Reframed Contexts: Design Thinking for Agile User Experience Design | | BIBAK | Full-Text | 3-12 | |
Sisira Adikari; Craig McDonald; John Campbell | |||
The effectiveness of user experience design is dependent on many factors
including complete and accurate contextual information, design approaches, and
methods followed. The recent HCI literature clearly shows that there is a
growing research interest on integration of User Experience (UX) design and
agile software development. A framework based on design thinking is proposed
that enhances the current user experience design by integration of three design
approaches -- design thinking, designing for user experience and agile software
development. These three different design approaches of the framework
complement each other to benefit effective derivation of contextual
requirements that include functionality of the system as well as aspects of
total user experience based on the shared understanding gained from
stakeholders in the context. Implications of each design approach on
stakeholders and the context are discussed in detail to show the significance
and value of the proposed framework on the whole design and design process. It
is expected that the proposed framework is capable of enhancing the design
quality and user experience of products, systems, and services created through
agile software development approaches. Keywords: user experience; agile software development; human-centered design;
human-computer interaction; design thinking |
An Individual Differences Approach to Design Fixation: Comparing Laboratory and Field Research | | BIBAK | Full-Text | 13-21 | |
Brooke G. Bellows; Jordan F. Higgins; Robert J. Youmans | |||
The current study investigates the effects of environmental disruptions and
individual differences in working memory capacity on design performance in
controlled laboratory and field settings. In the laboratory, we measured
participants' working memory capacity, asked them to view a poster design, then
asked them to design their own poster in either a silent or distracting
environment. The results of the study revealed a main effect of working memory
capacity on design behavior, but no effect of environment. In the field, we
asked practicing designers to take an online working memory capacity test, then
to describe their distractibility and ideal work environment while designing.
The results suggest that working memory capacity may influence perceived
distractibility. Keywords: Design fixation; creativity; design; working memory capacity; interruptions |
Techno-imagination and Implicit Knowledge | | BIBAK | Full-Text | 22-28 | |
Jirí Bystrický | |||
Techno-imagination is the ability to encode and decode images created by
devices. This technological shift has caused a departure from images towards an
alphanumeric codification of knowledge. This has led to the disconnection
between thinking and speaking, caused by new computer codes. The paper
discusses the effects of this paradigm shift on the mental processing of vision
data and on the relation between concepts and images. We conclude our
exploration with a strategy to define a concept of media to allow for both of
its features: mediality and transparency. Keywords: image; mediality; transparency; art; imaging; instrumentality |
Context as a System, Product as a Component, and the Relationship as Experience | | BIBAK | Full-Text | 29-37 | |
WonJoon Chung; Sara Fortier | |||
Currently, User Experience Design (UXD) is spotlighted as one of the most
topical areas in design. It is an umbrella term that explains all aspects of a
user's experience with a given context, including the interface, graphic
design, industrial design, and interaction (Merholz P., 2007). Particularly,
the notion of UXD is rooted in human factors and ergonomics that focus on
physical, cognitive and emotional interaction between human users, machines and
a contextual environment. In the industrial design field, the idea of UXD is
not a new but an ancient concept that has been discussed in different terms
such as ergonomics, anthropometrics, and affordance, etc., and whose main focus
is a positive and rich experience. The current development of SNS (Social
Networking Services) and smartphone technology, however, has created
possibilities for new types of user experience design. Sander (Sanders, 2002)
mentions this possibility as new design space where "designers will transform
from being designers of "stuff" (e.g., products, communication pieces, etc.) to
being the builders of scaffolds for experiencing.", and where industrial
designers will now confront different challenges to discover and develop new
types of products with different interface designs for novel user experience.
For example, tablet computers like the Apple iPad already have changed the
activity of computing from a static environment to almost everywhere. Based on
the theoretical framework that "a context as a system, a product as a
component, and the relationship between them as an experience", we propose
three main research questions. These questions are 1) how a current
professional UX designer in practice has redefined UX design themselves, 2)
what specific actions are performed and 3) what supports they provide for their
client. Through careful in-depth interviews with seven professional UX
designers in experience-centric design firms, including IDEO and Adaptive Path
etc., in US and Canada, we propose several critical notions and foundational
references for UX designers. Keywords: User ExpUser Experience Design (UXD); total experience; empathy; systemic
thinking |
On the Poetry of Design | | BIBAK | Full-Text | 38-47 | |
Arash Faroughi; Roozbeh Faroughi | |||
This paper seeks to answer the questions why the original design concept was
invented and what disciplines were responsible for its development. Therefore,
significant works from the Classical Antiquity and Renaissance are selected for
analyzing the invention of the original design. The paper comes to the
conclusion that design was created from the disciplines poetry, music,
philosophy, rhetoric, painting, sculpture and architecture. Especially, poetry
was of particular importance for design. Finally, the paper describes how the
poetry of design is related to interaction design. Keywords: Disegno; Design theory; Renaissance; Poetry |
Future Fashion -- At the Interface | | BIBAK | Full-Text | 48-57 | |
Patricia J. Flanagan; Katia Fabiola Canepa Vega | |||
Imagining the future, we create sci-fi predictions visualized through
telematic imagery, involving stage sets and costumes. Looking back at sci-fi's
imagination we find it depicts the ideologies of the period in history when it
was created far more accurately than it manages to predict future materials or
functions. This article focuses on the body, but goes beyond the traditional
perspectives of fashion, to consider wearables as an interface between the body
and the world. Two key concepts will be presented in order to interpret future
fashion, they are: 'fungibility' and 'empathy', which will be discussed through
examples of clothing as a means for expressing data. User interfaces of the
future will acknowledge the relationship between people, places and things as
emergent spaces that generate meaning through everyday activity and therefore
ones in which users themselves act as co-designers. Keywords: Wearables; Fungibility; Empathy; Blinklifier; Snoothood Surreal; Snoothood
Chinoiserie; Blinklifier; Reverse Predictive Practices; Sleep Disorders;
Snoring; Humanistic Computing; Technogenesis; Interface Aesthetics; Interface
Culture |
Haptic Interface Aesthetics -- 'Feedback Loops, Live Coding and How to Harness the Potential of Embodied Estrangement in Artistic Practices and Aesthetic Theories within Interface Culture' | | BIBAK | Full-Text | 58-67 | |
Patricia J. Flanagan | |||
This article describes interface aesthetics from a trans-disciplinary
perspective and reports on the findings of research into haptic interfaces
through discussion of a series of prototypes and their potential as 'critical'
design as opposed to 'affirmative design'. The article begins with analysis of
the body-machine relationship positing human technogenesis as the framework for
further discussion into humanistic computing; the use of feedback loops and
live coding as artistic medium; and discusses outcome potentials such as
reverse predictive practices and the notion of estrangement to stimulate
thought and debate. Keywords: Haptic Interface; Feedback Loops; Live Coding; Estrangement; Wearables Lab;
Interface Aesthetics; Interface Culture; Wearables; Reverse Predictive
Practices; Embodied Estrangement; User Interface; Human Computer Interaction;
Human Technogenesis; Trans-disciplinary Research; Critical Design; Bamboo
Whisper; Blinklifier; Snoothoods; Pulse Swarm |
Is Reality Real? Thoughts and Conjectures about Culture, Self, Intersubjectivity and Parallel Worlds in Digital Technologies | | BIBAK | Full-Text | 68-73 | |
Ana Carol Pontes de França; Marcelo Márcio Soares; Luciano Rogério de Lemos Meira | |||
This article makes a brief foray into state-of-the-art in Virtual Reality
technologies and into semiotic studies in the field of Human-Computer
Interaction in order to invite the reader to think about human's current
situation. From this perspective, we shall seek to raise new questions about
the forms of communication and interaction mediated by digital technologies.
These forms deal with the fact of fiction and non-fiction going hand-in-hand,
taking shape in images which, and in virtual beings who, co-inhabit both our
imagination and the scenarios which comprise the parallel worlds of virtual
environments. This thinking is indispensable for us to understand, for example,
the implications of these changes on children and young people development and
how we conceive education in today's world. Therefore, this article is based
on: 1) studies that led to the dissertation entitled Digital Self: exploring
the "I" construction on the Internet, submitted to the Post graduate Program in
Cognitive Psychology at the Federal University of Pernambuco, 2) discussions
kindled at the Laboratory of Interactional Analysis and Videography, which is
linked to the Post graduate Program in Cognitive Psychology, and 3) discussions
and projects developed in partnership between the Center for Informatics,
Department of Design and Human Factors Researchers at Federal University of
Pernambuco. Keywords: Virtual Reality (VR); Human-Computer Interaction; Semiotics; Sense of Self |
The Lack of Subjective Experience in Hybrid Intelligent Agents in Interactive Storytelling | | BIBA | Full-Text | 74-83 | |
Olivier Guy; Ronan Champagnat | |||
We need a model for non-player characters (NPCs) in interactive storytelling, and recent advances in neurocognitive science have not brought to a close the controversies of the subjective and objective experience being both verses of the same coin. The NPCs are still made desperately from a 'third party' point f view, the exact opposite of the subjective experience, while we want to show that this method only produces weaker user experience. This is a hard problem, described by David Chalmers in the philosophy of the mind: we know what it is to be ourselves, we know what the outside world looks like from our point of view, but we have no idea what it is to be something, or even more difficult, someone else. Our goal as in Crawford is to reach the meaningful interaction with the NPC and we want to prove that this may not be attained through third party cognitive models. As a prospective we invite the developers to work on psychodynamic psychology. Moreover, French psychodynamics are a valuable intercultural tool spread in the entire Latin world and can be powerful to describe, heal, and treat human features, while Fodor's followers have exclusive theoretical access to our game models. It is a good way to introduce diversity in our community. |
Towards Determinants of User-Intuitive Web Interface Signs | | BIBAK | Full-Text | 84-93 | |
Muhammad Nazrul Islam | |||
User interfaces of web applications encompass a number of objects like
navigation links, buttons, icons, labels, thumbnails, symbols, etc. which are
defined in this paper as interface signs. Designing interface signs to be
intuitive to the users is widely accepted to have a significant effect on
enhancing web usability. Interface signs design principles are semiotics by
nature, as semiotics is the doctrine of signs. Thus, the fundamental objective
of this study is to reveal the determinants of user-intuitive interface signs
for enhancing web usability from a semiotics perspective. To attain this
research objective, an extensive user study was conducted with twenty six
participants following a semi-structured interview approach. The preliminary
results provide a number of determinants and their attributes to interpret
properly the meaning of interface signs. Keywords: Semiotics; interface sign; web usability; user interface design; web sign
ontology |
Sci-Fi Movies and the Pessimistic View for the Future Controlled Society of Totalitarianism | | BIBAK | Full-Text | 94-99 | |
Masaaki Kurosu | |||
The author proposes a view that most science-fiction movies that described
not just the future technological development but the life in the future social
organization are pessimistic and depict dystopian, rather than utopian
societies. They can provide useful guidance to increase our awareness of what
technology might bring to the user experience and of how we should take care
for not falling into such a social organization. Keywords: Sci-Fi movie; future society; dystopia; utopia; totalitarianism |
Interactive Design and the Human Experience: What Can Industrial Design Teach Us | | BIBAK | Full-Text | 100-106 | |
Neil Matthiessen | |||
With more than a third of PC users, 37 percent are now turning to
Smartphones and Tablets to surf the Internet and access entertainment. With
this dynamic shift, the use of the wide-open Web has migrated to a semi-closed
platform, or Apps, that uses the Internet for data transportation, something
once performed by a browser. Users are accessing data all at the same time
these devices are becoming integrated into every aspect of modern life. User
interfaces and experiences are changing and designers and developers have to
become aware of addressing these changes. Keywords: User Experience; Industrial Design; Design; Mobile Computing |
Location, Location, Location: About Home Networking Devices Location and Features | | BIBAK | Full-Text | 107-114 | |
Abbas Moallem | |||
A home. It is where people spend most of their family time. It is a place to
gather friends. It is somewhere to escape the world in the comfort of someplace
that is our own. And it is a location that is filled with a variety of big and
small appliances and devices. The number of appliances, their size, shape, and
their features change over and over again, and based on the advancement in
technology, there are changes in the needs of consumers alongside a certain
expectation of comfort and productivity. One of the properties of a device in a
home is the location in which people place it. Where to place the device
depends, among other things, on its use and the features that the device offers
as well as its aesthetics. This study investigates the location of home
networking devices, also known as routers, in modern houses. It also looks at
how router features accommodate users based on the location where people keep
the devices and how their needs have evolved.
For this study, 95 participants were surveyed about the location of their home networking devices (routers) location then, 43 locations were evaluated from houses located in Silicon Valley, California. The results provide the data on the rooms where people keep their routers, their physical location, and certain idiosyncrasies of their usage. In light of this study we have extracted some results and hypothesized some guidelines for future designs of routers in the consumer market. Keywords: Home Networking; Network Device Location; Device Location versus Features;
Router Location |
Metacommunication and Semiotic Engineering: Insights from a Study with Mediated HCI | | BIBAK | Full-Text | 115-124 | |
Ingrid Teixeira Monteiro; Clarisse Sieckenius de Souza; Carla Faria Leitão | |||
Semiotic perspectives on HCI take human-computer interaction as a special
case of computer-mediated human communication. Through the interface, systems
designers communicate to users their design vision as well as how the system
can or should be used for a variety of purposes. To date, there hasn't been
enough empirical research in HCI exploring this complex phenomenon. This paper
reports an empirical research about metacommunication in HCI and discusses how
and why semiotically-inspired research can contribute to advance knowledge in
this field. The aim of the discussion is to motivate and justify more research
projects in this interdisciplinary territory and to present semiotic
engineering concepts and tools that can be used to carry them out. Keywords: Semiotic engineering; computer-mediated human communication; end-user
development; mediated web navigation |
Hypertext in Mutation: The Mapping of a Mythos | | BIBAK | Full-Text | 125-133 | |
Tara Ogaick; WonJoon Chung | |||
Currently, hypertext exists in its earlier state as webpage, connected to
various other nodes of relevant information or advertising online, in
interactive narratives such as Geoff Ryman's 253, as hyperlinks housed within
static documents like PDF's or Word files, or hyperlinks shelved between layers
of blogging data and Facebook walls (to name a few social media outlets).
Hypertext is understood as operating between poles -- as a means of electronic
or digital freedom granted to the reader, or as the opposite, the illusion of
freedom granted by a controlled system set up by the author. This paper
explores the third space for hypertext by making use of the process of using
hypertext; the space wherein a user or participant is directly interacting with
hypertext and thus influences the reader-author relationship by creating a
subjective reading (and therefore a subjective document) of a series of nodes
and proposes that appropriate interface can create design synthesis. Keywords: hypertext; design synthesis; interaction styles; interface |
Social Movement Information Design and a Curriculum of Proper Knowledge Consumption | | BIBA | Full-Text | 134-143 | |
Gabriel Y. Schaffzin | |||
Narrowing in on two contemporary social movements as a case study, this analysis will use a mainstay of information design, Edward Tufte, as well as a lesser-known pioneer in the field, Otto Neurath, to consider the ways in which the infographics associated with those movements can be looked at critically. Using Tufte's popularity and commercial success as an indication of his strong influence on this field, questions about the appreciation of efficiency or validity of message at the expense of craft, nuance, and meaning making will be raised, eventually concluding that a new approach to the consumption of information design is necessary. |
Shifting the Focus: An Objective Look at Design Fixation | | BIBAK | Full-Text | 144-151 | |
Melissa A. B. Smith; Robert J. Youmans; Brooke G. Bellows; Matthew S. Peterson | |||
Design fixation is a robust phenomenon that has been shown to affect
amateurs, experts, and groups of designers across a variety of design domains.
An area of confusion concerning the concept of design fixation is whether it is
a conscious decision made by a designer or an unconscious action that occurs
without awareness. The current research addresses this issue by utilizing eye
tracking as an objective measure, in conjunction with subjective feedback, and
design performance data to gain insight into the underlying processes of design
fixation. It was found that there are major discrepancies in what people
remember looking at, what people actually looked at, and what features
designers fixated on. These findings inspire a fount of new research questions,
as well as a possible rethinking of current design processes. Keywords: Design fixation; eye tracking; creativity; design |
Semiotics of Void and Information Representation | | BIBAK | Full-Text | 152-161 | |
Kumiko Tanaka-Ishii | |||
The objective of this article is to present a semiotic analysis of void --
which in this article is the spacio-temporal empty space existing in any
representation -- in order to consider the representation of quality and to
show how this is essential in human representation yet difficult to process
computationally. First, a summary of reference to void is presented through a
comparison between Western and Eastern cultural approaches to void. A semiotic
model of void is then developed by applying both Saussurian and Peircian
frameworks and explaining how the two frameworks become equivalent when applied
to void, as well as how void is essentially a structural entity. After analysis
of various semiotic kinds of void, the article examines the difficulty of
computational handling of void and suggests possible paths towards a more
human-oriented form of information representation. Keywords: semiotics; information representation; void; structure; index; icon; design |
Of Hoverboards and Hypertext | | BIBA | Full-Text | 162-170 | |
Daniel Yule; Jamie Blustein | |||
In 1968, Doug Englebart and his team at the Stanford Research Institute
amazed the world with their oN-Line System (NLS), giving what has since been
dubbed the "Mother of all Demos." The NLS system, later renamed Augment, was
the first Graphical User Interface, the first Word Processor, the first Wiki,
the first Hypertext system, essentially the first of many applications we think
of as modern. Much of the progress in software of the last forty-five years can
be seen as attempting to realize the vision first articulated by Englebart at
the '68 Fall Joint Computer Conference.
However, it has only been recently, with the advent of HTML5 and related standards, that the entirety of the NLS/Augment system can be implemented in the browser in a standardized fashion. This article examines what has changed to finally allow the realization of a half-century old vision and investigates why it took so long. We ask: where are we going next? More importantly, where should we be going? |
User-Mobile Phone Interactions: A Postphenomenology Analysis | | BIBAK | Full-Text | 171-180 | |
Bin Zhang; Hua Dong | |||
User-artefact interactions, to a great extent, are defined by their
relations. On the other hand, different relations emerge from different
interactions. In order to get a better understanding of this phenomenon, we
start and focus on the relation studies. Based on the four human-artefact
relations in postphenomenology, a framework was developed. Through applying the
framework to a case analysis, we describe the dynamic user-mobile interactions
in the use process. This paper provides a new perspective of the interactions
between the user and the product. Theoretically, the framework offers a
comprehensive picture of user-product relations; practically, designers can be
inspired to think about the different kinds of relations from the very
beginning of their design process and design for specific relations. Keywords: interactions; relations; postphenomenology; framework; Village Phone
Programme |
Assessing Designs of Interactive Voice Response Systems for Better Usability | | BIBAK | Full-Text | 183-192 | |
Siddhartha Asthana; Pushpendra Singh; Amarjeet Singh | |||
Interactive Voice Response Systems (IVR) have emerged as a popular medium to
access information over phones. Despite the low usability of IVR systems, they
are widely used by commercial organizations due to high reach of phones.
Several studies have focused on improving the usability and design of IVR
systems. An IVR can be designed in several ways which can have one or more
features like touch-tone, speech recognition, content searching etc. However,
selecting an appropriate design requires comparison of different designs. In
this paper, we propose an information space with three dimensions to study the
usability of IVR design as an Information System. We study two different IVR
designs -- real world deployment and controlled experiment. We further compare
these with the traditional IVR design over the proposed dimensions of
Information space. Keywords: IVR; Information space; usability |
User Interaction Forensics | | BIBA | Full-Text | 193-202 | |
Kai Breiner | |||
The foundation of self-adaptive systems is sound elicitation of the input for the adaptation algorithm. If the input of the adaptation is not reliable, the resulting adaptation will not be reliable either. Especially if the aim is to adapt to the user, the information probably stems from unobtrusive measures but still needs to be reliable. Thus, this paper describes a controlled experiment conducted to investigate in four hypotheses how to make miscellaneous interaction information (which is available anyway) interpretable. These four hypotheses concern three aspects: precision of the interaction step, bias according to right-/left-handedness, and bias of the interaction element. A total of 33 participants were involved. All four hypotheses could be strengthened at a high level of significance. |
The Conjunction Fallacy and Its Impacts in the User's Data Acquisition Process | | BIBAK | Full-Text | 203-211 | |
Fábio Campos; Dino Lincoln; Maria Neves; Walter Correia; Marcelo Soares | |||
There are moments within the process of creating an artifact, for instance
at the initial requirements gathering or in the assessment phase, that users
input data is collected. There may be an impact directly on the results of the
analysis of this data if, for some reason, this data input is not accurate.
This paper will focus on a specific phenomenon, known as the Conjunction
Fallacy, which may lead users to commit errors of judgment that would impact
directly in the accuracy of their evaluation of alternatives. In order to
exemplify this issue, this paper presents experiments where, during the
evaluation phase of the design of a product, it was verified the presence of
the conjunction fallacy. It also presents a possible strategy to minimize the
errors of judgment caused by the fallacy. Keywords: evaluation of artifacts; conjunction fallacy; ergonomic assessment;
usability evaluation |
Remote Usability Evaluation Using Eye Tracking Enhanced with Intelligent Data Analysis | | BIBAK | Full-Text | 212-221 | |
Piotr Chynal; Janusz Sobecki; Jerzy M. Szymanski | |||
In this paper we present a new cost-effective method for usability
evaluation using eye tracking enhanced with intelligent data analysis. In this
method we propose application of a low-cost infrared camera and free Ogama
software. Moreover we present how the standard data analysis, which is usually
made manually by experts, may be enhanced by application of intelligent data
analysis. We applied well known expert system, which is using fuzzy reasoning.
To build such a system we should first define a model of "desired" eye tracking
record for a given poster, or more general web page or the whole application. Keywords: Usability; Eye Tracking; Human Computer-Interaction; Fuzzy Expert Systems |
Beyond Satisfaction Questionnaires: "Hacking" the Online Survey | | BIBA | Full-Text | 222-231 | |
Andrea L. Evans | |||
This paper presents a practical method of using online survey tools to gather formative user feedback on UI designs and interactions. It describes how online survey tools have been used to administer both unmoderated cognitive walkthroughs and progressive comparisons among colors in screen mockups. It also details the process by which an online survey tool has been used to allow the off-label ability to gather rich clickstream data: number, location and chronological order of clicks. |
A Component-Based Evaluation Protocol for Clinical Decision Support Interfaces | | BIBAK | Full-Text | 232-241 | |
Alessandro Febretti; Karen Dunn Lopez; Janet Stifter; Andrew E. Johnson; Gail M. Keenan; Diana J. Wilkie | |||
In this paper we present our experience in designing and applying an
evaluation protocol for assessing usability of a clinical decision support
(CDS) system. The protocol is based on component-based usability testing,
cognitive interviewing, and a rigorous coding scheme cross-referenced to a
component library. We applied this protocol to evaluate alternate designs of a
CDS interface for a nursing plan of care tool. The protocol allowed us to
aggregate and analyze usability data at various granularity levels, supporting
both validation of existing components and providing guidance for targeted
redesign. Keywords: component-based testing; cognitive interviewing; user-centric design;
healthcare interfaces |
Human in the Loop: A Model to Integrate Interaction Issues in Complex Simulations | | BIBAK | Full-Text | 242-251 | |
Stefano Filippi; Daniela Barattin; Francesco Ferrise; Monica Bordegoni; Umberto Cugini | |||
Several activities of the product development process as for example
ergonomic analyses, usability testing, and what is defined as User Experience
-- UX- design in general require humans to be involved as testers. In order to
achieve a good effectiveness degree, these tests must be performed on
prototypes as much as possible similar to the final product, and this is costly
and sometimes difficult to obtain during the development process. This is
especially true at the earliest stages of the process. Functional mock-up --
FMU -- methods and tools can be of great help, because they allow technological
aspects of the products, as electronics, hydraulics, mechanics, etc. to be
represented and managed in a simple and effective way. Mathematical equations
allow product behavior to be determined, due to input values representing the
application environment of the product. At the moment, an FMU model is great in
simulating product behavior from the technological point of view, but concerns
about user interaction issues are left apart. The research described in this
paper aims at widening the coverage of FMU to user-product interaction issues.
The goal aims at evaluating the possibility of substituting real users with a
characterization of them, and to model and simulate interaction in a
homogeneous way together with all the other product aspects. All of this makes
the research activities very challenging, and the result is a sort of
FMU-assisted interaction modeling. As an evolution of what is generally
recognized as hardware and software-in-the-loop, this methodology will be
referred as human-in-the-loop. Keywords: Functional Mock-Up; Interaction; User Experience |
Towards a Holistic Tool for the Selection and Validation of Usability Method Sets Supporting Human-Centered Design | | BIBAK | Full-Text | 252-261 | |
Holger Fischer; Benjamin Strenge; Karsten Nebe | |||
The establishment of human-centered design within system development
processes is still a challenge. Numerous usability methods exist that aim to
increase usability and user experience of a system. Nevertheless, the selection
of appropriate methods remains to be difficult, as there exist many different
factors that have a significant influence on the appropriateness of the methods
in their context of use. This paper presents a new concept for the selection of
usability methods. It focuses on a) the selection of appropriate usability
methods with regard to their applicability in the various stages of system
development and b) accounting for interdependencies between multiple methods by
balancing them with respect to the usability dimensions effectiveness,
efficiency and satisfaction. Keywords: Human-Centered Design; Usability Engineering; Method Selection; Method Set
Validation; ISO/TR 16982 |
VMUXE | | BIBAK | Full-Text | 262-272 | |
Bianca Gockel; Holger Graf; Alfonsina Pagano; Sofia Pescarin; Joakim Eriksson | |||
This paper presents a new approach for the evaluation of User Experience
(UX) aspects applied to virtual museums (VM) -- VMUXE. A wide percentage of
projects and applications for VMs are often "born and buried" in digital labs,
without having been experimented and monitored with people. These "prototypes"
are the result of experts, technicians, curators, combined together to give
birth for multidisciplinary and avant-garde outputs. Earlier attempts to
evaluate VM installations failed due to the lack of strategy facing the
multidimensional complexity in studying and comparing digital applications in
different installations using different devices and metaphors offering
different UXs. As a conclusion "communicating" culture through the aid of
advanced technology was not a technological issue, but an epistemological one.
Setting up a good process of evaluation and analysis is therefore important for
establishing next generation virtual museums (NGVM) aiming to reach certain
goals such as knowledge exchange, cognitive improvement and heritage
communication. Keywords: User Experience Evaluation; Virtual Museums; (Non-) Instrumental Qualities;
Digital Cultural Heritage |
Customer Recruitment: Ethical, Legal and Practical Issues | | BIBAK | Full-Text | 273-282 | |
Kristyn Greenwood; Angela Johnston | |||
An often overlooked aspect of usability testing methodology is participant
recruitment. Traditionally, test participants have either been independent
users recruited by usability programs irrespective of their employer or they
have been company representatives provided by product management or a sales
team. However, there are drawbacks associated with these types of recruitment
programs, which led our organizations at Oracle to create a standardized
program of customer recruitment, instead. In this paper we describe the
problems that we encountered when using the traditional methods of recruitment,
how a new legal document and a customer recruiting process solved those
problems, and what ethical considerations need to be made when recruiting
customers. Keywords: Participant recruitment; user research; customer recruitment; usability
testing |
Novel Method of Evaluating GUI Design from the Viewpoint of Worker Experience | | BIBAK | Full-Text | 283-293 | |
Daiki Hama; Mai Kurioka; Mariko Kato; Ken Imamura; Miwa Nakanishi | |||
In this study, the value of different experiences obtained from operations
was defined as worker experience. From this viewpoint, we have developed a
novel method to evaluate graphical user interfaces (GUI) for next-generation
control systems for social infrastructure. Beyond the traditional concept of
ease of use, this method aims to introduce a sense of worth gained by
operations and instill some sense of motivation to work through the GUI design,
which will provide GUI designers a new viewpoint. In this paper, this method
was adapted to application software to use it more practically, and the GUIs of
two different systems are evaluated. Keywords: worker experience; GUI; design evaluation |
Understand System's Relative Effectiveness Using Adapted Confusion Matrix | | BIBAK | Full-Text | 294-302 | |
Nan Jiang; Haibin Liu | |||
The effectiveness of a system refers to the accuracy and completeness with
which users achieve specified goals. These two aspects are interpreted as
errors and completion in the context of usability testing. However, a holistic
view of effectiveness is not straight forward to establish in a comparative
test because the two measures focus on different aspects of user outputs. In
this paper, we propose a predictive method to measure a system's relative
effectiveness based on its own performance prediction. We achieve it by using
an adapted confusion matrix to establish a correlation model between the two
measures. A real-world use case is provided to demonstrate the usefulness of
our method in a comparative study of the two websites. Keywords: Accuracy; completeness; errors; completion; confusion matrix |
Development of a General Internet Attitude Scale | | BIBAK | Full-Text | 303-311 | |
Mary Joyce; Jurek Kirakowski | |||
This paper presents findings on the recently developed General Internet
Attitude Scale (GIAS). Fundamental aspects of attitude in Social Psychological
literature outlining appropriate definitions and theoretical frameworks are
first presented. Previous issues in Internet attitude research are then
reviewed with a focus on the validity of such proposed scales as measurement of
attitude. The consideration of such issues in the development of the new
attitude scale is then outlined, and the development process of the GIAS is
summarized. Although studies with GIAS found difference between age groups, the
effect sizes for differences between the genders were extremely small. Keywords: Internet; Attitude; Measurement; Validity; Scale development; Gender
differences; Age factors |
The Usability Perception Scale (UPscale): A Measure for Evaluating Feedback Displays | | BIBAK | Full-Text | 312-321 | |
Beth Karlin; Rebecca Ford | |||
This paper proposes and tests the Usability Perception Scale (UPscale),
developed to evaluate the perceived usability of eco-feedback. This tool builds
on previous system usability scales and includes sub-scales for ease of use and
engagement. The scale was tested via an online survey of 1103 US residents.
Factor analysis supported a two-factor solution, supporting subscales for ease
of use and engagement. Reliability tests revealed high levels of internal
consistency for the overall scale and both subscales. A test of criterion
validity with behavioral intention found significant correlations with both
subscales, suggesting that usability is a key mediator for behavior change.
Finally, ANOVA results found differences between randomly assigned images,
suggesting the scale has sufficient sensitivity for use in experimental
research. Future research is suggested to test abbreviated versions as well as
to further assess this scale with actual behavioral pilot studies. Keywords: evaluation; scale; energy; feedback; usability; user experience |
System for Evaluating Usability and User Experience by Analyzing Repeated Patterns | | BIBAK | Full-Text | 322-329 | |
Young Bin Kim; Shin Jin Kang; Chang Hun Kim | |||
In this paper, a new system for evaluating interface usability through the
analysis of repeated patterns is proposed. The system can be a valuable tool
for verifying interfaces and in evaluating their usability by users, both of
which are necessary stages in the development and operation of software. This
paper concentrates on the repeated patterns that occur when users use an
interface. Extracting these repeated patterns and analyzing them could enhance
the development and usability of interfaces. Through experiments that applied
the proposed system to several kinds of software, it was confirmed that
problems with interfaces can be understood, and usability can be improved
without requiring complicated analyses of user logs. Keywords: Usability Methods and Tools; Analyzing Repeated Patterns |
A Color Model in the Usability of Computer Interface Applied to Users with Low Vision | | BIBAK | Full-Text | 330-339 | |
Cínthia Costa Kulpa; Fábio Gonçalves Teixeira; Régio Pierre da Silva | |||
This paper presents the results of a research on the usability of computer
interfaces through colors for Low Vision users. It describes the methodology
used, the 3 web interfaces tested for usability with the users in question,
showing the results for the development of a prototype interface with colors as
the main aspect. The prototype developed is presented with the usability test
carried out with it. As a result of the work, a proposed color model is
presented that includes Low Vision users in the construction and upgrading of
computer interfaces, aimed at the usability of web interfaces. Keywords: Color; Usability; Low Vision |
Usability of Virtual Worlds | | BIBAK | Full-Text | 340-348 | |
Haind Lu; Tobias Brockmann; Stefan Stieglitz | |||
In recent years virtual worlds left their origins driven by new
technologies. As a consequence 3D-based environments moved into business
related domains and are used e.g. to support virtual meetings or product
presentations. However, enterprises have to consider that a large share of
companies' employees still fits to the definition of so-called digital
immigrants. While younger employees are familiar with the usage of 3D-based
environments, navigating in virtual rooms might be challenging for digital
immigrants. This could limit the usage of virtual worlds for business related
contexts. We therefore conducted usability tests with digital immigrants in
virtual worlds and analyzed their experiences. Our results show that in fact
digital immigrants face problems when using virtual worlds. Based upon our
study we discuss how to improve the usability of virtual worlds for this group
of users. Keywords: Virtual worlds; usability; digital immigrants |
Assessing Perceived Experience with Magnitude Estimation | | BIBAK | Full-Text | 349-358 | |
Mick McGee; Misha Vaughan; Joseph Dumas | |||
Professionals who develop and evaluate the interaction between people and
systems have broadened their interests beyond ease of use and learning to
higher-order concepts, such as "user experience." "Excellence," "delight" and
other emotion-driven experiences are becoming more central to product and
company success. In three case studies, we explore and demonstrate how the
psychophysical Magnitude Estimation Technique (MET) can be used to quantify
complex subjective experiences. We hypothesize that MET can be used to assess
any user experience that can be defined. We describe studies that apply MET to
three different contexts and perceived experience definitions: (1) the riding
experience in a public transit system, (2) the effectiveness of a sales
presentation, presented online vs. live, and (3) the safety and usability of
cancer radiation equipment. In all three situations, participants were able to
comprehend the definitions of and assign numeric values to the intensity of
their experience. Those judgments were used in combination with other measures
to assess the strengths and weaknesses of the overarching user experiences. Keywords: user experience; usability; magnitude estimation; measurement |
SINGRAR Usability Study | | BIBAK | Full-Text | 359-368 | |
Isabel L. Nunes; Mário Simões-Marques | |||
Usability is a very important issue that affects the effectiveness and
success of systems. Such importance becomes particularly critical when systems
are complex, and when the accuracy and timeliness of operation is decisive to
the system outputs. Naturally, the usability of decision support systems used
for emergency management is of utmost relevance. The present paper addresses a
usability study performed to the Portuguese Navy SINGRAR system. Keywords: emergency management system; usability study; SINGRAR |
Development and Validation of an Instrument to Measure the Usability of Educational Artifacts Created with Web 2.0 Applications | | BIBAK | Full-Text | 369-378 | |
Tihomir Orehovacki; Nikolina Zajdela Hrustek | |||
The emergence of Web 2.0 applications has provided new opportunities for all
participants in the educational process. Students are encouraged to create and
share educational artifacts and thereby actively contribute to the development
of knowledge repository. On the other hand, teachers are enabled to publish
lecture resources, communicate with students, comment on shared and integrated
artifacts, and evaluate completed educational e-activities. Considering that
usability represents a necessary condition for an effective learning, it
affects the adoption and use of created artifacts in e-learning settings.
Although Web 2.0 applications are widely used for educational purposes, a
consolidated methodology for the assessment of artifacts resulting from their
use is still not available. The work presented in this paper is the first step
towards a comprehensive framework for evaluating the usability of educational
artifacts created with Web 2.0 applications. Following the standard procedure
for instrument development, we conducted an empirical study during which
specific pedagogical and technical attributes that capture certain usability
facets of educational artifacts created with Web 2.0 applications were
identified. Keywords: Web 2.0; Usability Evaluation; Educational Artifacts; Study Results |
Ergonomic Evaluation of Usability with Users -- Application of the Technique of Cooperative Evaluation | | BIBAK | Full-Text | 379-388 | |
Marcelo Penha; Walter Correia; Marcelo Soares; Fábio Campos; Marina Barros | |||
This paper presents the application of a cooperative evaluation, technical
evaluation performed ergonomic usability with users in the Learning Management
Systems (LMS) used at the Instituto Federal de Pernambuco (IFPE). The data
collected in the assessments were analyzed with users from Nielsen usability
heuristics. The results showed that the environment has evaluated a large
number of usability problems. Keywords: Cooperative evaluation; usability; Learning Management Systems |
Using Eye-Tracking to Test and Improve Website Design | | BIBAK | Full-Text | 389-398 | |
Anna Prisacari; Thomas Holme | |||
In developing a website, it is essential to test its design. For example,
users may look at a certain image or text paragraph without paying attention to
what designers may consider being the most essential information or the users
may erroneously interpret its design and get confused. If users don't interact
with the website as designers anticipate, the design of website becomes
dubious. In our eye-tracking study we invited 11 undergraduate students from an
introductory chemistry course to test the usability of newly developed website
on climate change. The results show that animated features draw more attention
regardless of strength of relationship to content. Based on quantitative and
qualitative data, we present possible recommendations how to improve the design
of the website and how to enhance user's overall experience. Keywords: eye-tracking; usability; web site design |
The Dimensions of Positive and Negative User Experiences with Interactive Products | | BIBAK | Full-Text | 399-408 | |
Gabrielle Provost; Jean-Marc Robert | |||
This study aims to identify and define the dimensions of User Experience
(UX) with interactive products, measure the frequency of their presence and
their strength. We conducted an empirical study with 25 subjects who were asked
to describe a positive and a negative experience with an interactive product,
and explain why it was positive or negative. Then, they had to complete an
evaluation grid about the dimensions. Three judges listened to the UX stories
in order to extract the dimensions and point out those that were the most
important. Results show that 10 dimensions can account for any UX. The
psychological, functional and usability dimensions are present in a large
number of UXs (90%, 88%, 88%), followed by the cognitive, informational and
perceptual dimensions (74%, 70%, 66%). Results also show that the same
dimensions can be used to describe positive and negative UXs and that positive
UXs include a larger number of dimensions than the negative UXs. Keywords: User Experience; Interactive products; UX Dimensions; UX Evaluation |
Participatory Design and Usability: A Behavioral Approach of Workers' Attitudes in the Work Environment | | BIBAK | Full-Text | 409-416 | |
Dierci Marcio Cunha da Silveira | |||
The present exploratory study on design and usability was developed to
understand the user's participation in the design process, the concept of
attitude and its outcomes (as a result of a participative process) and
positioned in a contextual framework. The main focus was to explore the link
between workers' participation and attitudes when design improvements are
introduced in the workplace. Participants in the study were 15 oil drillers
working in offshore drilling rigs and engaged in oil and gas exploration and
production (E&P). They completed a set of tools covering the nine attitude
dimensions, and five scales of satisfaction. The results showed a low level of
participation within the two groups involved and attitude toward their
participation and the outcomes of the engineering design intervention. Keywords: participatory design; usability; behavior; attitude; oil industry |
Merging Methodologies: Combining Individual and Group Card Sorting | | BIBAK | Full-Text | 417-426 | |
Robert L. Thomas; Ian Johnson | |||
This paper presents a case study detailing how we combined individual card
sorts with focus groups and group card sorting to improve the content hierarchy
and organization of www.libertymutual.com, the personal insurance website of
Liberty Mutual, which customers can visit to get an insurance quote, service
their insurance policies, or find insurance-related information. We analyzed
quantitative and qualitative data from 26 participants, on which we based our
recommendations for a new hierarchy and site structure. Our paper will show how
the results from the individual and group sorts differed, how the individual
exercise informed the group exercise, and how the group exercise informed the
recommendations. We believe this combination of individual sorting, group
sorting, and focus group discussion makes this methodology unique. Keywords: Card sorting; design methodology; information architecture; usability
testing; user-based testing; content hierarchy; content organization |
Engaging Citizens with UX Design | | BIBAK | Full-Text | 427-436 | |
Kate Walser | |||
This paper addresses the user experience (UX) design of open government
initiatives. It provides an overview, definitions, and examples of open
government, or government 2.0, that countries hope will engage citizens in
democratic processes. The paper outlines different user experience design
perspectives and describes design elements that agencies should consider to
engage citizens. The paper concludes with examples of open government
initiatives that apply these design elements. Keywords: usability; user experience; government; open government; gov 2.0; web 2.0;
social media; mobile; UX; design; participatory; citizen-centric;
crowdsourcing; democracy; plain language; Challenge.gov; Iceland; Constitution;
ImproveSF |
Eliciting User Requirements and Acceptance for Customizing Mobile Device System Architecture | | BIBAK | Full-Text | 439-448 | |
Katrin Arning; Bianka Trevisan; Martina Ziefle; Eva-Maria Jakobs | |||
Mass customization is a popular approach in product design and
manufacturing, where customers can configure standard products according to
their individual preferences. Applied to the technical customization of mobile
device system architecture (e.g. smartphones), an empirical multi-method
approach was applied in order to elicit user requirements and acceptance.
First, in a text mining analysis with n=80.995 blog comments relevant
components and properties of cell phones were identified. Second, an
online-survey with n=48 participants was conducted, which quantified user
requirements and acceptance of the customization approach. The consecutive
combination of text mining and survey provided valuable insights into user
perceptions and acceptance. Customization was perceived positively, although
the willingness to pay was low. Customizable technical characteristics in
mobile device system design such as battery life, speech quality, memory
capacity and connection quality as well as user profiles were identified. Keywords: mass customization; acceptance; user requirements; survey; textmining |
User Experience Starts at the Keystroke Level: The Model of User Experience (MUX) | | BIBAK | Full-Text | 449-458 | |
Stefan Brandenburg; Marlene Vogel; Uwe Drewitz | |||
In the last years the emotional impact of artifacts became more and more
interesting to the field of human-computer interaction research. Despite many
models that describe factors of user experience (UX), most of them are of a
descriptive nature. In contrast, we propose a theoretical approach, the model
of user experience (MUX) that offers an explanation for the emergence of UX
starting from the very first interaction steps. Additionally, we present
empirical results that support these assumptions of our theoretical approach
that were under investigation. In detail we found that affordances as well as
standard signals foster users performance on a small time scale (up to 3 sec.).
However, these small changes affected peoples UX. Hence we conclude that it is
a fruitful approach to start investigating UX on a keystroke level. Keywords: user experience; theoretical model of user experience; user experience
design |
Designing iDTV Applications from Participatory Use of Patterns | | BIBAK | Full-Text | 459-468 | |
Samuel B. Buchdid; Roberto Pereira; M. Cecília C. Baranauskas | |||
Interactive Digital TV (iDTV) is an emerging technology in Brazil, with
inherent characteristics that must be addressed and which demand technical
resources and references to support the design and development of interactive
applications. This paper presents a design activity that reports and discusses
the use of specific design patterns combined with prototyping tools and
techniques inspired by Participatory Design in the design of applications for
iDTV. Results are presented and discussed focusing on: the advantages of using
design patterns in a participatory design, the main difficulties the groups had
during the design activities, the importance of tools to support the design of
iDTV applications. Keywords: Interactive Digital TV; Design Patterns; Participatory Design; HCI |
Design Process and Knowledge Searching Model Based on User Creativity | | BIBAK | Full-Text | 469-478 | |
Chia-Ling Chang; Ding-Bang Luh | |||
With the rising of the open innovation notion, satisfying user's creative
needs of has become a focus in new product development. Products that
facilitate user's creativity can be regarded as a kind of creative platform.
Extending the concept of user innovation, this study explored two issues based
on "user creativity orientation". First, a design process based on user's
creativity platform (UCP) is proposed for designers and enterprises, which
includes eight steps: (1) explore user's creativity needs, (2) classify
functionality of the product, (3) develop primary and secondary components, (4)
design a creativity-friendly interface, (5) prototype components, (6) examine
UCP product features, (7) evaluate user's creation experience, and (8) assess
the potential creativity of the user's outcomes. Through the process, a set of
school-aged toy allowing user successive design are developed for children. The
proposed model is feasible and effective and can elevate the idea of design
from the level of pure product design to a creative platform and experience
design, assist industries in developing platform products and meeting the
users' needs for self-accomplishment. Additionally, in order to explore the
user's search behavior for design knowledge in self-design activity, this study
proposes a methodology and tools and takes the highly-involved LEGO players as
the subjects to construct a "model of user's search behavior for design
knowledge". With the proposed method, the users can be categorized by length of
involvement and breadth of experience content into four kinds of status types
of users, and nine essential knowledge attributes and eight key search
approaches can be gained. According to the constructed model, the enterprise's
role as enabler and users' role as designer can be further explored in design
research and marketing strategy of products. The design knowledge and skills of
highly-involved users will advance form a few individual hobby to a creative
experience industry. It is also anticipated to offer enterprises with effective
applications of users' design resources and create new energy on knowledge
economy. Keywords: User Creativity-Oriented; User Involved Design; Design Knowledge; Search
Behavior |
Activity-Based Context-Aware Model | | BIBAK | Full-Text | 479-487 | |
Yuanyuan Chen; Zhengjie Liu; Juhani Vainio | |||
Context awareness is an important part of mobile and ubiquitous computing
research. Most of the existing studies have concentrated on technical
implementations. There is a considerable gap between systems context-aware
actions and human expectations. We made an Activity-based Context-Aware Model
based on Activity Theory and human situation awareness theories. Activity-based
Context-Aware Model based on Activity Theory describes human context awareness
within activities, which could offer more accurate understanding of human
context awareness and help the development of context-aware technology. This
paper defines the Activity-based Context-Aware Model based on Activity Theory,
and presents a case study of shopping activity, which initially verifies the
validity of the model. Keywords: Context-aware; Activity Theory; Situation awareness; Activity-based Context
Awareness Model |
Satisfying Consumers' Needs through Systematic Empathic Design Model | | BIBAK | Full-Text | 488-497 | |
Ming-Hsuan Hsieh; Ding-Bang Luh; Cheng-Yong Huang; Chia-Hsiang Ma | |||
Customer-oriented customized design has become the key success factor in the
process of product development. However, designers are typically unable to
identify the actual demands of consumers to conduct customized designs because
of numerous limitations. These limitations include consumers' lack of
expressive abilities to clearly highlight their demands and designers' lack of
measures and methods to effectively integrate consumer opinions. Thus, based on
the proposed systematic empathic design model, the primary purpose of this
study is to identify consumer demands. These demands can be identified by
initially conducting participant observations to describe phenomena and
applying the laddering method to obtain information. Then, the implication
matrix was employed to facilitate analysis and the hierarchical value map was
used to ensure the formulation and setting of the guidelines for demand.
Finally, mind mapping was used to develop conceptual prototypes of the
products. Through this combined process, customer satisfaction is achieved.
This study contributes to the design industry by providing designers with a
closely coordinated and clearly visible set of procedures for the initial
stages of design process. This study endeavors to effectively satisfy the
implicit demands of consumers and develop prototypes of customized products. Keywords: Systematic Empathic Design Model; Customization; Consumer Demand; Concept
Prototype |
How to Observe, Share and Apply in Design Process? | | BIBAK | Full-Text | 498-505 | |
Namgyu Kang; Hidetsugu Suto | |||
These days, many people in design field make a great point of observing a
user with regard to the user's circumstances. From the background, there are
many researches in User Centered Design field about the role and value of the
observing in design process. However, there have been a few researches about
how to observe users and how to share and apply the observed results to design
process more effectively. The purpose of this research is to clarify the
following hypothesis: 'Observing "Physical factor", "Kansei factor" and
"Cultural factor" from different viewpoints, and visualizing and sharing the
observed results does not helps only to understand users' needs but also to
apply the observation results to design process.' Therefore, in this research,
we discuss 1) the role of observing from different viewpoints, 2) the validity
of the following three factors, Physical factor, Emotion factor and Culture
factor as the subjects of observation and 3) the reconfirming "TTS method" to
visualize and share the observed results, based on several international design
workshops as a case study. As the results, the observation from different
viewpoints is effective to find out users' needs including a potential needs
which is difficult to be found out through the questionnaire survey. And the
method to observe Physical factor, Kansei factor and Cultural factor helps to
understand users' situation and needs. Moreover, sharing the visualized
observation results with TTS method becomes easy to understand others'
thinking, and easy to apply the observed results to design process. Keywords: Observation; Culture; Sharing; Design process |
Modelling User Behaviour and Experience -- The R2D2 Networks Approach | | BIBAK | Full-Text | 506-515 | |
Amela Karahasanovic; Asbjørn Følstad | |||
The rapidly increasing importance of multimedia services delivered over
telecommunication networks has heightened the need for technologies that adapt
efficiently to users' needs. It is of particular interest to understand users
of such services. This paper proposes a unified approach to modelling users'
behaviour and experiences in the context of new multimedia services. Static
information on users' behaviour is integrated with users' real-time feedback
about their experiences. A unified user profile is used for implementation of a
media-aware, user-dependent, self-adaptive network resource manager. Our first
experience shows that such a unified approach might be beneficial for network
and service providers. The tool for gathering real-time user experience, we
propose, might also be useful in other contexts, such as personalised content
recommender systems. Keywords: Quality of Experience; User Experience; User Profiles; Multimedia Services;
User Feedback |
Community Participation Support Using an ICF-Based Community Map | | BIBAK | Full-Text | 516-524 | |
Satoru Kitamura; Koji Kitamura; Yoshifumi Nishida; Ken-Ichiro Sakae; Junko Yasuda; Hiroshi Mizoguchi | |||
Social participation is essential for health promotion, but it requires that
participation is designed considering each individual's health status,
capabilities, and desires, which vary greatly. In particular, a person with a
disability may require a detailed individualized plan. In this study, we
present a system for supporting the rehabilitation of patients through
promoting their community participation. The system has a function for using a
smartphone to create a community map based on the codes designed by the World
Health Organization -- International Classification of Functioning, Disability,
and Health (WHO-ICF) [1]. It also has a function that recommends walking routes
that take into consideration the patients' physical function and how they wish
to participate in their communities. This study describes our practice at
Nagata, Kobe, Japan and assesses the effectiveness of this system. Keywords: Social participation; International Classification of Functioning;
Disability; and Health (ICF); person with disability |
Pragmatic Approach to Cost Benefit Analysis of User Centered Design | | BIBAK | Full-Text | 525-534 | |
Izumi Kohno; Hiroko Yasu; Satoshi Sugawara; Masahiro Nishikawa | |||
User-centered design (UCD) is an effective method for understanding users'
needs and improving usability. Introducing UCD to the existing development
process increases new development activities, so it is important to analyze the
cost benefits of UCD, but it is not clear how to measure the effectiveness of
these benefits for actual projects in companies. It is not clear which analysis
is more appropriate, quantitative or qualitative. We propose a pragmatic
approach to analyzing the cost benefits of UCD. We analyzed the effectiveness
of 22 projects in our company using this approach. Keywords: UCD; cost benefit; quantitative analysis; qualitative analysis |
Innovative Behavioral Intention and Creativity Achievement in Design: Test of an Integrated Model | | BIBAK | Full-Text | 535-544 | |
Chia-Chen Lu; Ding-Bang Luh | |||
Accumulating creative achievements is a way to represent design ability and
competitiveness for design students. This study proposes to employ the theory
of planned behavior to predict creative achievements and augments it with
personal intrinsic and extrinsic relative benefits, significant others'
expectation and evaluation, self-efficacy, and facilitating conditions that are
believed to influence students' innovative behavioral intention. The
hypothesized model was validated empirically using data for 277 students from
industrial and visual designs. The results confirmed that both innovative
behavioral intention and perceived behavioral control affect student's creative
achievements significantly. Subjective norms and perceived behavioral control
were significantly related to the intention to exhibit innovative behavior, but
attitude was not. Additionally, self-efficacy exerts its influence on students'
perceived behavioral control more significantly than other antecedent
variables. This paper presents an integrated model that provides a direction to
help design students to increase their creative achievements accumulation in a
school environment. Keywords: Theory of Planned Behavior (TPB); Innovative Behavioral Intention; Creative
Achievements |
A Design Process for New Concept Development | | BIBAK | Full-Text | 545-553 | |
Ding-Bang Luh; Frank (Ming-Hung) Chen; Vincent (I-Hsun) Ku | |||
A rise in service industry has allowed the service provider to realize the
importance of service innovation. However, there are different sequences of
design method which can generate a different result. Service innovation
approaching from having the "least" complains within a service, may still
result in customers' dissatisfaction. This research developed a new service
design method approaching from satisfying the customers' "wish" instead of
complains. This design method can generate an innovative solution that can be
beyond customers' expectation, which create a higher impact on overall value
that the customer may perceive. This service design method will be named as
"wish-guided" service design method. It will transform the information gathered
from service process, from complains to wishes. By knowing customers' wishes,
the "value" of the design problem can be increased greatly. Keywords: wish; expectation; service innovation; design method; value |
How to Create a User Experience Story | | BIBAK | Full-Text | 554-563 | |
Ioanna Michailidou; Constantin von Saucken; Udo Lindemann | |||
Narratives are a tool used in many disciplines. In the area of User
Experience Design (UXD), in particular, a storytelling approach can be applied
during the whole design process to improve the quality of developed concepts
regarding user experience (UX). Furthermore stories support designers in
exploring and communicating their new concept ideas. However, the guidelines on
how to create a story are either too abstract or do not focus on the experience
elements of the interaction. This paper aims at systemizing the storytelling
approach in the context of UXD in a ten-step-methodology for story creation.
The proposed approach emphasizes on experience-related elements of interaction.
The UX story is written by and aims at designers with the scope to communicate
UX and reinforce it in product implementation. Further, the approach is
systemized in a ten-steps-description with additional form sheets in order to
support the application by designers from various backgrounds. In future
projects a systematic evaluation of the tools introduced would validate the
observed positive outcomes of applying storytelling in UX projects. Keywords: storytelling; narrative methods; DUXU processes; emotional design |
Prototyping with Experience Workshop | | BIBAK | Full-Text | 564-572 | |
Jussi Mikkonen; Yi-Ta Hsieh | |||
In order to investigate deformable user interfaces (DUIs) on mobile devices,
an experience workshop was developed to encounter the new interaction style.
The design of the workshop strives to bridge form factors and use cases with
genuine interaction, which was made possible through prototyping. Prior to the
workshop, an explorative experiment was designed to study the role of form in
DUI design. Based on the result, several shapes were 3D-printed for further
investigation in the workshop. During the workshop, experts in design and
engineering experienced a whole design process in which various prototypes were
built and the interaction was practiced. The participants were encouraged to
practice the imagined scenario with prototypes in real life setting. The result
of the workshop became valuable input for building a working prototype. Keywords: organic user interface; deformable user interface; prototyping;
participatory workshop |
Keeping User Centred Design (UCD) Alive and Well in Your Organisation: Taking an Agile Approach | | BIBAK | Full-Text | 573-582 | |
Colette Raison; Snezna Schmidt | |||
Using the analogy of user centred design (UCD) as a garden, we explore how
to establish, grow and cultivate it to maturity in an organisation. We consider
the importance of: having a clear and agreed intent and scope at the start;
understanding the environment and culture; planning for success; focusing on
the expected outcomes at each iteration; dealing with barriers and risks as
they occur; implementing quickly in a scalable manner (according to the Agile
methodology); conducting regular 'health checks'; reporting progress; and
celebrating achievements along the way. Keywords: Agile methods; Scrum; Usability; User Centred Design |
Design Thinking Methodology for the Design of Interactive Real-Time Applications | | BIBAK | Full-Text | 583-592 | |
Diego Sandino; Luis M. Matey; Gorka Vélez | |||
In recent years, many interactive real-time applications that simulate real
situations have appeared. As with every product, good design is an important
aspect in meeting the needs of the majority of users. Interactive real-time
applications are no exception; they too must fit users while at the same time
simulating reality, creating as perfect a mirror of the real world as possible.
Design Thinking establishes a methodology for the development of every project,
whether a product or a service, based on the conjunction of user needs, the
technologies available and the requirements of the entities that request the
project. We in the Design Area at Tecnun, the University of Navarra's School of
Engineering, asked ourselves how well Design Thinking would help in the design
of interactive real-time applications. Keywords: design thinking; interactive real-time applications; design process |
User Involvement in Idea Brainstorming of Design Process: Finding the Effective Strategy in Social Network Service | | BIBAK | Full-Text | 593-598 | |
Shu-Chuan Chiu; Kiyoshi Tomimatsu | |||
The growth of Social Network Service (SNS) has created a new potential in
marketing. The role of SNS has changed the common private and public aspects of
life. Many methods have been developed for engaging users in design process.
This paper reviews the process of service design development, the area of idea
brainstorming innovation though SNS. Specifically, it describes that User
Generated Design (UGD) methods for user involvement apply to the development of
idea brainstorming and the influence on imagination stimulation. The evolution
in design research from a UGD approach to involve users in social innovations
is changing the roles of the designer in idea brainstorming process. The
results show that the SNS assists the innovation process during the first
phases of the new service development process and helps develop innovation
ideas. Suggestions for further work are included that include aspects of SNS
tangibility, usage areas and UGD innovation. Keywords: Casual Data; Idea Brainstorming; User Generated Design; Social Network
Service; Service Design |
Understanding the UX Designer's Role within Agile Teams | | BIBAK | Full-Text | 599-609 | |
Tiago Silva da Silva; Milene Selbach Silveira; Claudia de O. Melo; Luiz Claudio Parzianello | |||
User-Centered Design spends a considerable effort on research and analysis
before development begins. On the other hand, Agile methods strive to deliver
small sets of software features to customers as fast as possible in short
iterations. Whereas the two methodologies have tensions regarding requirements
gathering and upfront design, they also share similarities. For instance, both
approaches are iterative and customer focused. However, there is little
guidance on how to integrate these two perspectives and a lack of understanding
with respect to the User Experience (UX) Designer's role in an agile
environment. Based on four ethnographically-informed studies in two large
companies, we aim at providing a better understanding of the integration of
Agile development and UX Design by describing the different roles that a UX
Designer plays within an Agile environment. Keywords: Agile; User Experience; Designer; Roles; Stages |
Designing for Resonance by Evocative Objects: An Experiential Interaction Design Method | | BIBAK | Full-Text | 610-619 | |
Chih-Sheng Su; Rung-Huei Liang | |||
This paper presents a design method that enriches the quality of
experiential interaction design. The purpose is to encourage designers to use
their own experiences to create. In this paper, we describe how to use an
evocative object as a starting point, bringing up a journey of memory,
behavior, family relationships, and self-identity, and then translate the
inspiration into core elements in an experiential interaction design. This
method has six key features: (1) The choice of a designer's own evocative
object, (2) The creation of narratives, (3) The creation of visual
representations, (4) The search and transformation of the key emotion, (5) The
creation of the physical interaction context, and (6) The public exhibition and
the final meaning-making process. We claim that this method can establish a
dialogue between the designer, the project, and the audiences. It can also
enhance the meaning and the quality of the experiential interaction design. Keywords: Resonance; Evocative Objects; Personal Experience; Dialogical Critique;
Interaction Design |
Usagame -- A New Methodology to Support User Centered Design of Touchscreen Applications | | BIBAK | Full-Text | 620-629 | |
Pedro Vinagre; Isabel L. Nunes | |||
Touchscreen mobile devices growth resulted in an explosion of the mobile
applications. Focusing on touch mobile game applications this study aims to
fulfill a research gap, creating appropriate usability guidelines for these
applications. Concerns about usability, touch technologies, mobile devices and
game testing, provided the background needs for this study. Initial game
application tests allowed for the creation and implementation of such proposed
usability guidelines into a support checklist (UsaGame), designed to help
applications developers. An evaluation test was performed with 20 users in
order to assess the validity of the proposed guidelines. Results from the test
of the two builds from the same game application allowed comparisons that led
to the assessment of the importance of some of the guidelines implemented into
the application. Results suggested a usability improvement on the game
application implemented with the guidelines. Furthermore results allowed
commenting on all proposed usability guidelines. Keywords: Usability Touch guidelines; Mobile Applications; Usability Checklist; Touch
Mobile Devices |
A Method for Teaching Affordance for User Experience Design in Interactive Media Design Education | | BIBAK | Full-Text | 630-638 | |
Asim Evren Yantaç | |||
Today we are living in a world where boundaries among spatial design, object
design and interactive media design (IMD) or human-computer interaction field
are disappearing. Technological advances widen the abilities of interactive
technologies day by day. We are on the verge of leaving the desktop metaphor
behind while more natural and real life like interaction with interactive
technologies is already on its way. As mentioned above, this is more about
spatially interacting with new interaction modes such as
gestures/touch/bio-feedback and new modes of showing content such as
seamless/screen-free interfaces projected onto the eye or on different types of
surfaces. These facts are highly related with the "user experience" subject. As
put forth by Norman (1995), user experience paradigm aims to shift the focus
from a more engineering approach to the emotions, behaviors of the human within
his surrounding while interacting with the information. Today's designers are
to design the user's whole experience, which means that traditional interaction
design education concentrating on the media and computer is not enough. With
this point of view, one of the aspects that is getting even more important now
is ergonomics, thus affordance. This paper is about a method we are using in
our interactive media design curriculum to study affordance and trigger the
creativity of interaction design students. Keywords: Interactive Media; Education; Affordance; User Experience; Curriculum;
Natural User Interfaces |