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1.
User needs are a fundamental element of design. If the design process does not properly reflect user needs, the design will be severely compromised. Therefore, it is worthwhile to investigate how the user is, and user needs are, understood in the design process. In this article, three accepted linear process models for web site and interactive media design are reviewed in terms of the designer and user participation. The article then proposes a user-evolving collaborative design process which is built on co-creation activities between designer and user. Co-creation activities across the entire design process structurally and ontologically reposition the users, and user needs, centrally, which allows the designers to holistically approach to the user needs through building a partnership with the users. Co-creation creates an equal evolving participatory process between user and designer towards sharing values and knowledge and creating new domains of collective creativity. 相似文献
2.
AbstractAutomotive 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. 相似文献
3.
This paper discusses Extreme Programming (XP), a relatively new and increasingly popular ‘user-centred’ software design approach.
Extreme Programming proposes that collaborative software development should be centred on the practices of programming. That
proposal contrasts strongly with more heavily instrumented, formalised and centrally managed software engineering methodologies.
The paper maps the interactions of an Extreme Programming team involved in building a commercial organisational knowledge
management system. Using ethnographic techniques, it analyses how this particular style of software development developed
in a given locality, and how it uniquely hybridised documents, conversations, software tools and office layout in that locality.
It examines some of the many artifices, devices, techniques and talk that come together as a complicated contemporary software
system is produced. It argues that XP's emphasis on programming as the core activity and governing metaphor can only be understood in relation to competing overtly formal software engineering
approaches and the organisational framing of software development. XP, it suggests, gains traction by re-embodying the habits
of programming as a collective practice.
This revised version was published online in August 2006 with corrections to the Cover Date. 相似文献
4.
We address design of computer support for work and its coordination at the Danish Broadcasting Corporation. We propose design solutions based upon participatory design techniques and ethnographically inspired analysis within a full scale design project. The project exemplifies an ambitious, yet realistic, design practice, that provides a sound basis for organisational decision making and for technical and organizational development and implementation. We focus on cooperative aspects within and among the editorial units, and between editorial units and the editorial board. We discuss technical and organisational aspects of the design, seen in light of recent CSCW concepts, including coordination and computational coordination mechanisms, technologies of accountability, and workflow from within and without. 相似文献
5.
This paper proposes a `bricolage' approach to designing systems forcooperative work. This involves users, participatory designers andethnographers in a continuing cycle of design and revised work practice,often in settings where resources are limited and short-term results arerequired. If exploits the flood to market of hardware, software and services.The approach is illustrated with results from a project with a practice oflandscape architects. Their work is analysed in terms of communities ofpractice and actor networks. These perspectives help to identify the`socilities' of people and technologies and of the relationships betweenthem. They help to distinguish different forms of cooperation with differingsupport needs, opportunities and vulnerabilities. They inform the designof technical support, the assessment of outcomes, and the design of furthersolutions, in a cycle of `situated experimentation'. 相似文献
6.
面对当前社会、文化背景发生巨大变化的事实,传统艺术需要找到新的媒介以适应这种改变。当前对侗族剪纸的保护形式在应用性与传播性上尚有欠缺,数字媒体的介入将对此现状产生部分改变。对侗族剪纸的再设计需要对其背景、情境等知识进行全面了解,这样的设计才是真实的、有根据的。所以我们强调使用参与式的方法进行研究与设计。文章将对湘黔桂侗族剪纸进行设计探索,落实于影像设计和交互设计两方面,试图从以下几个层面探索参与式设计的可能性以及具体的途径与方法:构建真正为设计可用的本土知识为主的学习型设计知识资源平台;用影像、交互等设计方式关注手工艺传人及他们的生活,真正向他们学习,并采用参与性设计方法,"共知共行"协同创新,将传统艺术以大众更可触及的方式重新融入人们的生活;为社会创新而设计,利用数字媒体的特点传播辐射,扩大社会影响力。 相似文献
7.
数字式信息传播在现代人类生活中发挥着越来越大的作用,网络、手机、互动电视等新兴媒体成为人们信息获取的重要来源,这些结合了视、听等多感官刺激的媒体不仅满足了人们在获取信息时的感官多样性、多层次需要,更预示着现代人类对互动的思维方式的渴望。这种渴求也使得是否互动成为当代广告成功的关键。如何将互动这个"动"的概念融合到"静"的平面广告中,成为平面广告研究的重要课题。 相似文献
8.
This study employs an interface design on a Tablet to facilitate in-depth reading for learners and allow them to apply better strategies and skills when reading; thereby cultivating their positive attitude towards reading and improving their willingness to use Tablets. Using human-centred design, we first investigated the Tablet functions within learner wants and needs based on their reading experiences, analysed each function and its correlation to reading satisfaction, and obtained a basis for evaluation. We next employed the 10 functions demonstrating the highest importance to complete a prototyping design. Finally, based on the technology acceptance model, we employed experimental methods to verify the prototype using the post-test-only control group design. The results of the study indicate that for perceived usefulness, perceived ease of use, reading and using attitudes, and behaviour intentions, the average scores for the improved Tablet were significantly higher ( p<0.05) than those for the original version. 相似文献
9.
This paper presents general and efficient methods for analysis and gradient based shape optimization of systems characterized as strongly coupled stationary fluid-structure interaction (FSI) problems. The incompressible fluid flow can be laminar or turbulent and is described using the Reynolds-averaged Navier-Stokes equations (RANS) together with the algebraic Baldwin–Lomax turbulence model. The structure may exhibit large displacements due to the interaction with the fluid domain, resulting in geometrically nonlinear structural behaviour and nonlinear interface coupling conditions. The problem is discretized using Galerkin and Streamline-Upwind/Petrov–Galerkin finite element methods, and the resulting nonlinear equations are solved using Newtons method. Due to the large displacements of the structure, an efficient update algorithm for the fluid mesh must be applied, leading to the use of an approximate Jacobian matrix in the solution routine. Expressions for Design Sensitivity Analysis (DSA) are derived using the direct differentiation approach, and the use of an inexact Jacobian matrix in the analysis leads to an iterative but very efficient scheme for DSA. The potential of gradient based shape optimization of fluid flow and FSI problems is illustrated by several examples. 相似文献
10.
Physiotherapy using intelligent robots is emerging as a new approach to recovery for many stroke patients. Although therapy robots have a strong potential in dealing with therapeutic and other medical applications, they have not been fully utilized in everyday therapy activities due to concerns over safety and the lack of friendly robot user/patient interaction models. From the viewpoint of software engineering, a user-centred design based on UML (Unified Modelling Language) has been known to be one of the best solutions to satisfy usability since the design process relies heavily on the analysis of users and their tasks to reach their goals. Therefore, a model-driven approach to interactive system design via UML for therapy robots is needed to make them usable in the real world. This paper proposes such approach and introduces a new graphical notation that describes user interface elements and the methods of connection with hardware/software objects. With the proposed abstract interaction models, prototyping interactive systems can be made faster and allows for their evaluation by users and system developers before implementation in order to improve usability from the perspectives of users and system developers. 相似文献
11.
Ergonomics has been a very important activity in the design process. However, ergonomics rarely includes the environmental requirements into the design of products. The article proposes and presents the Eco-Ergo model through its application to a real-world product, a washing machine, to allow designers and ergonomists to establish product design requirements in order to minimise environmental impacts related to user–product interaction during the use stage. This model uses a visual language of representation, Blueprinting-based, that helps designers explore problems they have not previously considered during the market research when a wide variety of products with different interaction elements is analysed. The application of this model allows direct efforts and attention on the user analysis phase in the most influential user’s actions on the environmental performance of energy-related products during use, establishing ergonomics requirements related to users behaviour at the initial design phase. Practitioner summary: This study provides a proposal to incorporate ergonomics into the practice of eco-design through the use of human factors in the establishment of initial eco-design requirements. This blueprint-based model combines an empirical and theoretical approach, based on the product test developed by designers, ergonomists and environmentalists. Abbreviations: CO2: carbon dioxide; DBIM: design behaviour intervention model; DfSB: design for sustainable behaviour; DwI Method: design with intent method; LCA: life cycle assessment; LCD: liquid cristal display; MJ: megajoule; MTM: methods-time measurement; PSS: product-service system; RPM: revolutions per minute 相似文献
12.
The purpose of the present study was to generate both culture-specific and universal design and operational guidelines for smart homes. Questionnaire surveys were performed in the USA and South Korea to collect data on preferences for various aspects of the design and operation of smart homes. The factors that the survey participants considered most important were derived through factor analyses of the survey data and the responses of Americans and Koreans were compared to generate culture-specific guidelines. The five factors derived were: 1) environmental connection and control; 2) smart devices (appliances) and their control; 3) physical safety and security concerns; 4) comfort and relaxation issues; 5) control restriction issues. The two cultures showed different preference structures with statistical significance for all five factors. Prediction capability of the derived factors was also examined through multiple regressions for buying intention, interest, self-vision of living, moving intention, living satisfaction and perceived time and effort savings. ‘Environmental connection and control’ and ‘smart devices (appliances) and their control’ seemed to be the most influential factors for Americans and Koreans, respectively. Statement of Relevance:Analysis of a survey of design and operational preferences for smart homes yielded five factors on which US and South Korean respondents differed. These factors form the basis for culture-specific guidelines, which, along with universal guidelines, should be followed in design of user-centred smart homes. 相似文献
13.
The use of Information Communication Technology is growing in the maritime industry as more systems become monitored remotely and new technologies are introduced to aid environmental awareness and increase safety. An exploratory survey was conducted as part of the EU project ‘FLAGSHIP’ to assess how seafarers perceive the current state of technology onboard ship and to identify areas of resistance to advancements in this area. Only 5.8% of the sample of British officers (overall n = 805) reported feeling resistant to new technology either ‘quite a lot’ or ‘a great deal’ at a general level compared to 82.8% when asked about the specific issue of training. Logistic regression analysis revealed older seafarers and those with low computer literacy to show greater resistance to new technology. Resistance was also higher on vessels with smaller crews, although a confound with vessel type is likely. Technology training for seafarers should be improved but not as a means of compensating for equipment developed without reference to user-centred design principles. Around 90% of all goods are transported by ship yet ergonomic research into the onboard environment is extremely limited. New technology is being introduced to substitute for the human element but little has been done to investigate how work processes have adapted. Seafarers' perceptions of new technology are examined here. 相似文献
14.
With the steady fall of prices and margins of computer hardware, back in the 1980s, many hardware manufacturers have tried to diversify their range of offerings. Bull Information Systems has chosen to change its major business direction to become a systems integrator and solution supplier. It has been a real challenge and a big success for Bull to succeed in changing its business direction from being a hardware/software mannfacturer to becoming a leading systems integration (SI) company. For a business to be successful in making such a change it needs to work more efficiently and to react faster, while preserving its stability. Although there are many ways for achieving such change, the experience highlighted in this paper describes how a process focus played a critical part in realizing such change. Creating a systems integration business process and a process-focused organization have been critical factors in achieving the change of business direction. A process focus has an impact on the organizational structure; management practices; employees' skills and training; and on measurements of business performance. This paper describes the experiences at Bull Information systems in creating a systems integration business process-focused organization and it outlines the mechanms which are in place to ensure ownership and improvement of the process. It summarizes the main lessons earnt as a result of creating systems integration business processes. 相似文献
15.
There is growing interest in the development of ambient assisted living services to increase the quality of life of the increasing proportion of the older population. We report on the Night Optimised Care Technology for UseRs Needing Assisted Lifestyles project, which provides specialised night time support to people at early stages of dementia. This article explains the technical infrastructure, the intelligent software behind the decision-making driving the system, the software development process followed, the interfaces used to interact with the user, and the findings and lessons of our user-centred approach. 相似文献
16.
This thesis investigates how Intranet-based knowledge management tools are used for various strategies in medium-sized software consultancy companies. It consists of three main parts: A survey of empirical work on knowledge management in software engineering, a multicase study of four medium-sized companies, and finally a thorough study on tool usage in two companies. 相似文献
17.
ABSTRACTWe present the methodology and results of participatory design of a robot for presenting an epileptic seizure and a scenario of the educational workshop using this robot. Children with epilepsy encounter stigma and stereotypes and may receive inadequate aid when having an epileptic seizure. The goal of the larger project was to use the prototype device in a series of workshops for improving teachers' actions during an epileptic seizure and their attitudes towards epileptic students. In this paper, we show how various design goals for an educational robot were accomplished to fit the needs of all identified stakeholders, particularly people with epilepsy.We used a co-design (participatory design) approach through a series of meetings participated by members of the association Polish Association for People Suffering from Epilepsy, students and faculty members of the biomedical engineering and robotics departments, teachers, psychologists and medical specialists (epileptologist, neurologist).These meetings created an opportunity for a better understanding of the (functional and nonfunctional) requirements and resulting tradeoffs and led the participants to find appropriate solutions. Participation of people with epilepsy in the design process allowed them to deal with the potentially stereotyped representation of themselves. The prototype robot, therefore, combined goals of various stakeholders, such as an accurate presentation of an epileptic seizure, lightweight, ease of use and control, while preserving the dignity of people with epilepsy.As a result of the co-designing process, an inexpensive robot was created and used in a series of 10 pilot workshops with 217 participants, mainly teachers of primary and middle schools. Teachers improved their understanding of epilepsy and suggested further improvements to the system. 相似文献
18.
This article discusses the integration of work practice and system design. By scrutinising the unfolding discourse of workshop participants the co-construction of work practice issues as relevant design considerations is described. Through a mutual exploration of ethnography and participatory design the contributing constituents to the co-construction process are identified and put forward as elements in the integration of `systemic analysis' and `appreciative intervention'. The systemic analysis proposes collaboratively grounding the emergent understandings on an inductive and iterative analysis of actual technologically mediated work practice. The appreciative intervention, in turn, calls for envisioning images of future system and context through a recognition of presence and change intertwined in the existing ways of working. The identified elements are joined into three dimensions of interplay, namely the analytic distance, the horizon of work practice transformations and the situated generalisations, which reformulate new conceptualisations of what the integration of work practice and participatory system design is all about. It is suggested that these dimensions together with practitioner participation call into question some of the taken-for-granted assumptions and commonly forwarded intractable disciplinary dichotomies and contribute more generally to bridging work practice and participatory design. 相似文献
19.
We report an investigation of how older adults engage in social activities and community events in support of their mental, physical, and emotional health. We focus on personal and collaborative agency in a community context, and construe health as an outcome that is coproduced by a person and other engaged community members. Using qualitative methods, we investigated the coproduction of health among members of retirement communities and people who are ageing in place. We found that our participants, irrespective of living arrangements, engaged in a diverse range of coproduction activities, including physical, socialising, service, discussion, and interest-based activities. We also identified desired but less-supported coproduction opportunities, such as opportunistic activities and the need to better appropriate social resources to enable coproductions. We draw from these findings to consider design implications of technological support for facilitating older adults to coproduce. 相似文献
20.
随着管理信息系统的广泛使用,其人机交互的问题日渐突出。试图将交互设计的理念引入到管理信息系统的设计和开发中去。从交互设计的概念入手,明确设计目标,并结合管理信息系统的本质,阐明了进行管理信息系统交互设计的意义。同时结合现行的管理信息系统的分析设计现状,提出了基于流程的交互设计的方法(Process based Interaction Design)。流程设计是管理信息系统的核心部分,将交互设计和流程设计结合起来,能使系统获得更好的交互性。 相似文献
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