123,250 research outputs found

    User-centered design for personalization

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    In chapter 1, I introduced the concept of personalization and showed how tailored electronic communication is the product of centuries of evolution. Personalization involves gearing communication towards an individual’s characteristics, preferences and context. User-Centered Design (UCD) was proposed as a means to achieve a good fit between personalized communication and the individual user. This means that design of personalization should include an initial focus on users and their tasks, studies should be conducted that focus on actual user behavior and perceptions, and finally, an iterative design approach should be applied. In this way, problematic issues related to specific, personalized usability issues, such as privacy or a need for control, can be prevented.\ud Chapter 2 addressed an early stage in the UCD process of personalization to determine the role of trust in the organization providing personalization, trust in the technology, and perceived controllability in relation to the intention of potential users to use online content personalization. Using an online questionnaire, 1,141 participants were demonstrated four common approaches to online content personalization and a non-personalized baseline condition with respect to a fictive municipality. We assessed participant perceptions of the aforementioned factors and determined their influence on the intention to use the different approaches to online content personalization. Trust in the organization appeared to play no role in the decision to use online content personalization. Trust in the technology had a moderate effect on the intention to use, while perceived controllability was overall the most important antecedent. When designing online content personalization, it is therefore most important to provide users with the option to control personalization. Next, users should be assured that they are interacting with an organization in a secure electronic environment.\ud The requirements engineering phase was focus of chapter 3. In that chapter, we proposed a user-centered approach to requirements engineering for personalized e-Government services and demonstrated its value by means of a case study. The approach utilized interviews and formulated requirements by focusing on concrete and measurable criteria, low-fidelity prototyping, and evaluating by means of a citizen walkthrough. The case study reaffirmed the importance of applying an iterative approach to design, as the translation of user input into system design may not align with the original characteristics, preferences and contexts of the user. Furthermore, using a citizen walkthrough, the proposed approach succeeded in making personalization understandable to participants, which is an important objective for evaluating personalization. Finally, the case study demonstrated that a multidisciplinary design team is a crucial aspect of creating personalized e-Government services.\ud In chapter 4, we reviewed literature that focused on user-centered evaluation of personalization (i.e., evaluations that include an assessment of subjective criteria or the identification of usability problems). The findings indicate that current user-centered evaluations, as reported in the scientific literature, are not well-aligned with the principles of UCD. Questionnaires appeared to be exceedingly popular, while methods that have been found to identify usability problems well, such as thinking-aloud techniques, are only used sparingly. Specific usability issues for personalization are only rarely a topic of investigation. In the last few years, however, an increasing number of publications have reported on evaluations that focus on acceptance, iterative design or system trust. This trend suggests that personalization researchers are becoming aware of the added value of user-centered evaluations and are starting to make it part of their common research practice.\ud Chapter 5 reported a comparison of the usefulness of three methods (i.e., interviews, questionnaires with open-ended questions and concurrent thinking-aloud techniques) for identifying usability issues in personalized systems. Thinking-aloud was the only method that uncovered all critical and serious problems related to personalization as well as usability problems not related to personalization. Furthermore, it was also the method that best elicited participant feedback on the perceived quality of personalized output. Comments on the specific usability issues for personalization were elicited best by the questionnaire. Therefore, when evaluating a personalized system in order to obtain input for redesign purposes, we recommend a combination of thinking-aloud techniques and questionnaires with open-ended questions that address specific usability issues in personalization

    Living Innovation Laboratory Model Design and Implementation

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    Living Innovation Laboratory (LIL) is an open and recyclable way for multidisciplinary researchers to remote control resources and co-develop user centered projects. In the past few years, there were several papers about LIL published and trying to discuss and define the model and architecture of LIL. People all acknowledge about the three characteristics of LIL: user centered, co-creation, and context aware, which make it distinguished from test platform and other innovation approaches. Its existing model consists of five phases: initialization, preparation, formation, development, and evaluation. Goal Net is a goal-oriented methodology to formularize a progress. In this thesis, Goal Net is adopted to subtract a detailed and systemic methodology for LIL. LIL Goal Net Model breaks the five phases of LIL into more detailed steps. Big data, crowd sourcing, crowd funding and crowd testing take place in suitable steps to realize UUI, MCC and PCA throughout the innovation process in LIL 2.0. It would become a guideline for any company or organization to develop a project in the form of an LIL 2.0 project. To prove the feasibility of LIL Goal Net Model, it was applied to two real cases. One project is a Kinect game and the other one is an Internet product. They were both transformed to LIL 2.0 successfully, based on LIL goal net based methodology. The two projects were evaluated by phenomenography, which was a qualitative research method to study human experiences and their relations in hope of finding the better way to improve human experiences. Through phenomenographic study, the positive evaluation results showed that the new generation of LIL had more advantages in terms of effectiveness and efficiency.Comment: This is a book draf

    Applying a User-centred Approach to Interactive Visualization Design

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    Analysing users in their context of work and finding out how and why they use different information resources is essential to provide interactive visualisation systems that match their goals and needs. Designers should actively involve the intended users throughout the whole process. This chapter presents a user-centered approach for the design of interactive visualisation systems. We describe three phases of the iterative visualisation design process: the early envisioning phase, the global specification hase, and the detailed specification phase. The whole design cycle is repeated until some criterion of success is reached. We discuss different techniques for the analysis of users, their tasks and domain. Subsequently, the design of prototypes and evaluation methods in visualisation practice are presented. Finally, we discuss the practical challenges in design and evaluation of collaborative visualisation environments. Our own case studies and those of others are used throughout the whole chapter to illustrate various approaches

    Identifying Agile Requirements Engineering Patterns in Industry

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    Agile Software Development (ASD) is gaining in popularity in today´s business world. Industry is adopting agile methodologies both to accelerate value delivery and to enhance the ability to deal with changing requirements. However, ASD has a great impact on how Requirements Engineering (RE) is carried out in agile environments. The integration of Human-Centered Design (HCD) plays an important role due to the focus on user and stakeholder involvement. To this end, we aim to introduce agile RE patterns as main objective of this paper. On the one hand, we will describe our pattern mining process based on empirical research in literature and industry. On the other hand, we will discuss our results and provide two examples of agile RE patterns. In sum, the pattern mining process identifies 41 agile RE patterns. The accumulated knowledge will be shared by means of a web application.Ministerio de Economía y Competitividad TIN2013-46928-C3-3-RMinisterio de Economía y Competitividad TIN2016-76956-C3-2-RMinisterio de Economía y Competitividad TIN2015-71938-RED

    Multicriteria decision making for enhanced perception-based multimedia communication

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    This paper proposes an approach that integrates technical concerns with user perceptual considerations for intelligent decision making in the construction of tailor-made multimedia communication protocols. Thus, the proposed approach, based on multicriteria decision making (MDM), incorporates not only classical networking considerations, but, indeed, user preferences as well. Furthermore, in keeping with the task-dependent nature consistently identified in multimedia scenarios, the suggested communication protocols also take into account the type of multimedia application that they are transporting. Lastly, this approach also opens the possibility for such protocols to dynamically adapt based on a changing operating environment and user's preferences

    Critical Success Factors for Positive User Experience in Hotel Websites: Applying Herzberg's Two Factor Theory for User Experience Modeling

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    This research presents the development of a critical success factor matrix for increasing positive user experience of hotel websites based upon user ratings. Firstly, a number of critical success factors for web usability have been identified through the initial literature review. Secondly, hotel websites were surveyed in terms of critical success factors identified through the literature review. Thirdly, Herzberg's motivation theory has been applied to the user rating and the critical success factors were categorized into two areas. Finally, the critical success factor matrix has been developed using the two main sets of data.Comment: Journal articl

    The telerobot workstation testbed for the shuttle aft flight deck: A project plan for integrating human factors into system design

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    The human factors design process in developing a shuttle orbiter aft flight deck workstation testbed is described. In developing an operator workstation to control various laboratory telerobots, strong elements of human factors engineering and ergonomics are integrated into the design process. The integration of human factors is performed by incorporating user feedback at key stages in the project life-cycle. An operator centered design approach helps insure the system users are working with the system designer in the design and operation of the system. The design methodology is presented along with the results of the design and the solutions regarding human factors design principles
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