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1.
    
Based on an extensive literature analysis, this paper examines user‐centredness in the context of systems development as a multidimensional concept composed of four aspects: user focus, work‐centredness, user involvement and system personalization. Each dimension loads user‐centredness with different meanings. The four dimensions can be used for evaluating systems development methods and approaches as to what extent and in what sense they adhere to the ideals of user‐centredness. To illustrate this, the dimensions are applied to the analysis of four allegedly user‐centred systems development methods: Goal Directed Interaction Design, Contextual Design, Scenario‐Based Design and Human‐Centred Systems Development Life Cycle. The analysis shows considerable variation in how these methods address the four dimensions of user‐centredness.  相似文献   

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Social online learning environments provide new recommendation opportunities to meet users' needs. However, current educational recommender systems do not usually take advantage of these opportunities. To progress on this issue, we have proposed a knowledge engineering approach based on human–computer interaction (i.e. user‐centred design as defined by the standard ISO 9241‐210:2010) and artificial intelligence techniques (i.e. data mining) that involve educators in the process of eliciting educational oriented recommendations. To date, this approach differs from most recommenders in education in focusing on identifying relevant actions to be recommended on e‐learning services from a user‐centric perspective, thus widening the range of recommendation types. This approach has been used to identify 32 recommendations that consider several types of actions, which focus on promoting active participation of learners and on strengthening the sharing of experiences among peers through the usage of the social services provided by the learning environment. The paper describes where data mining techniques have been applied to complement the user‐centred design methods to produce social oriented recommendations in online learning environments.  相似文献   

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Learning letters is an important area of language learning, conducive to the beginning of reading and writing. Indeed, today's generation prefers to learn through digital games rather than through formal teaching processes. Inspired by this need, the researcher designed this study (a) to test the effectiveness of an instructional digital game, “Kes Sesi,” designed to teach letter recognition skills and (b) to briefly present its instructional development process, which was based on the ADDIE model. This was a quasi‐experimental study with two treatment groups and a control group involving 87 kindergarteners. Treatment groups played the game for 12–6 weeks for learning, 6 weeks for practice. The control group continued with its regular class activities. One treatment group played the game based on predefined sound categorization, the other without any categorization. A test on children's sound recognition abilities was administered three times as a pretest, a midtest, and a posttest. The treatment groups performed significantly better than the control group. The game enhanced the kindergarteners' ability to practice uncategorized content while it enhanced their ability to learn categorized content. The results are promising in that Kes Sesi can be useful in self‐supported learning contexts with little adult input and with minimum outside interference.  相似文献   

4.
One way to ensure good user experience of IT systems is to conduct user centred evaluation, aimed to provide feedback to IT professionals on their IT systems from the user perspective. The objective of this paper is to explore a conceptual framework, named RAMES that supports evaluators when planning, comparing and documenting user centred evaluations in a structured way. The framework structures the elements of an evaluation into five categories: Roles, Activities, Materials, Environments, and System. The framework was developed based on a theoretical analysis. Two explorative studies with 92 participants in total show that two thirds of the participants found it easy or rather easy to use the framework, and 33% find it likely that they would use the framework again. The conclusion of the studies is that frameworks such as RAMES enhance the implementation of user centred evaluations.  相似文献   

5.
游戏型课件是故事、艺术、音乐、声音效果、动画及程序设计技术的有机结合体,它以一种动态的、具有很强交互性的娱乐形式为载体,最终为学习者提供有趣的学习资源。本设计以寓教于乐的设计思想为知道,设计开发了一个基于网络的游戏型课件。  相似文献   

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Academic libraries gain information about their users in many ways. Long a standard practice in the technology industry, studies in the form of usability tests and other user-centered methods seek to determine if software products meet end user needs. Libraries have availed themselves of user-centered techniques borrowed from technology to test webpage interfaces and other library technologies. This article aims to describe the technology foundations of user-centered techniques and their evolution in libraries. Snapshots of position postings, user experience departments, comparisons of methods, library-centric thinking, and service design efforts illustrate libraries’ status in addressing user experience for their patrons.  相似文献   

8.
A user-centred design approach involves end-users from the very beginning. Considering users at the early stages compels designers to think in terms of utility and usability and helps develop a system based on what is actually needed. This paper discusses the case of HyperAudio, a context-sensitive adaptive and mobile museum guide developed in the late 1990s. User requirements were collected via a survey to understand visitors’ profiles and visit styles in natural science museums. The knowledge acquired supported the specification of system requirements, helping define the user model, data structure and adaptive behaviour of the system. User requirements guided the design decisions on what could be implemented by using simple adaptable triggers, and what instead needed more sophisticated adaptive techniques. This is a fundamental choice when all the computation must be done on a PDA. Graphical and interactive environments for developing and testing complex adaptive systems are discussed as a further step in an iterative design process that considers the user interaction to be the central point. This paper discusses how such an environment allows designers and developers to experiment with different system behaviours and to widely test it under realistic conditions by simulating the actual context evolving over time. The understanding gained in HyperAudio is then considered from the perspective of later developments: our findings still appers to be valid despite the time that had passed. Daniela Petrelli: The work discussed in this paper was carried out when the author was at ITC-irst in Italy.  相似文献   

9.
在体验经济的时代环境下,探析客户端游戏产品设计中所运用的用户体验设计策略,为今后的传统产品设计寻求新的设计视角。采用文献研究和案例分析法,以用户体验设计发展为基础,以产品设计、用户体验设计、交互设计、设计心理学及感性工学中的方法理论为依托,借助客户端游戏产品为研究对象,对其蕴含的用户体验设计策略进行研究。给出一种用户体验的量化评价模型,并提出了能够提升客户端游戏产品用户体验的设计策略,在此基础上为传统产品的创新设计提供新的启示和指导。  相似文献   

10.
教育游戏是指将学习因素和电脑游戏因素有机结合在一起的交互式活动系统,它融知识性和娱乐性于一体,真正实现寓教于乐。教育游戏建立在建构主义、沉浸理论和多元智能等理论基础之上,文章对教育游戏开发应当遵循的原则也进行了详细探讨。  相似文献   

11.
    
The article reports and discusses a long‐term qualitative study of forty 8–10‐year‐old students who regularly played a math game during math lessons for 9 weeks. The goal was to explore the relations between (i) some of the pedagogical principles that underlie the game and (ii) the playing practice in terms of what actually takes place when students play the math game during regular math lessons. The article discusses indications of matches and mismatches between pedagogical principles and playing practice as they appear in analyses of observations and video recordings. The result highlights the difficulty of predicting areas in which possible mismatches appear between the intentions of the pedagogues and designers of educational technology and the actual use of the technology by the students. This also applies to educational materials that have already been pilot tested and used on a smaller scale. We emphasize the need to observe actual use for extensive periods of time, i.e. to go beyond short‐time user testing.  相似文献   

12.
Bringing ubiquitous computing applications to home environments is a great challenge. In our research we investigate how applications can be conceived, designed and implemented in such a way that they fit into people’s lives. We describe our experiments on how methods of user centred design and participatory design can be appropriated to elicit users’ requirements and design ideas for ubiquitous computing applications for the home. In particular we report on a study on information presentation using display appliances. In a participatory design process enhanced with technology probes, we individually discussed potential solutions for specific homes with 14 people. Each of the resulting solutions is tailored to suit a single person. For each of these individual solutions we specified prototypes that would accommodate the user’s needs but are generic in its applicability at the same time. Based on this we derived a first set of guidelines for the design of display appliances in the home environment.  相似文献   

13.
In this paper we address an open key issue during the development of web-based educational systems. In particular, we provide an educational-oriented approach for building personalised e-learning environments that focuses on putting the learners' needs in the centre of the development process. Our approach proposes user centred design methodologies involving interdisciplinary teams of software developers and domain experts. It is illustrated in an adaptive e-learning system, where a MOOC (Massive Open Online Course) was taken by nearly 400 learners. In particular, we report where user centred design methods can be applied along the e-learning life cycle to designing and evaluating personalisation support through recommendations in learning management systems.  相似文献   

14.
教育游戏作为教育信息化的一个新元素,越来越受到人们的关注。该文对教育游戏产生的背景及教育游戏的基本概念(定义、特点、类型等)进行了阐述,还探讨了教育游戏的作用、定位及其应用方式。  相似文献   

15.
    
This paper provides a rationale for a class of mobile, casual, and educational games, which we call UbiqGames. The study is motivated by the desire to understand how students use educational games in light of additional distractions on their devices, and how game design can make those games appealing, educationally useful, and practical. In particular, we explain the choices made to build an engaging and educational first example of this line of games, namely Weatherlings. Further, we report results from a pilot study with 20 students that suggest that students are engaged by the game and are interested in learning more about academic content topics, specifically weather and climate, after playing the game. Research should continue to determine whether Weatherlings specifically does increase learning in these areas, and more generally to determine whether any learning gains and similar results with regard to engagement can be replicated in other content areas following the general model for game design.  相似文献   

16.
This paper describes a generic concept of how to combine the experience of user centred design (UCD) in the field of Human Computer Interaction (HCI) with the traditional approach of participatory design (PD) in an architectural design process. Even if some basic requirements of this generic method are not available yet, this paper will also describe an approach, which enables planners even now to involve end users by using virtual environments (VE) as immersive and spatial prototype. It will be described and illustrated by the way of example using the building project Centre of Virtual Engineering of the Fraunhofer Institute for Industrial Engineering (IAO) in Stuttgart. It demonstrates that the transfer of the UCD approach to architectural planning combined with the provision of an adequate prototype can make a significant contribution towards an increase in quality and performance in building and construction projects.  相似文献   

17.
游戏是一门新生的艺术,具有独立的美学范式和艺术结构。游戏交互设计的优劣,直接影响着玩家的游戏体验和感性判断。本文围绕游戏的交互设计展开论述,分别从游戏的交互模式和操作方式两方面进行分析,提出游戏的交互设计应该充分注重游戏性的表达,致力于实现游戏界面的无缝性、操作的自然性和可用性,以最终体现游戏特有的动作乐趣、沉浸乐趣和自由乐趣。  相似文献   

18.
随着我国网络游戏市场的不断发展,教育网络游戏也初步发展,如何将教育和网络游戏有效的结合一直是个争论的话题。通过对我国教育网络游戏的思考,教育网络游戏必须以当代教育思想为指导、网络游戏为基础、符合我国现在的教育现状的一款具有教育功能的网络游戏。  相似文献   

19.
    
We present crowd‐optimized design of environments (CODE ): a “crowd‐aware” computational tool for designing environments (e.g., building floor plans). Our system analyses the impact of newly added environment elements (e.g., pillars or doorways) on the resulting crowd flow, using current‐generation crowd simulators. The results of the simulation are used to provide feedback to the designer in terms of aggregate statistics and heat maps. Additionally, our system is able to “automatically” optimize the placement of environment elements to maximize crowd flow in egress scenarios, while satisfying constraints that are imposed by the designer. Using CODE , architects and environment designers can iteratively refine upon their original design to quickly accommodate the dynamic properties of crowd simulations in an interactive fashion. CODE is modular and flexible so that designers may build environments, select from different crowd simulators, and specify varying crowd configurations.  相似文献   

20.
Massively Multi-player Online Role-playing Games (MMORPGs) have become a popular leisure activity. It has been suggested that the reason for their popularity is that they offer a new ‘third-place’ for people to socialise. However, designing for sociability in these games has been shown to be a challenge. In this article, we discuss the results of an online survey that was directed towards game design researchers and professionals. We then present a subsequent discussion on the results of the survey at a Special Interest Group (SIG) held at CHI 2011. Through analysis of the findings of the survey and the discussion, we propose six requirements that facilitate the design of MMORPGs: In-game Communication, Off-game Communication, Empathy, Grouping and Rewards, World Design, and Designed Relationships. We state that it is not necessary to add all the proposed requirements in the design of such games, but we also caution that a game that does not include any of the requirements presented here cannot belong to this genre. We discuss limitations of this work, and offer future research directions that result from this work.  相似文献   

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