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Comparing inductive and deductive methodologies for design patterns identification and articulation
Design patterns offer a valuable format to communicate knowledge of successful design solutions to recurring problems. However, there is a lack of research into design patterns that differentiate the applicability of the proposed design solutions across different nations. This paper discusses inductive and deductive methodologies for analyzing qualitative data in order to identify and articulate design patterns for cross-cultural computer-supported collaborative design learning. It proposes a methodology how patterns for facilitating intercultural design education can be identified and articulated. Within this research, an inductive, deductive and comparative methodology for identifying and articulating design patterns was developed. Therein, eleven patterns for intercultural computer-supported collaboration were identified and written. This paper introduces the proposed methodology taking the design pattern âMOOD OF THE MOMENTâ for example
Design as conversation with digital materials
This paper explores Donald Schön's concept of design as a conversation with materials, in the context of designing digital systems. It proposes material utterance as a central event in designing. A material utterance is a situated communication act that depends on the particularities of speaker, audience, material and genre.
The paper argues that, if digital designing differs from other forms of designing, then accounts for such differences must be sought by understanding the material properties of digital systems and the genres of practice that surround their use. Perspectives from human-computer interaction (HCI) and the psychology of programming are used to examine how such an understanding might be constructed.</p
Referencial para a caracterização de websites de hotéis de acordo com as necessidades dos consumidores
Online presence is essential for tourism organisations, and the quality of websites can influence customers. In the case of hotels, there are many studies to evaluate website performance based on functionality, usability and other factors, much less on the amount of different information available to the consumer. In the near future by using Big Data it is expected that hotel websites will be dynamic, they will adapt themselves on-the-fly, showing personalized information to each consumer. Different consumers will have different websites (information? available) from the same hotel. This paper presents a framework for the characterisation of hotel websites, focusing on the amount of information available to the consumer in each website, which was applied in a case study during the last months of 2013 to the websites of five-star hotels that operate in the tourist region of the Algarve, Portugal. The framework allowed to identify a set of exhaustive indicators for hotel website characterisation, which were then grouped into ten fundamental information dimensions. These dimensions further fell into four dimension groups. Finally, it is presented and discussed quantitative and qualitative evaluations, that illustrates which indicators and dimensions are more often considered on hotel websites to satisfy the consumer?s information needs
E-democracy and values in information systems design
In this paper I demonstrate the utility of a Values in Design (VID) perspective for the assessment, the design and development of e-democracy tools. In the first part, I give some background information on Values in Design and Value-Sensitive Design and their relevance in the context of e-democracy. In part 2, I analyze three different e-democracy tools from a VID-perspective. The paper ends with some conclusions concerning the merits of VID for e-democracy as well as some considerations concerning the dual tasks of philosophers in assessing and promoting value-sensitive technology design
Mastering the requirements analysis for communication-intensive websites
Web application development still needs to employ effective methods to accommodate some distinctive aspects of the requirements analysis process: capturing high-level communication goals, considering several user profiles and stakeholders, defining hypermedia-specific requirements (concerning navigation, content, information structure and presentation aspects), and reusing requirements for an effective usability evaluation. Techniques should be usable by both stakeholders and the design team, require little training effort, and show relative advantage to project managers. Over the last few years, requirements methodologies applied to web-based applications have considered mainly the transactional and operational aspects typical of traditional information systems. The communicational aspects of web sites have been neglected in regards to systematic requirements methods. This thesis, starting from key achievements in Requirements Engineering (hereafter RE), introduces a model (AWARE) for defining and analyzing requirements for web applications mainly conceived as strategic communication means for an institution or organization. The model extends traditional goal and scenario-based approaches for refining highlevel goals into website requirements, by introducing the analysis of ill-defined user goals, stakeholder communication goals, and a hypermedia requirement taxonomy to facilitate web conceptual design, and paving the way for a systematic usability evaluation. AWARE comprises a conceptual toolkit and a notation for effective requirements documentation. AWARE concepts and notation represent a useful communication and analysis conceptual tool that may support in the elicitation, negotiation, analysis and validation of requirements from the relevant stakeholders (users included). The empirical validation of the model is carried out in two ways. Firstly, the model has been employed in web projects on the field. These case studies and the lessons learnt will be presented and discussed to assess advantages and limits of the proposal. Secondly, a sample of web analysts and designers has been asked to study and apply the model: the feedback gathered is positive and encouraging for further improvement.Lo sviluppo di applicazioni web necessita di strumenti efficaci per gestire alcuni aspetti essenziali del processo di analisi dei requisiti: l'identificazione di obiettivi di comunicazione strategici, la presenza di una varietĂ di profili utente e di stakeholders, le definizione di requisiti ipermediali (riguardanti navigazione, interazione, contenuto e presentazione), e il riuso dei requisiti per una pianificazione efficace della valutazione dell'usabilitĂ . Sono necessarie tecniche usabili sia dagli stakeholders che dai progettisti, che richiedono un tempo breve per essere appresi ed usati con efficacia, mostrando vantaggi significativi ai gestori di progetti complessi. La tesi definisce AWARE (Analysis of Web Application Requirements) - una metodologia per l'analisi dei requisiti specifica per la gestione di siti web (ed applicazioni interattive) con forti componenti comunicative. La metodologia estende le tecniche esistenti dell''analisi dei requisiti basate su approcci goal-oriented e scenario-based, introducendo una tassonomia di requisiti specifica per siti web (che permette di dare un input strutturato all'attivitĂ di progetazione), strumenti per l'identificazione e l'analisi di obiettivi ill-defined (generici o mal-definiti) e di obiettivi comunicativi e supporto metodologico per la valutazione dell'usabilitĂ basata sui requisiti dell'applicazione. La metodologia AWARE Ăš stata valutata sul campo attraverso progetti con professionisti del settore (web designers e IT managers), e grazie ad interventi di formazione in aziende specializzate nella comunicazione su web
Tools for the identification and description of competencies
Stoof, A. (2005). Tools for the identification and description of competencies. Unpublished doctoral dissertation. Open University of the Netherlands, The Netherlands
Validation Tool for E-government Portals in Malaysia Based on MAMPU Guideline
The importance of web usability in the new age of World Wide Web cannot
be denied. World Wide Web Consortium (W3C) organization has come out with
guideline on how the web should be to convenience of all the people including the
disable. However, web usability problem still be a pressing problem. Tons of website
published on the web does not comply with the W3C standard. In this new era,
Government is going paperless. This is the concept of E-government. It is a concept
where Government made contacts with their customers (citizens) online. With
website being the main source of communication on the web and to make sure that
this concept runs well, it is important that the E-Government websites are convenient
to the users.
Usability testing has become an important aspect of website development currently,
but most of the companies do not include usability testing in their website iteration
time whether because of the cost of hiring usability professional or the time just does
not allow them to hold a usability testing session. Thus, come the idea of automated
testing using web tools. In this study, the author will develop an automated web
usability tools specifically for Malaysiaâs E-government website. The rules of
usability are referred to guideline created by Malaysian Administration,
Modernisation and Management Planning Unit (MAMPU) an organization
responsible for the modernisation of the country.
The study will help the E-government portals to achieve user friendly website hence
improving Malaysiaâs position in Global E-Government ranking. The method use in
this project is rapid programming where all small functions are developed first and at
the end, the system will be combined.
The result will be the website showing all the errors in usability contained in the
website and it is up to the developer to fix the error and to maintain the website.
Finally, this project is hoped to be the first of many other evaluation tools with
greater functions ahead
Pattern languages in HCI: A critical review
This article presents a critical review of patterns and pattern languages in human-computer interaction (HCI). In recent years, patterns and pattern languages have received considerable attention in HCI for their potential as a means for developing and communicating information and knowledge to support good design. This review examines the background to patterns and pattern languages in HCI, and seeks to locate pattern languages in relation to other approaches to interaction design. The review explores four key issues: What is a pattern? What is a pattern language? How are patterns and pattern languages used? and How are values reflected in the pattern-based approach to design? Following on from the review, a future research agenda is proposed for patterns and pattern languages in HCI
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