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1.
Designing for older people requires the consideration of a range of design problems, which may be related to difficult and sometimes highly personal matters. Issues such as fear, loneliness, dependency, and physical decline may be hard to observe or discuss in interviews. Pastiche scenarios and pastiche personae are techniques that employ characters to create a space for the discussion of new technological developments and user experience. This paper argues that the use of fictional characters can help to overcome restrictive notions of older people by disrupting designers’ prior assumptions. In this paper, we reflect on our experiences using pastiche techniques in two separate technology design projects that sought to address the needs of older people. In the first pastiche scenarios were developed by the designers of the system and used as discussion documents with users. In the second pastiche personae were used by groups of users themselves to generate scenarios which were scribed for later use by the design team. We explore how the use of fictional characters and settings can generate new ideas and undercut the potential in scenarios, for weak characterisation of “the user” to permit scenario writers to fit characters to technology rather than vice versa. To assist in future development of pastiche techniques in designing for older people, we provide an array of fictional older characters drawn from literary and popular culture.  相似文献   

2.
The design of the user interface of a digital welding machine based on a user centred design process is described in this paper. Due to the iterative design process and the involvement of end users, interaction techniques have been designed which are optimised for the mental work model of the target user groups.  相似文献   

3.

The design of the user interface of a digital welding machine based on a user centred design process is described in this paper. Due to the iterative design process and the involvement of end users, interaction techniques have been designed which are optimised for the mental work model of the target user groups.  相似文献   

4.
This article describes the user-centred development of play scenarios for robot assisted play, as part of the multidisciplinary IROMEC1 project that develops a novel robotic toy for children with special needs. The project investigates how robotic toys can become social mediators, encouraging children with special needs to discover a range of play styles, from solitary to collaborative play (with peers, carers/teachers, parents, etc.). This article explains the developmental process of constructing relevant play scenarios for children with different special needs. Results are presented from consultation with panel of experts (therapists, teachers, parents) who advised on the play needs for the various target user groups and who helped investigate how robotic toys could be used as a play tool to assist in the children’s development. Examples from experimental investigations are provided which have informed the development of scenarios throughout the design process. We conclude by pointing out the potential benefit of this work to a variety of research projects and applications involving human–robot interactions.  相似文献   

5.
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   

6.
Since the third wave in human–computer interaction (HCI), research on user experience (UX) has gained momentum within the HCI community. The focus has shifted from systematic usability requirements and measures towards guidance on designing for experiences. This is a big change, since design has traditionally not played a large role in HCI research. Yet, the literature addressing this shift in focus is very limited. We believe that the field of UX research can learn from a field where design and experiential aspects have always been important: design research. In this article, we discuss why design is needed in UX research and how research that includes design as a part of research can support and advance UX design practice. We do this by investigating types of design-inclusive UX research and by learning from real-life cases of UX-related design research. We report the results of an interview study with 41 researchers in three academic research units where design research meets UX research. Based on our interview findings, and building on existing literature, we describe the different roles design can play in research projects. We also report how design research results can inform designing for experience methodologically or by providing new knowledge on UX. The results are presented in a structured palette that can help UX researchers reflect and focus more on design in their research projects, thereby tackling experience design challenges in their own research.  相似文献   

7.
This paper describes the job design research of the Human Centred Office Systems Project (funded by the SERC/ESRC), which is working with a local government department. The originality of the research involves the application of human centred ideas, which have until recently only been used to address the situation of male skilled workers, eitherin British engineering or Scandinavian contexts. Our approach adapts these ideas in relation to the design of women clerical workers' jobs. Feminist perspectives on women in work are also drawn upon. This approach represents a break with other research on job design within computerization, most of which has been informed by socio-technical theory and human-computer interaction. We draw upon new case-study research involving design groups who have tackled job design using a bottom-up approach. The study involves women clerical workers, both defining their particular skills and how they would wish a new computer system to complement and enhance them. The methods used were qualitative and involved: women clerical workers, senior management and trade unionists. Our conclusions concentrate on the opportunities provided by the use of human centred perspectives for tackling job design, with particular reference to office systems and women clerical workers.  相似文献   

8.
In Next Generation Networks, Kerberos is becoming a key component to support authentication and key distribution for Internet application services. However, for this purpose, Kerberos needs to rectify certain deficiencies, especially in the area of privacy, which allow an eavesdropper to obtain information of the services users are accessing. This paper presents a comprehensive privacy framework that guarantees user anonymity, service access unlinkability and message exchange unlinkability in Kerberos both in single-domain and multi-domain scenarios. This proposal is based on different extensibility mechanisms already defined for Kerberos, which facilitate its adoption in already deployed systems. Apart from evaluating our proposal in terms of performance to prove its lightweight nature, we demonstrate its capability to work in perfect harmony with a widely used anonymous communication system like Tor.  相似文献   

9.
Traditional approaches to natural language dialogue interface design have adopted ordinary human-human conversation as the model for online human-computer interaction. The attempt to deal with all the subtleties of natural dialogues, such as topic focus, coherence, ellipsis, pronominal reference, etc. has resulted in prototype systems that are enormously complex and computationally expensive.

In a series of experiments, we explored ways of minimizing the processing burden of a dialogue system by channeling user input towards a more tractable, though still natural, form of Englishlanguage questions. Through linking a pair of terminals, we presented subjects with two different dialogue styles as a framework for online help in the domain of word-processing. The first dialogue style involved ordinary conversational format. The second style involved a simulation of an automated dialogue system, including apparent processing restrictions and ‘system process messages’ to inform the subject of the steps taken by the system during query analysis. In both cases human tutors played the role of the help system. After each dialogue session, subjects were interviewed to determine their assessments of the naturalness and usability of the dialogue interface.

We found that user input became more tractable to parsing and query analysis as the dialogue style became more formalized, yet the subjective assessment of naturalness and usability remained fairly constant. This suggests that techniques for channeling user input in a dialogue system may be effectively employed to reduce processing demands without compromising the benefits of a natural language interface. Theoretically, this data lends support to the hypothesis that unrestricted human-human conversation is not the most appropriate model for the design of human-computer dialogue interfaces.  相似文献   


10.
It is a well-known fact that users vary in their preferences and needs. Therefore, it is very crucial to provide the customisation or personalisation for users in certain usage conditions that are more associated with their preferences. With the current limitation in adopting perceptual processing into user interface personalisation, we introduced the possibility of inferring interface design preferences from the user’s eye-movement behaviour. We firstly captured the user’s preferences of graphic design elements using an eye-tracker. Then we diagnosed these preferences towards the region of interests to build a prediction model for interface customisation. The prediction models from eye-movement behaviour showed a high potential for predicting users’ preferences of interface design based on the paralleled relation between their fixation and saccadic movement. This mechanism provides a novel way of user interface design customisation and opens the door for new research in the areas of human–computer interaction and decision-making.  相似文献   

11.
《Ergonomics》2012,55(10):1319-1335
Abstract

The socio-technical systems approach to design is well documented. Recognising the benefits of this approach, organisations are increasingly trying to work with systems, rather than their component parts. However, few tools attempt to analyse the complexity inherent in such systems, in ways that generate useful, practical outputs. In this paper, we outline the ‘System Scenarios Tool’ (SST), which is a novel, applied methodology that can be used by designers, end-users, consultants or researchers to help design or re-design work systems. The paper introduces the SST using examples of its application, and describes the potential benefits of its use, before reflecting on its limitations. Finally, we discuss potential opportunities for the tool, and describe sets of circumstances in which it might be used.

Practitioner Summary: The paper presents a novel, applied methodological tool, named the ‘Systems Scenarios Tool’. We believe this tool can be used as a point of reference by designers, end-users, consultants or researchers, to help design or re-design work systems. Included in the paper are two worked examples, demonstrating the tool’s application.  相似文献   

12.
13.
针对企业内部处于随时来也可以随时走(coming on-the-fly)的动态环境中的私有云用户资源分配问题,首先构建了一个在线私有云拍卖框架,支持能够随来随走的不同用户的工作任务要求;其次提出了一个能保证参与用户能够报真实类型的在线机制,理论分析证明了该机制的占优策略激励兼容性质(DSIC),计算了该机制的竞争比;最后通过实验仿真表明了本机制的有效性。  相似文献   

14.
The success rate of enterprise resource planning (ERP) implementation is less than 49% around the world owing to its complex nature. The key focus of information system (IS) researchers has been to explore the ways to reduce threats to ERP implementation posed especially by user resistance. Although the reasons for user resistance have already been dealt with in previous studies, our understanding of how users assess a new ERP system in the pre-implementation phase and what prompts their decision to resist it is far from complete. In particular, an explanation for user resistance or end-user grumbling from the perspectives of status quo bias and technostress was found to be missing. In order to fill this gap in research, the model proposed in the present study integrates status quo and technostress, thus throwing light on the end-user grumbling behaviour that precedes the implementation of a new ERP system. Data was collected via a survey questionnaire distributed to 221 respondents from five different manufacturing industries in Bangladesh which are currently in the process of installing the popular SAP ERP system. Results of this tested model indicate a significant impact of the constructs of status quo bias and technostress on end-user grumbling. Additionally, end user grumbling has positive significant impact on symbolic adoption. Moreover, the paper discusses common method bias and the limitations of the study, while providing an outlook for future research.  相似文献   

15.
This paper reports on an innovative human–machine interaction methodology adopted to assess the case, role and requirements for a new ground collision awareness technology. Specifically, this paper reports on the analysis of ground collision incident data and the subsequent advancement of user scenarios and bow-ties based on this data analysis, for the purpose of generating preliminary user and design requirements for this technology. In so doing, the requirements elicitation and validation methods used in this research are framed from an epistemological perspective. Accordingly, the particular methods adopted are presented and discussed in terms of concepts of evidence, bearing witness and the distinction between facts and values. As such, this paper promotes thinking about evidence-based design practices. Overall, this evidence-based approach aims to improve the development of scenarios and associated problem solving around technology cases, user requirements and user interface design features. The proposed method is useful in terms of bridging the gap from data analysis to design, and validating design decisions. In this regard, it is argued that the generation of user scenarios based on the analysis of incident data (i.e. data coding and statistical analysis), and the reframing of such scenarios in terms of bow-ties for the purpose of requirements/design envisionment, extends existing scenario-based design approaches. Although the use of bow-ties is not new, the advancement of bow-ties from data-driven scenarios is. Specifically, the bow-tie method was applied in a design context, to support problem solving around design decisions, as opposed to formal risk analysis.  相似文献   

16.
Formal models for user interface design artefacts   总被引:1,自引:1,他引:0  
There are many different ways of building software applications and of tackling the problems of understanding the system to be built, designing that system and finally implementing the design. One approach is to use formal methods, which we can generalise as meaning we follow a process which uses some formal language to specify the behaviour of the intended system, techniques such as theorem proving or model-checking to ensure the specification is valid (i.e., meets the requirements and has been shown, perhaps by proof or other means of inspection, to have the properties the client requires of it) and a refinement process to transform the specification into an implementation. Conversely, the approach we take may be less structured and rely on informal techniques. The design stage may involve jotting down ideas on paper, brainstorming with users etc. We may use prototyping to transform these ideas into working software and get users to test the implementation to find problems. Formal methods have been shown to be beneficial in describing the functionality of systems, what we may call application logic, and underlying system behaviour. Informal techniques, however, have also been shown to be useful in the design of the user interface to systems. Given that both styles of development are beneficial to different parts of the system we would like to be able to use both approaches in one integrated software development process. Their differences, however, make this a challenging objective. In this paper we describe models and techniques which allow us to incorporate informal design artefacts into a formal software development process.  相似文献   

17.
Gregor v. Bochmann   《Knowledge》2004,17(7-8):303-310
Component-based software architecture is very important for current software engineering practice because (a) it is the basis for re-use of software at the component level, and (b) in distributed systems, the physical distribution of an application over separate computers represents a decomposition of the application. Typical e-commerce applications consist of various components sometimes belonging to different organizations, and presenting different user interfaces to various categories of users. We review in this paper the current trend in standards for inter-component communication in distributed systems, including various forms of remote procedure calls (RPC) and message passing, and paradigms for describing and implementing user interfaces in the Web environment. We discuss whether the user interface can also be described, at an abstract level, by RPC primitives. In the second part of the paper, we discuss the importance of indicating which party is responsible for making certain decisions for selecting control flow alternatives and certain parameter values. This leads to some guidelines for describing system behavior scenarios at the requirements level. We also discuss how this approach can be integrated with screen-oriented behavior definitions.  相似文献   

18.
针对多设备用户界面的多平台性和交互性,提出了一种基于模型的界面设计方法。该方法强调界面数据结构的行为表达及其间的交互关系,支持不同平台上的界面自动生成,提高了界面设计的抽象层次。  相似文献   

19.
Universal Access in the Information Society - Most smartphones currently in the market have complicated user interfaces (UIs) that elderly users find difficult to use. Such difficulties often lead...  相似文献   

20.
The paper describes the experience in developing and supporting the user interface of RFX, one of the large nuclear fusion experiments of the co-ordinated nuclear fusion experiment programme of the European Community. The aim of this work is to present the problems and some possible solutions when developing user interfaces in a scientific environment, especially in large physics experiments. An overview of the current state of interface technology in such an environment is first provided. The control and data acquisition system of the RFX experiment is then introduced and its user interface described in greater detail. Finally, our experience both in maintaining the system interface and in training its users is described.  相似文献   

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