centered design: understanding the value-system

    DEFF Research Database (Denmark)

    Randmaa, Merili; Howard, Thomas J.; Otto, T.

    Product design has focused on different parameters through history- design for usability, design for manufacturing, design for assembly etc. Today, as the products get bundled with service, it is important to interconnect product, service and business model design to create synergy effect and offer...... more value for the customer for less eford. Value and understanding the value-system needs to be in the focus of business strategy. Value can be created, exchanged and perceived. It can be tangible (physical products, money) or intangible (information, experience, relationships, service). Creating...... value is usually a co-creation process, where customers, suppliers and manufacturers all have their part. This paper describes a paradigm shift towards value-based thinking and proposes a new methodology for understanding and analysing the value system....

  12. Conducting a user-centered information needs assessment: the Via Christi Libraries' experience.

    Science.gov (United States)

    Perley, Cathy M; Gentry, Camillia A; Fleming, A Sue; Sen, Kristin M

    2007-04-01

    The research sought to provide evidence to support the development of a long-term strategy for the Via Christi Regional Medical Center Libraries. An information needs assessment was conducted in a large medical center serving approximately 5,900 physicians, clinicians, and nonclinical staff in 4 sites in 1 Midwestern city. Quantitative and qualitative data from 1,295 self-reporting surveys, 75 telephone interviews, and 2 focus groups were collected and analyzed to address 2 questions: how could the libraries best serve their patrons, given realistic limitations on time, resources, and personnel, and how could the libraries best help their institution improve patient care and outcomes? Clinicians emphasized the need for "just in time" information accessible at the point of care. Library nonusers emphasized the need to market library services and resources. Both clinical and nonclinical respondents emphasized the need for information services customized to their professional information needs, preferences, and patterns of use. Specific information needs in the organization were identified. The results of this three-part, user-centered information needs assessment were used to develop an evidence-based strategic plan. The findings confirmed the importance of promoting library services in the organization and suggested expanded, collaborative roles for hospital librarians.

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

    OpenAIRE

    Ruse, Vidal

    2017-01-01

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

  15. Student-Centered Designs of Pan-African Literature Courses

    Science.gov (United States)

    M'Baye, Babacar

    2010-01-01

    A student-centered teaching methodology is an essential ingredient of a successful Pan-African literary course. In this article, the author defines Pan-Africanism and how to go about designing a Pan-African literature course. The author combines reading assignments with journals, film presentations, and lectures in a productive learning…

  16. Representing Targets of Measurement within Evidence-Centered Design

    Science.gov (United States)

    Ewing, Maureen; Packman, Sheryl; Hamen, Cynthia; Thurber, Allison Clark

    2010-01-01

    In the last few years, the Advanced Placement (AP) Program[R] has used evidence-centered assessment design (ECD) to articulate the knowledge, skills, and abilities to be taught in the course and measured on the summative exam for four science courses, three history courses, and six world language courses; its application to calculus and English…

  17. Intelligent Systems and Advanced User Interfaces for Design, Operation, and Maintenance of Command Management Systems

    Science.gov (United States)

    Mitchell, Christine M.

    1998-01-01

    Historically Command Management Systems (CMS) have been large, expensive, spacecraft-specific software systems that were costly to build, operate, and maintain. Current and emerging hardware, software, and user interface technologies may offer an opportunity to facilitate the initial formulation and design of a spacecraft-specific CMS as well as a to develop a more generic or a set of core components for CMS systems. Current MOC (mission operations center) hardware and software include Unix workstations, the C/C++ and Java programming languages, and X and Java window interfaces representations. This configuration provides the power and flexibility to support sophisticated systems and intelligent user interfaces that exploit state-of-the-art technologies in human-machine systems engineering, decision making, artificial intelligence, and software engineering. One of the goals of this research is to explore the extent to which technologies developed in the research laboratory can be productively applied in a complex system such as spacecraft command management. Initial examination of some of the issues in CMS design and operation suggests that application of technologies such as intelligent planning, case-based reasoning, design and analysis tools from a human-machine systems engineering point of view (e.g., operator and designer models) and human-computer interaction tools, (e.g., graphics, visualization, and animation), may provide significant savings in the design, operation, and maintenance of a spacecraft-specific CMS as well as continuity for CMS design and development across spacecraft with varying needs. The savings in this case is in software reuse at all stages of the software engineering process.

  18. NCI designated cancer center funding not influenced by organizational structure.

    Science.gov (United States)

    Wolfe, Margaret E; Yagoda, Daniel; Thurman, Paul W; Luna, Jorge M; Figg, William Douglas

    2009-05-01

    National Cancer Institutes (NCI) designated cancer centers use one of three organizational structures. The hypothesis of this study is that there are differences in the amount of annual NCI funding per faculty member based on a cancer center's organizational structure. The study also considers the impact of secondary factors (i.e., the existence of a clinical program, the region and the size of the city in which the cancer center is located) on funding and the number of Howard Hughes Medical Institute (HHMI) investigators at each cancer center. Of the 63 cancer centers, 44 use a matrix structure, 16 have a freestanding structure, and three have a Department of Oncology structure. Kruskal-Wallis tests reveal no statistically significant differences in the amount of funding per faculty member or the number of HHMI investigators between centers with a matrix, freestanding or Department of Oncology structure. Online research and telephone interviews with each cancer center were used to gather information, including: organizational structure, the presence of a clinical program, the number of faculty members, and the number of Howard Hughes Medical Institute investigators. Statistical tests were used to assess the impact which organizational structure has on the amount of funding per faculty member and number of HHMI investigators. While the results seem to suggest that the organizational structure of a given cancer center does not impact the amount of NCI funding or number of HHMI investigators which it attracts, the existence of this relationship is likely masked by the small sample size in this study. Further studies may be appropriate to examine the effect organizational structure has on other measurements which are relevant to cancer centers, such as quality and quantity of research produced.

  19. The design of a visual history tool to help users refind information within a website

    OpenAIRE

    Do, TV; Ruddle, RA

    2012-01-01

    On the WWW users frequently revisit information they have previously seen, but "keeping found things found" is difficult when the information has not been visited frequently or recently, even if a user knows which website contained the information. This paper describes the design of a tool to help users refind information within a given website. The tool encodes data about a user's interest in webpages (measured by dwell time), the frequency and recency of visits, and navigational association...

  20. User Centric Design of an NFC Mobile Wallet Framework

    OpenAIRE

    Kabir, Ziaul

    2011-01-01

    Near Field Communication (NFC) among various other things, allows end-users to enjoy contactless mobile services such as credit cards, transport tickets, office access etc. using NFC mobile phones. Such services are placed as software applications inside the secure-chip hardware of the NFC phone – often termed as a Secure Element (SE). Bringing these contactless smart-card services into mobile phones raises the need to allow the end-users to interact and control the information and the commun...

  1. Targeting Parents for Childhood Weight Management: Development of a Theory-Driven and User-Centered Healthy Eating App

    Science.gov (United States)

    Lahiri, Sudakshina; Brown, Katherine Elizabeth

    2015-01-01

    Background The proliferation of health promotion apps along with mobile phones' array of features supporting health behavior change offers a new and innovative approach to childhood weight management. However, despite the critical role parents play in children’s weight related behaviors, few industry-led apps aimed at childhood weight management target parents. Furthermore, industry-led apps have been shown to lack a basis in behavior change theory and evidence. Equally important remains the issue of how to maximize users’ engagement with mobile health (mHealth) interventions where there is growing consensus that inputs from the commercial app industry and the target population should be an integral part of the development process. Objective The aim of this study is to systematically design and develop a theory and evidence-driven, user-centered healthy eating app targeting parents for childhood weight management, and clearly document this for the research and app development community. Methods The Behavior Change Wheel (BCW) framework, a theoretically-based approach for intervention development, along with a user-centered design (UCD) philosophy and collaboration with the commercial app industry, guided the development process. Current evidence, along with a series of 9 focus groups (total of 46 participants) comprised of family weight management case workers, parents with overweight and healthy weight children aged 5-11 years, and consultation with experts, provided data to inform the app development. Thematic analysis of focus groups helped to extract information related to relevant theoretical, user-centered, and technological components to underpin the design and development of the app. Results Inputs from parents and experts working in the area of childhood weight management helped to identify the main target behavior: to help parents provide appropriate food portion sizes for their children. To achieve this target behavior, the behavioral diagnosis

  2. Leveraging human-centered design in chronic disease prevention.

    Science.gov (United States)

    Matheson, Gordon O; Pacione, Chris; Shultz, Rebecca K; Klügl, Martin

    2015-04-01

    Bridging the knowing-doing gap in the prevention of chronic disease requires deep appreciation and understanding of the complexities inherent in behavioral change. Strategies that have relied exclusively on the implementation of evidence-based data have not yielded the desired progress. The tools of human-centered design, used in conjunction with evidence-based data, hold much promise in providing an optimal approach for advancing disease prevention efforts. Directing the focus toward wide-scale education and application of human-centered design techniques among healthcare professionals will rapidly multiply their effective ability to bring the kind of substantial results in disease prevention that have eluded the healthcare industry for decades. This, in turn, would increase the likelihood of prevention by design. Copyright © 2015 American Journal of Preventive Medicine. Published by Elsevier Inc. All rights reserved.

  3. Smart urban design to reduce transportation impact in city centers

    Science.gov (United States)

    Fezzai, Soufiane; Mazouz, Said; Ahriz, Atef

    2018-05-01

    Air pollution is one of the most serious problems facing human being; urban wastes are in first range of energy consumption and emission of greenhouse gasses. Transportation or car traffic is one of the most consumer sectors of fuel, and most pollutant. Reducing energy consumption in transportation and the emission of pollutant gasses becomes an important objective for urban designers; many solutions may be proposed to help solving this problem in future designs, but it depend on other factors in existing urban space especially in city centers characterized with high occupation density. In this paper we investigate traffic rate in the city center of the case study, looking for the causes of the high traffic using gate count method and estimating fuel consumption. We try to propose some design solutions to reduce distances so fuel consumption and emission of pollutant gasses. We use space syntax techniques to evaluate urban configuration and verify the proposed solutions.

  4. The advanced neutron source--designing to meet the needs of the user community

    International Nuclear Information System (INIS)

    Peretz, F.J.

    1989-01-01

    The Advanced Neutron Source (ANS) is to be a multi-purpose neutron research center, constructed around a high-flux reactor now being designed at the Oak Ridge National Laboratory (ORNL). Its primary purpose is to place the United States in the forefront of neutron scattering in the twenty-first century. Other research programs include nuclear and fundamental physics, isotopes production, materials irradiation, and analytical chemistry. The Advanced Neutron Source will be a unique and invaluable research tool because of the unprecedented neutron flux available from the high intensity research reactor. But that reactor would be ineffective without world-class research facilities that allow the fullest utilization of the available neutrons. And, in turn, those research facilities will not produce new and exciting science without a broad population of users coming from all parts of the nation, and the world, placed in a simulating environment in which experiments can be effectively conducted, and in which scientific exchange is encouraged. This paper discusses the measures being taken to ensure that the design of the ANS focuses not only on the reactor, but on providing the experiment and user support facilities needed to allow its effective use. 5 refs., 4 figs

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

    DEFF Research Database (Denmark)

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

    2014-01-01

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

  6. Product and service design for patient centered diabetes care

    Directory of Open Access Journals (Sweden)

    Soumitri Varadarajan

    2009-11-01

    Full Text Available Design plays a marginal part in the discourse of diabetes care, mainly in visualizing the form and packaging of medical technologies. The authors however have a practice that advocates that design orientated solutions can add much needed dimensions to problems that havetraditionally been the exclusive preserve of expert discourses. This position has for long been a validated and largely accepted approach in design’s engagement withissues in sustainability and development studies. A similar approach in the area of medicine has been constructed bythe authors and marks out a position of advocacy where the designer takes on agency to intervene on behalf of the user community. This position contains a healthy critique of thetraditional approach of product design for manufacture while simultaneously amplifying a desire to intervene and make a substantial improvement in the quality of life ofpeople with diabetes. This article first opens out contemporary diabetes care as a contested domain and then goes on to sketch out the key aspects of a design practice focussed upon delivering positive health outcomes in diabetes care. The specific context of discussion for this article is the practice of teaching in design studios wherestudents of design listen to the voices of people with diabetes and visualize ways for design to provide products and service solutions that transform the lived experiences of people with diabetes.

  7. A Matlab-Based Graphical User Interface for Simulation and Control Design of a Hydrogen Mixer

    Science.gov (United States)

    Richter, Hanz; Figueroa, Fernando

    2003-01-01

    A Graphical User Interface (GUI) that facilitates prediction and control design tasks for a propellant mixer is described. The Hydrogen mixer is used in rocket test stand operations at the NASA John C. Stennis Space Center. The mixer injects gaseous hydrogen (GH2) into a stream of liquid hydrogen (LH2) to obtain a combined flow with desired thermodynamic properties. The flows of GH2 and LH2 into the mixer are regulated by two control valves, and a third control valve is installed at the exit of the mixer to regulate the combined flow. The three valves may be simultaneously operated in order to achieve any desired combination of total flow, exit temperature and mixer pressure within the range of operation. The mixer, thus, constitutes a three-input, three-output system. A mathematical model of the mixer has been obtained and validated with experimental data. The GUI presented here uses the model to predict mixer response under diverse conditions.

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

    OpenAIRE

    Jacques, Jason; Kristensson, Per Ola

    2017-01-01

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

  9. System Design and Cataloging Meet the User: User Interfaces to Online Public Access Catalogs.

    Science.gov (United States)

    Yee, Martha M.

    1991-01-01

    Discusses features of online public access catalogs: (1) demonstration of relationships between records; (2) provision of entry vocabularies; (3) arrangement of multiple entries on the screen; (4) provision of access points; (5) display of single records; and (6) division of catalogs into separate files or indexes. User studies and other research…

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

    OpenAIRE

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

    2011-01-01

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

  11. Is function-based control room design human-centered?

    International Nuclear Information System (INIS)

    Norros, L.; Savioja, P.

    2006-01-01

    Function-based approaches to system interface design appears an appealing possibility in helping designers and operators to cope with the vast amount of information needed to control complex processes. In this paper we provide evidence of operator performance analyses showing that outcome-centered performance measures may not be sufficiently informative for design. We need analyses indicating habitual patterns of using information, operator practices. We argue that practices that portray functional orienting to the task support mastery of the process. They also create potential to make use of function-based information presentation. We see that functional design is not an absolute value. Instead, such design should support communication of the functional significance of the process information to the operators in variable situations. Hence, it should facilitate development of practices that focus to interpreting this message. Successful function-based design facilitates putting operations into their contexts and is human-centered in an extended sense: It aids making sense in the complex, dynamic and uncertain environment. (authors)

  12. The Solar Thermal Design Assistance Center report of its activities and accomplishments in Fiscal Year 1993

    Energy Technology Data Exchange (ETDEWEB)

    Menicucci, D.F.

    1994-03-01

    The Solar Thermal Design Assistance Center (STDAC) at Sandia National Laboratories is a resource provided by the US Department of Energy`s Solar Thermal Program. Its major objectives are to accelerate the use of solar thermal systems through (a) direct technical assistance to users, (b) cooperative test, evaluation, and development efforts with private industry, and (c) educational outreach activities. This report outlines the major activities and accomplishments of the STDAC in Fiscal Year 1993. The report also contains a comprehensive list of persons who contacted the STDAC by telephone for information or technical consulting.

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

    OpenAIRE

    Zhang, Ye; Liu, Yang; Yu, Hui

    2015-01-01

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

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

    Science.gov (United States)

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

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

  15. Perceptions of Smartphone User-Centered Mobile Health Tracking Apps Across Various Chronic Illness Populations: An Integrative Review.

    Science.gov (United States)

    Birkhoff, Susan D; Smeltzer, Suzanne C

    2017-07-01

    This integrative review presents a synthesis of the current qualitative research addressing the motivating factors, usability, and experiences of mobile health tracking applications (apps) across various chronic disease populations. Integrative review of the literature. Databases used to conduct this integrative review included: PubMed Plus, Cumulative Index of Nursing and Allied Health Literature (CINAHL), Google Scholar, Science Direct, and EBSCO megafile. The following search terms were used in all five databases: smartphone apps, apps, mHealth, eHealth, mobile health apps, health tracking apps, user-centered apps, wireless technology, engagement, qualitative, and usability. The initial literature review yielded 689 results. Once inclusion and exclusion criteria were employed, 11 studies met the criteria set forth for this review. The reviewed studies provided insight into users' perceptions, experiences, and motivations to incorporate smartphone mobile health apps into their daily lives when living with chronic illnesses. This review indicates the growing interest in user-centered mobile health tracking apps, but with little understanding of motivating factors that foster sustained app use. Mobile health tracking apps targeted to users with chronic conditions need to have a high level of usability in order to motivate users to sustain engagement with their mobile health tracking app. User-centered mobile health tracking app technology is being used with increasing frequency to potentially provide individualized support to chronic illness populations. © 2017 Sigma Theta Tau International.

  16. Naturalistic Cognition: A Research Paradigm for Human-Centered Design

    Directory of Open Access Journals (Sweden)

    Peter Storkerson

    2010-01-01

    Full Text Available Naturalistic thinking and knowing, the tacit, experiential, and intuitive reasoning of everyday interaction, have long been regarded as inferior to formal reason and labeled primitive, fallible, subjective, superstitious, and in some cases ineffable. But, naturalistic thinking is more rational and definable than it appears. It is also relevant to design. Inquiry into the mechanisms of naturalistic thinking and knowledge can bring its resources into focus and enable designers to create better, human-centered designs for use in real-world settings. This article makes a case for the explicit, formal study of implicit, naturalistic thinking within the fields of design. It develops a framework for defining and studying naturalistic thinking and knowledge, for integrating them into design research and practice, and for developing a more integrated, consistent theory of knowledge in design. It will (a outline historical definitions of knowledge, attitudes toward formal and naturalistic thinking, and the difficulties presented by the co-presence of formal and naturalistic thinking in design, (b define and contrast formal and naturalistic thinking as two distinct human cognitive systems, (c demonstrate the importance of naturalistic cognition in formal thinking and real-world judgment, (d demonstrate methods for researching naturalistic thinking that can be of use in design, and (e briefly discuss the impact on design theory of admitting naturalistic thinking as valid, systematic, and knowable.

  17. Sustainable Design and Construction of the Fernald Preserve Visitors Center

    International Nuclear Information System (INIS)

    Powell, J.; Sizemore, M.; Cornils, K.

    2009-01-01

    In September 2008, the Fernald Preserve Visitors Center was awarded the platinum certification level by the US Green Building Council (USGBC), the highest level achievable under the Leadership in Energy and Environmental Design New Construction and Major Renovations (LEED-NC) rating system. The Visitors Center, which is maintained and operated under the direction of the U.S. Department of Energy (DOE) Office of Legacy Management, is the first building in Ohio, the second DOE building and one of approximately 100 buildings worldwide to achieve platinum certification. As a sustainable building, the Visitors Center includes a ground source heat pump, a bio-treatment wetland system, recycled construction materials, native and no-irrigation plants and numerous other components to reduce energy, electricity, and water consumption and to lessen the building's impact on the environment. The building's conceptual design was originally developed by the University of Cincinnati's College of Design, Architecture, Art and Planning (DAAP), with input from the community, and the building was designed and built by the Megen Construction Company-glaserworks team, under the direction of S.M. Stoller, Corporation, the Legacy Management contractor for the Fernald Preserve and the DOE Office of Legacy Management. The project required a committed effort by all members of the project team. This is the first sustainable building constructed as part of the cleanup of the environmental legacy of the Cold War. The Visitors Center's exhibits, reading room, and programs will help to educate the community about the Fernald Preserve's environmental legacy and show how our decisions affect the environment. (authors)

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

    Science.gov (United States)

    2010-03-19

    127 13.3.4 Typography ................................................................................................... 127 13.3.5...meaning assigned to the shape. 13.3.4 Typography In general, variations in typography are not used for coding, since they may conflict with font...attributes selected by users in a system-level or browser-level setting and be illegible when rendered. However, if variations in typography are

  19. A virtual reality user interface for a design information system

    NARCIS (Netherlands)

    Coomans, M.K.D.

    1998-01-01

    The computer is a tool, a complex artefact that is used to extend our reach. A computer system can provide several kinds of services, but against these services stands a supplementary task that the user must deal with: the communication with the computer system. We argued that Virtual Reality (VR)

  20. World Key Information Service System Designed For EPCOT Center

    Science.gov (United States)

    Kelsey, J. A.

    1984-03-01

    An advanced Bell Laboratories and Western Electric designed electronic information retrieval system utilizing the latest Information Age technologies, and a fiber optic transmission system is featured at the Walt Disney World Resort's newest theme park - The Experimental Prototype Community of Tomorrow (EPCOT Center). The project is an interactive audio, video and text information system that is deployed at key locations within the park. The touch sensitive terminals utilizing the ARIEL (Automatic Retrieval of Information Electronically) System is interconnected by a Western Electric designed and manufactured lightwave transmission system.

  1. A review of the design and development processes of simulation for training in healthcare - A technology-centered versus a human-centered perspective.

    Science.gov (United States)

    Persson, Johanna

    2017-01-01

    This article reviews literature about simulation systems for training in healthcare regarding the prevalence of human-centered approaches in the design and development of these systems, motivated by a tradition in this field of working technology-centered. The results show that the focus on human needs and context of use is limited. It is argued that a reduction of the focus on technical advancements in favor of the needs of the users and the healthcare community, underpinned by human factors and ergonomics theory, is favorable. Due to the low number of identified articles describing or discussing human-centered approaches it is furthermore concluded that the publication culture promotes technical descriptions and summative evaluations rather than descriptions and reflections regarding the design and development processes. Shifting the focus from a technology-centered approach to a human-centered one can aid in the process of creating simulation systems for training in healthcare that are: 1) relevant to the learning objectives, 2) adapted to the needs of users, context and task, and 3) not selected based on technical or fidelity criteria. Copyright © 2016 Elsevier Ltd. All rights reserved.

  2. User embracement in practices care in psychosocial care centers the perspective of local managers

    Directory of Open Access Journals (Sweden)

    Andreza Kelly Cardoso da Silva Soares

    2017-03-01

    Full Text Available Introduction: Psychosocial care centres (CAPS, strategic IN articulation of psychosocial care network and health system gateway, propose to the reorganization of health practices, by adopting a new ethic of care, based on respect to the singularity of the subjects and in the reception to the health needs of the users. Reception is a device for transforming practices and humanizing health care.  Objective: To analyse the operation of the host users of CAPS from the perspective of local coordinators in Fortaleza, Ceará, Brazil.  Method: Qualitative research with case study design, performed with CAPS coordinators of the city of Fortaleza, Ceará, Brazil. Data were collected through semi-structured interviews and observation, being submitted to the analysis of thematic content.  Results: The host constituted innovative device in mental health practices, as triggered the construction of new ways of dealing with the subject in psychological distress, by incorporating technologies such as qualified listening, building autonomy, with attention focused on the user. Provided a reorientation of work and service processes, requesting the articulation for network care. In addition, it was configured as a strategy for humanization in the CAPS. Was presented, however, operational difficulties related to the environment and to the effectiveness of the network of attention.  Final considerations: The host device configured for reorienting health practices, enhancing the consolidation of psychosocial care model, with humanization and increased solvability. However, challenges remain to be overcome, related to the environment and to the effectiveness of the network of care.

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

    DEFF Research Database (Denmark)

    Herriott, Richard

    2012-01-01

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

  4. User-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

  5. Virtual Mission Operations Center -Explicit Access to Small Satellites by a Net Enabled User Base

    Science.gov (United States)

    Miller, E.; Medina, O.; Paulsen, P.; Hopkins, J.; Long, C.; Holloman, K.

    2008-08-01

    The Office of Naval Research (ON R), The Office of the Secr etary of Defense (OSD) , Th e Operationally Responsive Space Off ice (ORS) , and th e National Aeronautics and Space Administration (NASA) are funding the development and integration of key technologies and new processes that w ill allow users across th e bread th of operations the ab ility to access, task , retr ieve, and collaborate w ith data from various sensors including small satellites v ia the Intern et and the SIPRnet. The V irtual Mission Oper ations Center (VMO C) facilitates the dynamic apportionmen t of space assets, allows scalable mission man agement of mu ltiple types of sensors, and provid es access for non-space savvy users through an intu itive collaborative w eb site. These key technologies are b eing used as experimentation pathfinders fo r th e Do D's Operationally Responsiv e Sp ace (O RS) initiative and NASA's Sensor W eb. The O RS initiative seeks to provide space assets that can b e rapid ly tailored to meet a commander's in telligen ce or commun ication needs. For the DoD and NASA the V MO C provid es ready and scalab le access to space b ased assets. To the commercial space sector the V MO C may provide an analog to the innovativ e fractional ownersh ip approach represen ted by FlexJet. This pap er delves in to the technology, in tegration, and applicability of th e V MO C to th e DoD , NASA , and co mmer cial sectors.

  6. 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.

  7. 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)

  8. 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.

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

    NARCIS (Netherlands)

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

    2012-01-01

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

  10. A knowledge-centered paradigm for operations and design

    International Nuclear Information System (INIS)

    Perin, C.

    2005-01-01

    A paradigm premised on the reactor design basis and on its systems, structures, and components also governs nuclear power plant operations. This machine-centered paradigm emphasizes a functional and discipline-based division of responsibilities, which can create hierarchical 'silos' and 'stovepipes' inhibiting the development and lateral exchange of knowledge about safety-critical system interactions. A knowledge-centered paradigm instead encourages the timely development, analysis, and exchange of information about system conditions and their likely consequences. This new paradigm puts operational focus on the importance of operating experience, informative root cause analyses, effective corrective actions, and cross-discipline exchange and cooperation. Although the knowledge-centered paradigm is already central to three main strategies of risk reduction, it is less likely to be recognized as such in terms of priorities, resources, and training: configuration control, control room operations, and root cause analysis. To maintain the capacity for safe shutdown and to preserve public trust, the knowledge-centered paradigm places as high a priority on interactions of safety-critical knowledge as it does on interactions of safety-critical systems, structures, and components. (author)

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

    Science.gov (United States)

    Visagie, Surona; Duffield, Svenje; Unger, Mariaan

    2015-01-01

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

  12. Towards an effective workspace design by end-user emancipation

    NARCIS (Netherlands)

    Kok, Herman; Mobach, Mark P.; Omta, Onno; Alexander, Keith

    2014-01-01

    Purpose - This paper aims to identify whether employees’ organisational position affect their perceived quality of the workspace design. By providing possible explanations for the differences and discussing the implications, we aim to establish an effective workspace design process that satisfies

  13. Designing distributed user interfaces for ambient intelligent environments using models and simulations

    OpenAIRE

    LUYTEN, Kris; VAN DEN BERGH, Jan; VANDERVELPEN, Chris; CONINX, Karin

    2006-01-01

    There is a growing demand for design support to create interactive systems that are deployed in ambient intelligent environments. Unlike traditional interactive systems, the wide diversity of situations these type of user interfaces need to work in require tool support that is close to the environment of the end-user on the one hand and provide a smooth integration with the application logic on the other hand. This paper shows how the model-based user interface development methodology can be ...

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

    Directory of Open Access Journals (Sweden)

    David Rose

    2017-09-01

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

  15. The GOLD Science Data Center - Algorithm Heritage, Data Product Descriptions and User Services

    Science.gov (United States)

    Lumpe, J. D.; Foroosh, H.; Eastes, R.; Krywonos, A.; Evans, J. S.; Burns, A. G.; Strickland, D. J.; Daniell, R. E.; England, S.; Solomon, S. C.; McClintock, W. E.; Anderson, D. N.

    2013-12-01

    The Global-scale Observations of the Limb and Disk (GOLD) instrument is an imaging spectrograph to be launched onboard a commercial communications satellite in 2017. From its vantage point in geosynchronous orbit GOLD will image the Earth in the far-ultraviolet from 132 to 162 nm. The instrument consists of two independent optical channels, allowing for simultaneous implementation of multiple measurement sequences with different temporal sampling and spectral resolution. In addition to continuously scanning the disk of the Earth, GOLD will also perform routine limb scan and stellar occultation measurements. These measurements will be used to retrieve a variety of data products characterizing the temperature and composition of the thermosphere-ionosphere, and their response to geomagnetic storms and solar forcing. Primary data products include: daytime neutral temperatures near 160 km altitude; daytime O/N2 column density ratios; nighttime peak electron density; thermospheric O2 density profiles (day and night); daytime exospheric neutral temperature on the limb; atmospheric tides from temperature perturbations; and the location and evolution of ionospheric bubbles. GOLD data will be processed at the Science Data Center (SDC) located at the University of Central Florida. The SDC will also serve as the primary gateway for distribution of GOLD data products to end-users. In this talk we summarize the heritage and theoretical basis of the GOLD retrieval algorithms and describe the full range of GOLD data products that will be available at the SDC, including estimates of data latency and quality.

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

    DEFF Research Database (Denmark)

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

    2015-01-01

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

  17. User-centered development of a smart phone mobile application delivering personalized real-time advice on sun protection.

    Science.gov (United States)

    Buller, David B; Berwick, Marianne; Shane, James; Kane, Ilima; Lantz, Kathleen; Buller, Mary Klein

    2013-09-01

    Smart phones are changing health communication for Americans. User-centered production of a mobile application for sun protection is reported. Focus groups (n = 16 adults) provided input on the mobile application concept. Four rounds of usability testing were conducted with 22 adults to develop the interface. An iterative programming procedure moved from a specification document to the final mobile application, named Solar Cell. Adults desired a variety of sun protection advice, identified few barriers to use and were willing to input personal data. The Solar Cell prototype was improved from round 1 (seven of 12 tasks completed) to round 2 (11 of 12 task completed) of usability testing and was interoperable across handsets and networks. The fully produced version was revised during testing. Adults rated Solar Cell as highly user friendly (mean = 5.06). The user-centered process produced a mobile application that should help many adults manage sun safety.

  18. Integrating Patient-Reported Outcomes into Spine Surgical Care through Visual Dashboards: Lessons Learned from Human-Centered Design.

    Science.gov (United States)

    Hartzler, Andrea L; Chaudhuri, Shomir; Fey, Brett C; Flum, David R; Lavallee, Danielle

    2015-01-01

    The collection of patient-reported outcomes (PROs) draws attention to issues of importance to patients-physical function and quality of life. The integration of PRO data into clinical decisions and discussions with patients requires thoughtful design of user-friendly interfaces that consider user experience and present data in personalized ways to enhance patient care. Whereas most prior work on PROs focuses on capturing data from patients, little research details how to design effective user interfaces that facilitate use of this data in clinical practice. We share lessons learned from engaging health care professionals to inform design of visual dashboards, an emerging type of health information technology (HIT). We employed human-centered design (HCD) methods to create visual displays of PROs to support patient care and quality improvement. HCD aims to optimize the design of interactive systems through iterative input from representative users who are likely to use the system in the future. Through three major steps, we engaged health care professionals in targeted, iterative design activities to inform the development of a PRO Dashboard that visually displays patient-reported pain and disability outcomes following spine surgery. Design activities to engage health care administrators, providers, and staff guided our work from design concept to specifications for dashboard implementation. Stakeholder feedback from these health care professionals shaped user interface design features, including predefined overviews that illustrate at-a-glance trends and quarterly snapshots, granular data filters that enable users to dive into detailed PRO analytics, and user-defined views to share and reuse. Feedback also revealed important considerations for quality indicators and privacy-preserving sharing and use of PROs. Our work illustrates a range of engagement methods guided by human-centered principles and design recommendations for optimizing PRO Dashboards for patient

  19. Integrating Patient-Reported Outcomes into Spine Surgical Care through Visual Dashboards: Lessons Learned from Human-Centered Design

    Science.gov (United States)

    Hartzler, Andrea L.; Chaudhuri, Shomir; Fey, Brett C.; Flum, David R.; Lavallee, Danielle

    2015-01-01

    Introduction: The collection of patient-reported outcomes (PROs) draws attention to issues of importance to patients—physical function and quality of life. The integration of PRO data into clinical decisions and discussions with patients requires thoughtful design of user-friendly interfaces that consider user experience and present data in personalized ways to enhance patient care. Whereas most prior work on PROs focuses on capturing data from patients, little research details how to design effective user interfaces that facilitate use of this data in clinical practice. We share lessons learned from engaging health care professionals to inform design of visual dashboards, an emerging type of health information technology (HIT). Methods: We employed human-centered design (HCD) methods to create visual displays of PROs to support patient care and quality improvement. HCD aims to optimize the design of interactive systems through iterative input from representative users who are likely to use the system in the future. Through three major steps, we engaged health care professionals in targeted, iterative design activities to inform the development of a PRO Dashboard that visually displays patient-reported pain and disability outcomes following spine surgery. Findings: Design activities to engage health care administrators, providers, and staff guided our work from design concept to specifications for dashboard implementation. Stakeholder feedback from these health care professionals shaped user interface design features, including predefined overviews that illustrate at-a-glance trends and quarterly snapshots, granular data filters that enable users to dive into detailed PRO analytics, and user-defined views to share and reuse. Feedback also revealed important considerations for quality indicators and privacy-preserving sharing and use of PROs. Conclusion: Our work illustrates a range of engagement methods guided by human-centered principles and design

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

    Science.gov (United States)

    Li, Haitao; Yuan, Haiying

    2013-03-01

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

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

    DEFF Research Database (Denmark)

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

    2011-01-01

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

  2. 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.

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

    Science.gov (United States)

    Jakstas, Laura M.; Myers, Chris J.

    1991-01-01

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

  4. 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.

  5. Optimal Design of a Center Support Quadruple Mass Gyroscope (CSQMG

    Directory of Open Access Journals (Sweden)

    Tian Zhang

    2016-04-01

    Full Text Available This paper reports a more complete description of the design process of the Center Support Quadruple Mass Gyroscope (CSQMG, a gyro expected to provide breakthrough performance for flat structures. The operation of the CSQMG is based on four lumped masses in a circumferential symmetric distribution, oscillating in anti-phase motion, and providing differential signal extraction. With its 4-fold symmetrical axes pattern, the CSQMG achieves a similar operation mode to Hemispherical Resonant Gyroscopes (HRGs. Compared to the conventional flat design, four Y-shaped coupling beams are used in this new pattern in order to adjust mode distribution and enhance the synchronization mechanism of operation modes. For the purpose of obtaining the optimal design of the CSQMG, a kind of applicative optimization flow is developed with a comprehensive derivation of the operation mode coordination, the pseudo mode inhibition, and the lumped mass twisting motion elimination. The experimental characterization of the CSQMG was performed at room temperature, and the center operation frequency is 6.8 kHz after tuning. Experiments show an Allan variance stability 0.12°/h (@100 s and a white noise level about 0.72°/h/√Hz, which means that the CSQMG possesses great potential to achieve navigation grade performance.

  6. 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.

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

    NARCIS (Netherlands)

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

    2016-01-01

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

  8. The Design and Evaluation of a Front-End User Interface for Energy Researchers.

    Science.gov (United States)

    Borgman, Christine L.; And Others

    1989-01-01

    Reports on the Online Access to Knowledge (OAK) Project, which developed software to support end user access to a Department of Energy database based on the skill levels and needs of energy researchers. The discussion covers issues in development, evaluation, and the study of user behavior in designing an interface tailored to a special…

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

    Science.gov (United States)

    Khare, Ritu

    2011-01-01

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

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

    Science.gov (United States)

    Radhakrishnan, T.; And Others

    1982-01-01

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

  12. 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

  13. User-centred sustainable business model design : The case of energy efficiency services in the Netherlands

    NARCIS (Netherlands)

    Tolkamp, J.; Huijben, J.C.C.M.; Mourik, R.M.; Verbong, G.P.J.; Bouwknegt, R.

    2018-01-01

    The capability to both anticipate user needs and incorporate them into a firm's value proposition is considered as an important stepping stone towards more effective and sustainable business models. However, many firms struggle to involve the user in their business model design process. Therefore we

  14. Design and Development of a User Interface for the Dynamic Model of Software Project Management.

    Science.gov (United States)

    1988-03-01

    rectory of the user’s choice for future...the last choice selected. Let us assume for the sake of this tour that the user has selected all eight choices . ESTIMATED ACTUAL PROJECT SIZE DEFINITION...manipulation of varaibles in the * •. TJin~ca model "h ... ser Inter ace for the Dynamica model was designed b in iterative process of prototyping

  15. 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

  16. 14 CFR 23.523 - Design weights and center of gravity positions.

    Science.gov (United States)

    2010-01-01

    ... 14 Aeronautics and Space 1 2010-01-01 2010-01-01 false Design weights and center of gravity... Structure Water Loads § 23.523 Design weights and center of gravity positions. (a) Design weights. The water... water taxi and takeoff run) must be used. (b) Center of gravity positions. The critical centers of...

  17. 14 CFR 25.523 - Design weights and center of gravity positions.

    Science.gov (United States)

    2010-01-01

    ... 14 Aeronautics and Space 1 2010-01-01 2010-01-01 false Design weights and center of gravity... Design weights and center of gravity positions. (a) Design weights. The water load requirements must be...) must be used. (b) Center of gravity positions. The critical centers of gravity within the limits for...

  18. The Design Process and User Focused Digital Spaces

    OpenAIRE

    Keating, Elaine M.

    2004-01-01

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

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

    Directory of Open Access Journals (Sweden)

    Yingjie Victor Chen

    2016-06-01

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

  20. 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.

  1. Routine High-Resolution Forecasts/Analyses for the Pacific Disaster Center: User Manual

    Science.gov (United States)

    Roads, John; Han, J.; Chen, S.; Burgan, R.; Fujioka, F.; Stevens, D.; Funayama, D.; Chambers, C.; Bingaman, B.; McCord, C.; hide

    2001-01-01

    Enclosed herein is our HWCMO user manual. This manual constitutes the final report for our NASA/PDC grant, NASA NAG5-8730, "Routine High Resolution Forecasts/Analysis for the Pacific Disaster Center". Since the beginning of the grant, we have routinely provided experimental high resolution forecasts from the RSM/MSM for the Hawaii Islands, while working to upgrade the system to include: (1) a more robust input of NCEP analyses directly from NCEP; (2) higher vertical resolution, with increased forecast accuracy; (3) faster delivery of forecast products and extension of initial 1-day forecasts to 2 days; (4) augmentation of our basic meteorological and simplified fireweather forecasts to firedanger and drought forecasts; (5) additional meteorological forecasts with an alternate mesoscale model (MM5); and (6) the feasibility of using our modeling system to work in higher-resolution domains and other regions. In this user manual, we provide a general overview of the operational system and the mesoscale models as well as more detailed descriptions of the models. A detailed description of daily operations and a cost analysis is also provided. Evaluations of the models are included although it should be noted that model evaluation is a continuing process and as potential problems are identified, these can be used as the basis for making model improvements. Finally, we include our previously submitted answers to particular PDC questions (Appendix V). All of our initially proposed objectives have basically been met. In fact, a number of useful applications (VOG, air pollution transport) are already utilizing our experimental output and we believe there are a number of other applications that could make use of our routine forecast/analysis products. Still, work still remains to be done to further develop this experimental weather, climate, fire danger and drought prediction system. In short, we would like to be a part of a future PDC team, if at all possible, to further

  2. 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 analysi...

  3. 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…

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

    Science.gov (United States)

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

    2008-06-01

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

  5. Asymmetrical Learning Create and Sustain Users' Drive to Innovate, When Involved in Information Systems Design

    DEFF Research Database (Denmark)

    Kanstrup, Anne Marie; Christiansen, Ellen Tove

    2011-01-01

    We describe a case of development of an interface to online feedback on electricity consumption designed for private households. The development process was planned and executed in line with traditions of participatory design and Scandinavian systems design: inviting selected users to take the lead...... as much as possible by introducing a design space and design artifacts in their home environment, and gradually, in a sequence of three events unfolding over a month, drawing their attention to possible futures. Our reflection on this case makes us suggest a couple of central principles of user...

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

    DEFF Research Database (Denmark)

    Hansen, Jane Holm; Haase, Louise Møller

    2017-01-01

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

  7. User Acceptability of Design Concepts for a Life Sign Detection System

    National Research Council Canada - National Science Library

    Beidleman, Beth

    2003-01-01

    .... Over the next four days of testing (Days 2-5), each soldier wore each of the four design concepts for 24 h and completed a user acceptability survey containing yes/no and 9-point hedonic scale questions...

  8. A Formal Approach to User Interface Design using Hybrid System Theory, Phase I

    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...

  9. 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.

  10. An approach to human-centered design of nuclear medical equipment: the system of caption of the thyroid

    International Nuclear Information System (INIS)

    Santos, Isaac J.A. Luquetti; Silva, Carlos Borges da; Santana, Marcos; Carvalho, Paulo Victor R.; Oliveira, Mauro Vitor de; Mol, Antonio Carlos Mol; Grecco, Claudio Henrique; Augusto, Silas Cordeiro

    2005-01-01

    Technology plays an important role in modern medical centers, making health care increasingly complex, relying on complex technical equipment. This technical complexity is particularly noticeable in the nuclear medicine and can increase the risks for human error. Human error has many causes such as performance shaping factors, organizational factors and user interface design. Poorly design human system interfaces of nuclear medical equipment can increase the risks for human error. If all nuclear medical equipment had been designed with good user interfaces, incidents and accidents could be reduced as well as he time required to learn how to use the equipment. Although some manufacturers of nuclear medical equipment have already integrate human factors principles in their products, there is still a need to steer the development of nuclear medical technology toward more human-centered approach. The aim of this paper is to propose a methodology that contributes to the design, development and evaluation of nuclear medical equipment and human system interface, towards a human-centered approach. This methodology includes the ergonomic approach, based on the operator activity analysis, together with human factors standards and guidelines, questionnaires and user based testing. We describe a case study in which this methodology is being applied in evaluation of the thyroid uptake system, getting essential information and data, that ill be used in development of a new system. (author)

  11. Modeling the Equilibrium Bus Line Choice Behavior and Transit System Design with Oblivious Users

    Directory of Open Access Journals (Sweden)

    Chuan-Lin Zhao

    2014-01-01

    Full Text Available In most of transportation literature, users are assumed to be perfectly rational in minimizing their own travel costs or perceived travel costs. However, users may not be perfectly rational in implementing their choices in reality. There exists a kind of boundedly rational users, that is, oblivious users. These oblivious users make their route choices by simple criteria, for example, selecting the shortest (or the most direct route only based on physical distance or simply following routes recommended by a GPS system. This paper investigates how the existence of oblivious users affects the equilibrium bus line choice behavior in a public transit system. And we propose a method to design a more realistic system.

  12. Effects of accessible website design on nondisabled users: age and device as moderating factors.

    Science.gov (United States)

    Schmutz, Sven; Sonderegger, Andreas; Sauer, Juergen

    2018-05-01

    This study examined how implementing recommendations from Web accessibility guidelines affects nondisabled people in different age groups using different technical devices. While recent research showed positive effects of implementing such recommendations for nondisabled users, it remains unclear whether such effects would apply to different age groups and kind of devices. A 2 × 2 × 2 design was employed with website accessibility (high accessibility vs. very low accessibility), age (younger adults vs. older adults) and type of device (laptop vs. tablet) as independent variables. 110 nondisabled participants took part in a usability test, in which performance and satisfaction were measured as dependent variables. The results showed that higher accessibility increased task completion rate, task completion time and satisfaction ratings of nondisabled users. While user age did not have any effects, users showed faster task completion time under high accessibility when using a tablet rather than a laptop. The findings confirmed previous findings, which showed benefits of accessible websites for nondisabled users. These beneficial effects may now be generalised to a wide age range and across different devices. Practitioner Summary: This work is relevant to the design of websites since it emphasises the need to consider the characteristics of different user groups. Accessible website design (aimed at users with disabilities) leads to benefits for nondisabled users across different ages. These findings provide further encouragement for practitioners to apply WCAG 2.0.

  13. Evaluation of Sociodemographic Determinants in Narcotic Users Referring to Center for Methadone Maintenance Therapy of Yazd, Iran

    Directory of Open Access Journals (Sweden)

    M.H. Lotfi

    2012-07-01

    Full Text Available Introduction: Addiction is a habit or behavior that is often hard to quit. It is estimated that 190 million persons are substance users around the world. Substance abuse creates tolerance after a while. Shortly after taking the drug, a person will not enjoy as the beginning of its use; that is why the amount of substance used is gradually increased. The purpose of this study was to find the reasons of tendency to narcotics among addicted individuals referred to methadone maintenance therapy (MMT center in Yazd. Materials & Methods: This study was a descriptive-analytic study on 100 addicts referred to methadone maintenance treatment center (MMT in Yazd. Data was collected by a pre-designed questionnaire with acceptable validity and reliability. Data was analyzed using SPSS statistical software and employing descriptive statistics such as percentage, ratio, mean, standard deviation and statistical tests such as t-test and chi- square was performed. Results: 41.9 % of addicts were unemployed, 4.77% married and 5.64% had elementary education. The most common method of substance consumption was inhalation (2.40%. Heroin was the most frequent type of substance used (1/51% The relationship between marital status and type of substance used, and age of onset of drug use was significant. The frequency of substance consumption was significantly different regarding the history of drug use in father, brother and spouses of patients in both sexes. Conclusion: Results of the current study showed that subjects at an early age (adolescence and early adulthood, individuals with low educational status, those with unstable jobs and low income, presence of addicted individuals among first-degree relatives can be the causes leading to addiction in the community.

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

    OpenAIRE

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

    2017-01-01

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

  15. Student-Centered Modules to Support Active Learning in Hydrology: Development Experiences and Users' Perspectives

    Science.gov (United States)

    Tarboton, D. G.; Habib, E. H.; Deshotel, M.; Merck, M. F.; Lall, U.; Farnham, D. J.

    2016-12-01

    Traditional approaches to undergraduate hydrology and water resource education are textbook based, adopt unit processes and rely on idealized examples of specific applications, rather than examining the contextual relations in the processes and the dynamics connecting climate and ecosystems. The overarching goal of this project is to address the needed paradigm shift in undergraduate education of engineering hydrology and water resources education to reflect parallel advances in hydrologic research and technology, mainly in the areas of new observational settings, data and modeling resources and web-based technologies. This study presents efforts to develop a set of learning modules that are case-based, data and simulation driven and delivered via a web user interface. The modules are based on real-world case studies from three regional hydrologic settings: Coastal Louisiana, Utah Rocky Mountains and Florida Everglades. These three systems provide unique learning opportunities on topics such as: regional-scale budget analysis, hydrologic effects of human and natural changes, flashflood protection, climate-hydrology teleconnections and water resource management scenarios. The technical design and contents of the modules aim to support students' ability for transforming their learning outcomes and skills to hydrologic systems other than those used by the specific activity. To promote active learning, the modules take students through a set of highly engaging learning activities that are based on analysis of hydrologic data and model simulations. The modules include user support in the form of feedback and self-assessment mechanisms that are integrated within the online modules. Module effectiveness is assessed through an improvement-focused evaluation model using a mixed-method research approach guiding collection and analysis of evaluation data. Both qualitative and quantitative data are collected through student learning data, product analysis, and staff interviews

  16. Human-Centered Design as an Integrating Discipline

    Directory of Open Access Journals (Sweden)

    Guy André Boy

    2017-02-01

    Full Text Available What is research today? Good research has to be indexed within appropriate mechanisms to be visible, considered and finally useful. These mechanisms are based on quantitative research methods and codes that are often very academic. Consequently, they impose rigorous constraints on the way results should be obtained and presented. In addition, everything people learn in academia needs to be graded. This leads to standard packaging of what should be learned and results in making people executants and not creators nor inventors. In other words, this academic standardization precludes freedom for innovation. This paper proposes Human-Centered Design (HCD as a solution to override these limitations and roadblocks. HCD involves expertise, experience, participation, modeling and simulation, complexity analysis and qualitative research. What is education today? Education is organized in silos with little attempt to integrate individual academic disciplines. Large system integration is almost never learned in engineering schools, and Human- Systems Integration (HSI even less. Instead, real-life problemsolving requires integration skills. What is design research? We often hear that design has nothing to do with research, and conversely. Putting design and research together, as complementary disciplines, contributes to combine creativity, rigorous demonstration and validation. This is somehow what HCD is about.

  17. Impact of Information and Communication Technology on Information Seeking Behavior of Users in Astronomy and Astrophysics Centers of India: A Survey

    Science.gov (United States)

    Sahu, H. K.; Singh, S. N.

    2010-10-01

    This study is based on a survey designed to determine the Information Seeking Behavior (ISB) of Astronomy and Astrophysics users in India. The main objective of the study is to determine the sources consulted and the general pattern of the information-gathering system of users and the impact of Information and Communication Technology (ICT) on the Astronomy and Astrophysics user's Information Seeking Behavior. It examines various Information and Communication Technology-based resources and methods of access and use. A descriptive sample stratified method has been used and data was collected using a questionnaire as the main tool. The response rate was 72%. Descriptive statistics were also employed and data have been presented in tables and graphs. The study is supported by earlier studies. It shows that Astronomy and Astrophysics users have developed a unique Information Seeking Behavior to carry out their education and research. The vast majority of respondents reported that more information is available from a variety of e-resources. Consequently, they are able to devote more time to seek out relevant information in the current Information and Communication Technology scenario. The study also indicates that respondents use a variety of information resources including e-resources for teaching and research. Books and online databases such as the NASA Astrophysics Data System (ADS) were considered more important as formal sources of information. E-mail and face-to-face communications are used extensively by users as informal sources of information. It also reveals that despite the presence of electronic sources, Astronomy and Astrophysics users are still using printed materials. This study should to help to improve various Information and Communication Technology-based services. It also suggests that GOI should adopt Information and Communication Technology-based Information Centers and Libraries services and recommends a network-based model for Astronomy and

  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. Report of the advisory group meeting on the establishment of regional ion accelerator centers and user networks

    International Nuclear Information System (INIS)

    1997-11-01

    In this report it is shown that ion accelerators have had a tremendous economic and technological impact on most developed countries, and are beginning to have a significant impact on developing countries. Through the formation of Accelerator Centers and User Networks (which may be national, regional or inter-regional) a mechanism will be outlined by which scientists and other users from developing countries can receive the necessary training and have available the necessary accelerator facilities to use these machines for economic improvement and technological development in their countries

  20. Alternative Ultrasound Gel for a Sustainable Ultrasound Program: Application of Human Centered Design.

    Directory of Open Access Journals (Sweden)

    Margaret Salmon

    Full Text Available This paper describes design of a low cost, ultrasound gel from local products applying aspects of Human Centered Design methodology. A multidisciplinary team worked with clinicians who use ultrasound where commercial gel is cost prohibitive and scarce. The team followed the format outlined in the Ideo Took Kit. Research began by defining the challenge "how to create locally available alternative ultrasound gel for a low-resourced environment? The "End-Users," were identified as clinicians who use ultrasound in Democratic Republic of the Congo and Ethiopia. An expert group was identified and queried for possible alternatives to commercial gel. Responses included shampoo, oils, water and cornstarch. Cornstarch, while a reasonable solution, was either not available or too expensive. We then sought deeper knowledge of locally sources materials from local experts, market vendors, to develop a similar product. Suggested solutions gleaned from these interviews were collected and used to create ultrasound gel accounting for cost, image quality, manufacturing capability. Initial prototypes used cassava root flour from Great Lakes Region (DRC, Rwanda, Uganda, Tanzania and West Africa, and bula from Ethiopia. Prototypes were tested in the field and resulting images evaluated by our user group. A final prototype was then selected. Cassava and bula at a 32 part water, 8 part flour and 4 part salt, heated, mixed then cooled was the product design of choice.

  1. Alternative Ultrasound Gel for a Sustainable Ultrasound Program: Application of Human Centered Design.

    Science.gov (United States)

    Salmon, Margaret; Salmon, Christian; Bissinger, Alexa; Muller, Mundenga Mutendi; Gebreyesus, Alegnta; Geremew, Haimanot; Wendel, Sarah K; Wendell, Sarah; Azaza, Aklilu; Salumu, Maurice; Benfield, Nerys

    2015-01-01

    This paper describes design of a low cost, ultrasound gel from local products applying aspects of Human Centered Design methodology. A multidisciplinary team worked with clinicians who use ultrasound where commercial gel is cost prohibitive and scarce. The team followed the format outlined in the Ideo Took Kit. Research began by defining the challenge "how to create locally available alternative ultrasound gel for a low-resourced environment? The "End-Users," were identified as clinicians who use ultrasound in Democratic Republic of the Congo and Ethiopia. An expert group was identified and queried for possible alternatives to commercial gel. Responses included shampoo, oils, water and cornstarch. Cornstarch, while a reasonable solution, was either not available or too expensive. We then sought deeper knowledge of locally sources materials from local experts, market vendors, to develop a similar product. Suggested solutions gleaned from these interviews were collected and used to create ultrasound gel accounting for cost, image quality, manufacturing capability. Initial prototypes used cassava root flour from Great Lakes Region (DRC, Rwanda, Uganda, Tanzania) and West Africa, and bula from Ethiopia. Prototypes were tested in the field and resulting images evaluated by our user group. A final prototype was then selected. Cassava and bula at a 32 part water, 8 part flour and 4 part salt, heated, mixed then cooled was the product design of choice.

  2. User's guide to designing and mounting lenses and mirrors

    International Nuclear Information System (INIS)

    Kowalskie, B.J.

    1978-01-01

    The guidebook is a practitioner-oriented supplement to standard texts in optics and mechanical engineering. It reflects practical experience with the oftentimes troublesome aspects of effectively integrating optical components with mechanical hardware. Accordingly, its focus is on the techniques, assumptions, and levels of design sophistication needed for a wide variety of sizes and optical surface quality levels. It is intended to be a primer for engineers, designers, and draftsmen already familiar with some of the problems encountered in mounting optical components and who are responsible for developing components for high-energy laser systems

  3. Designing for the Elderly User: Internet Safety Training

    Science.gov (United States)

    Appelt, Lianne C.

    2016-01-01

    The following qualitative study examines the usability of a custom-designed Internet safety tutorial, targeted at elderly individuals who use the Internet regularly, for effectively conveying critical information regarding online fraud, scams, and other cyber security. The elderly population is especially at risk when it comes to fraudulent…

  4. 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.

  5. 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.

  6. Enabling Pro-Active User-Centered Recommender Systems: An Initial Evaluation

    NARCIS (Netherlands)

    D.C.A. Bulterman (Dick); P.S. Cesar Garcia (Pablo Santiago); A.J. Jansen (Jack); H. Knoche; W. Seager

    2007-01-01

    htmlabstractTraditionally, an end-user has played only a passive role when viewing commercial media: he/she is expected to consume content, not interact with it. In this paper we explore advanced user interaction techniques in the home environment. One example of such advanced interaction is the

  7. 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,…

  8. 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.

  9. Design and Discovery in Educational Assessment: Evidence-Centered Design, Psychometrics, and Educational Data Mining

    Science.gov (United States)

    Mislevy, Robert J.; Behrens, John T.; Dicerbo, Kristen E.; Levy, Roy

    2012-01-01

    "Evidence-centered design" (ECD) is a comprehensive framework for describing the conceptual, computational and inferential elements of educational assessment. It emphasizes the importance of articulating inferences one wants to make and the evidence needed to support those inferences. At first blush, ECD and "educational data…

  10. ErgoTMC, A New Tool For Human-Centered TMC Design

    Science.gov (United States)

    2000-04-01

    The Federal Highway Administration (FHWA) has recently made available a new tool to assist Transportation Management Center (TMC) managers and designers in incorporating human-centered design principles into their TMCs. ErgoTMC, a web site tailored t...

  11. STDAC: Solar Thermal Design Assistance Center annual report fiscal year 1994

    Energy Technology Data Exchange (ETDEWEB)

    NONE

    1994-12-31

    The Solar Thermal Design Assistance Center (STDAC) at Sandia is a resource provided by the DOE Solar Thermal Program. The STDAC`s major objective is to accelerate the use of solar thermal systems by providing direct technical assistance to users in industry, government, and foreign countries; cooperating with industry to test, evaluate, and develop renewable energy systems and components; and educating public and private professionals, administrators, and decision makers. This FY94 report highlights the activities and accomplishments of the STDAC. In 1994, the STDAC continued to provide significant direct technical assistance to domestic and international organizations in industry, government, and education, Applying solar thermal technology to solve energy problems is a vital element of direct technical assistance. The STDAC provides information on the status of new, existing, and developing solar technologies; helps users screen applications; predicts the performance of components and systems; and incorporates the experience of Sandia`s solar energy personnel and facilities to provide expert guidance. The STDAC directly enhances the US solar industry`s ability to successfully bring improved systems to the marketplace. By collaborating with Sandia`s Photovoltaic Design Assistance Center and the National Renewable Energy Laboratory the STDAC is able to offer each customer complete service in applying solar thermal technology. At the National Solar Thermal Test Facility the STDAC tests and evaluates new and innovative solar thermal technologies. Evaluations are conducted in dose cooperation with manufacturers, and the results are used to improve the product and/or quantify its performance characteristics. Manufacturers, in turn, benefit from the improved design, economic performance, and operation of their solar thermal technology. The STDAC provides cost sharing and in-kind service to manufacturers in the development and improvement of solar technology.

  12. Space Station services and design features for users

    Science.gov (United States)

    Kurzhals, Peter R.; Mckinney, Royce L.

    1987-01-01

    The operational design features and services planned for the NASA Space Station will furnish, in addition to novel opportunities and facilities, lower costs through interface standardization and automation and faster access by means of computer-aided integration and control processes. By furnishing a basis for large-scale space exploitation, the Space Station will possess industrial production and operational services capabilities that may be used by the private sector for commercial ventures; it could also ultimately support lunar and planetary exploration spacecraft assembly and launch facilities.

  13. 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

  14. User Language Considerations in Military Human-Computer Interface Design

    Science.gov (United States)

    1988-06-30

    trial: 4 1 4 Viaje hacia el norte y en la primera calle cruce hacia la derecha. *Salgase del camino y vaya hacia el este a trav6s de los arboles . *En la...primer camino *y entonces atraviese el puente para peatones que va hacia el este. *AI este de los Arboles encuentre el VEHICULO DE TRANSPORTE DE PERSONAL... decision , unless so designated by other documentation. Apporo-ed for public rcleaue; distribution is unlimited. 89 6 3 :CURIT’Y CLASSIFICATION OF THIS PAGE

  15. Empowering the end-user in smart grids: Recommendations for the design of products and services

    International Nuclear Information System (INIS)

    Geelen, Daphne; Reinders, Angèle; Keyson, David

    2013-01-01

    In discussions on smart grids, it is often stated that residential end-users will play a more active role in the management of electric power supply and demand. They are expected to shift from a passive role as consumer of electricity to an active role as co-provider. In this article, the extent to which current technologies, products and services empower end-users to take up an active role as co-providers is evaluated. Based on a review of literature and related pilot projects, current approaches were found to be driven by technical and financial considerations. There appears to be a lack of product and service design that supports end-users in their role as co-providers in a smart grid. This is reflected in the lack of thought given to how the end-users’ process of behavioral change can be supported to enable the transition from consumer to co-provider. Several recommendations are provided for product and service designers towards fostering the role of co-provider, which comes under under: (a) user interaction needs, (b) approaches to behavioral change and (c) community initiatives and management of resources. Designers are considered to play a bridging role between policy making and engineering, while facilitating involvement of end-users in the design process. - Highlights: • Overview of products and services for residential end-users in smart grids. • Evaluation of extent to which end-users are empowered to adopt a co-provider role. • Products and services often focus on technical functionality and financial incentives. • Behavioral aspects and social context would have to be taken into account more. • Design recommendations are proposed to empower end-users in becoming co-providers

  16. Development of user-centered interfaces to search the knowledge resources of the Virginia Henderson International Nursing Library.

    Science.gov (United States)

    Jones, Josette; Harris, Marcelline; Bagley-Thompson, Cheryl; Root, Jane

    2003-01-01

    This poster describes the development of user-centered interfaces in order to extend the functionality of the Virginia Henderson International Nursing Library (VHINL) from library to web based portal to nursing knowledge resources. The existing knowledge structure and computational models are revised and made complementary. Nurses' search behavior is captured and analyzed, and the resulting search models are mapped to the revised knowledge structure and computational model.

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

    Science.gov (United States)

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

    2017-06-01

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

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

    KAUST Repository

    Zhou, Liang; Hansen, Charles

    2013-01-01

    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.

  19. 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.

  20. Virtual Reality based User Interface for Conceptual Design and Rapid Prototyping

    OpenAIRE

    Jadhav, Saurabh Subhash

    2017-01-01

    Computer Aided Design and Engineering (CAD/ CAE) tools currently available in the market have dramatically improved since their inception. In product development, CAD/ CAE has enabled the user to design, test, analyze and optimize the product virtually even before the first prototype is built. Use of direct modeling for product conceptualization allows the designer to create concept design iterations freely, quickly, flexibly and fast optimization. While modeling geometric databases have been...

  1. [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.

  2. A User's Manual for the NRN Shield Design Method

    Energy Technology Data Exchange (ETDEWEB)

    Hjaerne, Leif [ed.; Aalto, E; Fraeki, R; Leimdoerfer, M; Lindblom, K; Linde, S; Malen, K; Nyman, K

    1964-06-15

    This report describes a code system for bulk shield design written for a Ferranti Mercury computer and is intended as a manual for those using the programme. The idea of an 'almost direct' flux, as in the removal theory serves as a basis for further development of the theory. An important aspiration has been to minimize the manual work of administering the codes. The codes concerned are: NECO, computing necessary group constants from primary data, REFUSE and REBOX (infinite plane or cylindrical, and box geometry, respectively), computing removal flux, NEDI a one-dimensional (plane, spherical, cylindrical) diffusion multigroup code, and SALOME a Monte Carlo code computing the gamma flux. Output tapes are constructed for direct use as input tapes, when required, for a following code.

  3. A User's Manual for the NRN Shield Design Method

    International Nuclear Information System (INIS)

    Hjaerne, Leif; Aalto, E.; Fraeki, R.; Leimdoerfer, M.; Lindblom, K.; Linde, S.; Malen, K.; Nyman, K.

    1964-06-01

    This report describes a code system for bulk shield design written for a Ferranti Mercury computer and is intended as a manual for those using the programme. The idea of an 'almost direct' flux, as in the removal theory serves as a basis for further development of the theory. An important aspiration has been to minimize the manual work of administering the codes. The codes concerned are: NECO, computing necessary group constants from primary data, REFUSE and REBOX (infinite plane or cylindrical, and box geometry, respectively), computing removal flux, NEDI a one-dimensional (plane, spherical, cylindrical) diffusion multigroup code, and SALOME a Monte Carlo code computing the gamma flux. Output tapes are constructed for direct use as input tapes, when required, for a following code

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

    OpenAIRE

    Magdalena BORYS; Monika CZWÓRNÓG; Tomasz RATAJCZYK

    2016-01-01

    The authors propose a new approach for the mobile user experience design process by means of web analytics and eye-tracking. The proposed method was applied to design the LUT mobile website. In the method, to create the mobile website design, data of various users and their behaviour were gathered and analysed using the web analytics tool. Next, based on the findings from web analytics, the mobile prototype for the website was created and validated in eye-tracking usability testing. The analy...

  5. 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.

  6. Environment-behaviour studies: A synergetic bridge between designers and users of open space

    Directory of Open Access Journals (Sweden)

    Barbara Goličnik

    2005-01-01

    Full Text Available This paper critically reflects on a kind and use of knowledge about the users of urban open public spaces in urban planning and design. It shows that designers’ perceptions about usage-spatial relationships are inadequate and many times very different form the actual situations. The findings are based on results from workshops with urban landscape designers and on the basis of observation and behavioural mapping in squares and parks of city centres of two European cities, Edinburgh and Ljubljana. As the behavioural maps graphically express structural relationships between physical qualities of places and their users, they represent a useful tool for improvement of designers’ knowledge and perception about potential and actual use of a place. In this respect they represent a basis for better cooperation and synergy between users and planners or designers, as the knowledge about any possible or expected behavioural patterns in places may lead into effective and responsive design.

  7. 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.

  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. 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

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

    NARCIS (Netherlands)

    Sauer, S.C.

    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

  11. 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.

  12. 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...

  13. User evaluations of design complexity: the impact of visual perceptions for effective online health communication.

    Science.gov (United States)

    Lazard, Allison; Mackert, Michael

    2014-10-01

    This paper highlights the influential role of design complexity for users' first impressions of health websites. An experimental design was utilized to investigate whether a website's level of design complexity impacts user evaluations. An online questionnaire measured the hypothesized impact of design complexity on predictors of message effectiveness. Findings reveal that increased design complexity was positively associated with higher levels of perceived design esthetics, attitude toward the website, perceived message comprehensibility, perceived ease of use, perceived usefulness, perceived message quality, perceived informativeness, and perceived visual informativeness. This research gives further evidence that design complexity should be considered an influential variable for health communicators to effectively reach their audiences, as it embodies the critical first step for message evaluation via electronic platforms. Copyright © 2014 Elsevier Ireland Ltd. All rights reserved.

  14. State criminal justice telecommunications (STACOM). Volume 4: Network design software user's guide

    Science.gov (United States)

    Lee, J. J.

    1977-01-01

    A user's guide to the network design program is presented. The program is written in FORTRAN V and implemented on a UNIVAC 1108 computer under the EXEC-8 operating system which enables the user to construct least-cost network topologies for criminal justice digital telecommunications networks. A complete description of program features, inputs, processing logic, and outputs is presented, and a sample run and a program listing are included.

  15. Design of a Graphical User Interface for Virtual Reality with Oculus Rift

    OpenAIRE

    Silverhav, Robin

    2015-01-01

    Virtual reality is a concept that has existed for some time but the recent advances in the performance of commercial computers has led the development of different commercial head mounted displays, for example the Oculus Rift. With this growing interest in virtual reality, it is important to evaluate existing techniques used when designing user interfaces. In addition, it is also important to develop new techniques to be able to give the user the best experience when using virtual reality app...

  16. Differences between Dual Users and Switchers Center around Vaping Behavior and Its Experiences Rather than Beliefs and Attitudes.

    Science.gov (United States)

    Adriaens, Karolien; Van Gucht, Dinska; Baeyens, Frank

    2017-12-23

    (1) Background: Many smokers completely switch to vaping (switchers), whereas others use e-cigarettes (e-cigs) alongside tobacco cigarettes (dual users). To the extent that dual users substantially lower the number of cigarettes, they will reduce health risks from smoking. However, from a medical point of view, exclusive vaping is preferable to dual use; (2) Methods: Using an online questionnaire we assessed behavioral, cognitive and attitudinal aspects of e-cig use in smoking and ex-smoking vapers; (3) Results: Our sample consisted of 19% dual users and 81% switchers. Before e-cig initiation, both groups smoked on average 22 cigarettes per day (CPD). After e-cig initiation, dual users decreased tobacco consumption by 82% and were low-to-moderately cigarette dependent. Both groups had been vaping for on average 22 months, were highly e-cig dependent, used state-of-the-art e-cigs, nicotine concentrations of 4-8 mg/mL and often flavors other than tobacco. Dual users used substantially less e-liquid per week than switchers but reported a similar number of puffs/day, experienced less e-cig efficacy, more practical problems, more negative and less positive consequences, and endorsed smoking reduction (rather than quitting) as a more important reason to start vaping. For both groups, e-cig risk perception was low and little stigmatization was experienced. Dual users preferred tobacco cigarettes in stressful situations and when rapid nicotine uptake is required. E-cigs were preferred where cigarettes are prohibited and to reduce second-hand smoke; (4) Conclusions: Differences between dual users and switchers center around variables proximal to the vaping behavior and its experienced effects rather than hinging on more general vaping-related beliefs and attitudes.

  17. LINKING CLASSROOM AND COMMUNITY: A THEORETICAL ALIGNMENT OF SERVICE LEARNING AND A HUMAN-CENTERED DESIGN METHODOLOGY IN CONTEMPORARY COMMUNICATION DESIGN EDUCATION

    Directory of Open Access Journals (Sweden)

    Anneli Bowie

    2016-04-01

    Full Text Available The current emphasis on social responsibility and community collaboration within higher education has led to an increased drive to include service learning in the curriculum. With its emphasis on mutually beneficial collaborations, service learning can be meaningful for both students and the community, but is challenging to manage successfully. From a design education perspective, it is interesting to note that contemporary design practice emphasises a similar approach known as a human-centered design, where users are considered and included throughout the design process. In considering both service learning and human-centred design as foundations for design pedagogy, various philosophical and methodological similarities are evident. The paper explores the relationship between a service learning community engagement approach and a human-centered design approach in contemporary communication design education. To this end, each approach is considered individually after which a joint frame of reference is presented. Butin’s service learning typology, namely the four Rs – respect, reciprocity, relevance and reflection – serves as a point of departure for the joint frame of reference. Lastly, the potential value and relevance of a combined understanding of service learning and human-centered design is considered.

  18. [The users of centers for AIDS information and prevention in the Comunidad Valenciana, Spain: a study based on cluster analysis].

    Science.gov (United States)

    González Aracil, J; Ruiz Pérez, I; Aviñó Rico, M J; Hernández Aguado, I

    1999-01-01

    To measure the usefulness of multiple correspondence analysis (MCA) and cluster analysis applied to the epidemiological research of HIV infection. The specific are to explore the relationships between the different variables that characterize the users of the AIDS Information and Prevention Center (CIPS) and to identify clusters of characteristics which in terms of the attendance to these centers, could be considered similar. The clinical history the CIPS in the Valencian region in Spain was used as data source. The target population target were intravenous drug users (IDUSs) attending these centers between 1987 and 1994 (n = 6211). Information about socio-demographic and HIV type I infection-related variables (drug use and sexual behaviour) was collected by means of a semistructured questionnaire. A MCA was carried out to obtain a group of quantitative factors that were used in a cluster analysis. A 44.8% HIV type I prevalence was found. Five factors were detected by MCA that explain 51.14% of the total variability, of which sex, age and the usual sexual partner were the variables best explained. Cluster analysis allowed to describe 5 different subgroups of CIPS users according to their socio-demographics characteristics, risk behaviours and serologic status. It is necessary to highlight the categories 1 and 2, which collect the serologic status and the most relevant characteristics of HIV infection. Category I contains users with a negative serology and characterized by being mainly single adolescent men, with a low educational level; they stated that they have no steady sexual partner, do not share syringes and have been intravenous drug users between 3 and 10 years. They mainly come from the city of Alicante. Category 2 contains mainly people that are HIV positive and older. They also share syringes and have been intravenous drug users for a longer time; they have a higher education level and most of them come from the city of Valencia. The proposed method of

  19. Developing a Shared Patient-Centered, Web-Based Medication Platform for Type 2 Diabetes Patients and Their Health Care Providers: Qualitative Study on User Requirements.

    Science.gov (United States)

    Bernhard, Gerda; Mahler, Cornelia; Seidling, Hanna Marita; Stützle, Marion; Ose, Dominik; Baudendistel, Ines; Wensing, Michel; Szecsenyi, Joachim

    2018-03-27

    Information technology tools such as shared patient-centered, Web-based medication platforms hold promise to support safe medication use by strengthening patient participation, enhancing patients' knowledge, helping patients to improve self-management of their medications, and improving communication on medications among patients and health care professionals (HCPs). However, the uptake of such platforms remains a challenge also due to inadequate user involvement in the development process. Employing a user-centered design (UCD) approach is therefore critical to ensure that user' adoption is optimal. The purpose of this study was to identify what patients with type 2 diabetes mellitus (T2DM) and their HCPs regard necessary requirements in terms of functionalities and usability of a shared patient-centered, Web-based medication platform for patients with T2DM. This qualitative study included focus groups with purposeful samples of patients with T2DM (n=25), general practitioners (n=13), and health care assistants (n=10) recruited from regional health care settings in southwestern Germany. In total, 8 semistructured focus groups were conducted. Sessions were audio- and video-recorded, transcribed verbatim, and subjected to a computer-aided qualitative content analysis. Appropriate security and access methods, supported data entry, printing, and sending information electronically, and tracking medication history were perceived as the essential functionalities. Although patients wanted automatic interaction checks and safety alerts, HCPs on the contrary were concerned that unspecific alerts confuse patients and lead to nonadherence. Furthermore, HCPs were opposed to patients' ability to withhold or restrict access to information in the platform. To optimize usability, there was consensus among participants to display information in a structured, chronological format, to provide information in lay language, to use visual aids and customize information content, and align

  20. Program Analysis and Design Requirements for tne National Science Center

    Science.gov (United States)

    1991-02-01

    shell of an old exposition building with secondhand furniture to display exhibit items, to the Ontario Science Center, which is a more modem building...Storage Area Pigeonhole storage cabinets for children’s school books , coats, and boots are provided at the Indianapolis Center. The Ontario center...used shopping carts for school groups to store their coats and books . They do not work well according to center staff and are cumbersome and unsightly