1,833 research outputs found

    Designing
 with 
Children: 
Reflections 
on 
Effective
 Involvement
 of 
Children 
in 
the 
Interaction 
Design
 Process

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    This 
thesis 
contributes 
to 
the
 discussion 
around
 the 
practice
 of
co-design 
with 
children 
by 
providing 
support 
for 
reflections 
to
 practitioners. 
The
 framework
 that 
derived
 from
 this
 research 
aims 
to 
increase 
the
 awareness 
on 
the 
implications 
the 
different 
aspects
 involved 
on
 co‐design
 session 
have
 on 
its 
outcome. 
Researchers 
with 
little 
experience
 in
 managing 
co‐ design
 sessions
 can 
benefit 
from 
it
 when
 deciding
 on 
their 
co‐design 
strategies

    Technology-enhanced support for children with Down Syndrome: A systematic literature review

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    This paper presents a systematic literature review on technology-enhanced support for children with Down Syndrome and young people who match the mental age of children considered neurotypical (NT). The main aim is threefold: to (1) explore the field of digital technologies designed to support children with Down Syndrome, (2) identify technology types, contexts of use, profiles of individuals with Down Syndrome, methodological approaches, and the effectiveness of such supports, and (3) draw out opportunities for future research in this specific area. A systematic literature review was conducted on five search engines resulting in a set of 703 articles, which were screened and filtered in a systematic way until they were narrowed to a corpus of 65 articles for further analysis. The synthesis identify several key findings: (1) there is diversity of technology supports available for children with Down Syndrome targeting individual capabilities, (2) overlapping definitions of technology makes it difficult to place technology supports in individual categories rather than subsets of a broader term, (3) the average sample size remained small for participants in the studies, making it difficult to draw solid conclusions on the effectiveness of the related interventions, (4) the distribution of papers indicates that this is an emerging area of research and is starting to build body of knowledge, and (5) there are limited studies on newer emerging technologies which requires further investigation to explore their potential

    Perceived stress, coping and eating behaviours in Maltese adolescents: Developing an effective online intervention

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    Prevalence rates of overweight and obesity in Maltese adolescents are amongst the highest in the world. Stress-induced eating and dysfunctional coping skills have been linked to overeating and obesity. This study was undertaken in two phases. Phase 1 examined the relationship between perceived stress, coping and eating behaviours in Maltese adolescents and devised a model to guide the development of an effective Internet-based intervention. Based on the findings, Phase 2 developed ACES – a novel online intervention for the reduction of perceived stress and emotional eating in Maltese adolescents – and assessed its feasibility. In Phase 1, cross-sectional data were gathered from 79 Maltese adolescents using an online questionnaire with 6 self-report measures examining perceived stress, coping responses, eating behaviours, self-efficacy, physical exercise and social support. Findings suggested that emotional eating behaviours can be decreased by reducing perceived stress and dysfunctional coping strategies (self-controlling and escape-avoidance) and increasing self-efficacy and functional coping strategies (seeking social support and planful problem solving). In Phase 2, ACES was developed and a feasibility study, with a one-group pretest-posttest design, carried out to assess the functionality, usability, perceived utility and acceptability of ACES and to test the design of a definitive randomized controlled trial. Forty-six out of 125 participants completed ACES. Findings suggested that ACES is feasible and well-received by participants. Preliminary effectiveness results provide additional support for the Phase 1 findings concerning the variables that need to be taken into account to decrease emotional eating behaviours. This study has made significant contributions to the literature and offered insights into specific functional and dysfunctional coping strategies impacting perceived stress and eating behaviours. It has produced an online intervention, which is a feasible avenue for the reduction of perceived stress and emotional eating, that could be built upon by practitioners and researchers, with potential implications for obesity prevention

    Legal Design Perspectives

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    Over the last few years, Legal Design has grown as a field of research and practice. The potential of design in the legal domain has been investigated and experimented in various sectors such as access to justice, dispute resolution, privacy indicators, policy prototyping, contractual negotiation. Being an interdisciplinary area of study, Legal Design combines different disciplines and methodologies and relies on insights from legal practice. This book intends to contribute to the study and advancement of Legal Design by presenting different voices and perspectives from scholars and practitioners active in this field. The volume brings together critical essays on the nature and methods of Legal Design and illustrations from the practice. The contributions provide the readers with the state of the art of Legal Design and a prospective outline of its future development.illustrato

    How Social Media Changes User-Centred Design - Cumulative and Strategic User Involvement with Respect to Developer–User Social Distance

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    The aim of user-centred, participatory, and lead-user design approaches is to raise the quality of products and services through methods that aid developers in user involvement. In the lite-rature, the design context is often assumed to be 'one-off projects', which limits the applicabi-lity of the guidelines for further service design after market launch. Other challenges concern-ing social media include ambiguities in the role of informal engagement, the abstraction pro-cesses between millions of users and working user categories, and criteria for involving users. This study investigated user involvement strategies and practices in the construction of a so-cial media service. The research questions were (1) how do users' actions in and around social media shape its design after market launch, (2) how do social media developers' user involve-ment practices evolve over time, and (3) how does user categorisation change with social me-dia? This thesis adopted an exploratory case study approach and the data was collected during 2003–2010. While the study is grounded in usability research and human–computer interac-tion, the theoretical and methodological framework leaned on science and technology studies. The site of investigation was one of the world's largest social game and online communities for teenagers, Habbo Hotel, operated by Sulake Corporation. The data was gathered from devel-opers and users through a multi-method approach, using traditional qualitative and quantita-tive methods as well as online data sources. While this study offers unique insight into the in-teraction between a particular social media company and its users, the implications go beyond the studied target group and games to social media in general. The key findings demonstrate how collaboration and feedback loops between developers and users change over time. In particular, this study highlights the effects of changes in the target group, the broad variety of applied user involvement methods, rhythms in development, and users' contributions after market launch. The author developed two concepts, 'developer–user social distance' and 'content creation capacity', to help designers and researchers communicate previously neglected dimensions of user involvement. Results from analysis of the accumula-tion of user knowledge in the development organisation criticise assumptions in the literature on when and how designers categorise users as well as the functions of these user categories in the design process. The results further suggest that guidelines and other advice on user involve-ment should be uncoupled from the assumption of stable and orderly project phases. This case contributes to user-centred design guidelines, process guidance for user involvement, and re-search on social media development and developer–user collaboration.Genom att inkludera anvĂ€ndare i designprocessen kan systemutvecklare höja kvaliteten pĂ„ produkter och tjĂ€nster. I de frĂ€msta metoderna pĂ„ omrĂ„det, anvĂ€ndarcentrerad och deltagande design samt engagemang av "lead-users", utgĂ„r man ofta ifrĂ„n att designprocessen gĂ€ller enskilda projekt, vilket begrĂ€nsar tillĂ€mpningen av metoderna för fortsatt tjĂ€nstedesign efter marknadslansering. Vidare utmaningar inom sociala media Ă€r oklarheter kring informellt engagemang, praktiska abstraktioner av miljoner anvĂ€ndare samt kriterier för anvĂ€ndarmedverkan. I denna studie undersöktes strategier för anvĂ€ndarmedverkan och praxis i konstruktionen av sociala media. FrĂ„gestĂ€llningen var (1) hur anvĂ€ndares aktiviteter i och kring sociala media formar dess design efter marknadslansering, (2) hur anvĂ€ndarmedverkan utvecklas över tid och (3) hur anvĂ€ndarkategorisering förĂ€ndras i och med sociala media. Avhandlingen Ă€r en undersökande fallstudie och materialet sammanstĂ€lldes under 2003-2010. Medan studien Ă€r förankrad i forskningsomrĂ„det mĂ€nniska–datorinteraktion och begreppet anvĂ€ndbarhet, utgĂ„r den teoretiska referensramen ocksĂ„ frĂ„n samhĂ€llsvetenskapliga teknik- och vetenskapsstudier. Platsen för undersökningen var en av vĂ€rldens största sociala spel och mötesplats pĂ„ nĂ€tet för tonĂ„ringar, Habbo Hotel, som drivs av Sulake Corporation. Uppgifterna samlades in frĂ„n utvecklare och anvĂ€ndare genom olika metodansatser. BĂ„de traditionella kvalitativa och kvantitativa metoder samt kĂ€llor pĂ„ nĂ€tet anvĂ€ndes. Trots att fallstudien ger en unik insyn i interaktionen mellan ett specifikt företag och dess anvĂ€ndare inom sociala media, gĂ„r implikationerna lĂ€ngre Ă€n till den undersökta mĂ„lgruppen och spel, dvs. till sociala media i allmĂ€nhet. De viktigaste resultaten pĂ„visar hur samarbete och feedback mellan utvecklare och anvĂ€ndare förĂ€ndras över tid. I synnerhet belyses effekterna av förĂ€ndringar i mĂ„lgruppen, bredden i tillĂ€mpningen av metoder för anvĂ€ndarmedverkan, rytmer i utvecklingsprocessen samt anvĂ€ndarnas insatser. Författaren utvecklade tvĂ„ begrepp, "socialt avstĂ„nd mellan utvecklare och anvĂ€ndare" och "kapacitet att skapa innehĂ„ll", för att hjĂ€lpa utvecklare och forskare att kommunicera tidigare försummade dimensioner inom anvĂ€ndarmedverkan. Resultaten frĂ„n analysen av hur kunskapen om anvĂ€ndare byggs upp kritiserar ogrundade premisser gĂ€llande nĂ€r och hur utvecklare kategoriserar anvĂ€ndarna samt anvĂ€ndarkategoriernas funktion i designprocessen. Resultaten pĂ„visar ocksĂ„ att riktlinjer och rekommendationer om anvĂ€ndarmedverkan bör utvecklas utan premisser om stabila och vĂ€lordnade projektfaser. Denna fallstudie bidrar till riktlinjer inom anvĂ€ndarcentrerad design, processvĂ€gledning för anvĂ€ndarmedverkan, forskning om utveckling av sociala media och samarbete mellan utvecklare och anvĂ€ndare

    Fighting the dark side:a scoping review of dark pattern mitigation

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    Abstract. As technology plays an ever-greater role in the everyday life of people, during the last decade there has been a rising concern about designers using their knowledge of human behaviour to design interfaces that trick users into doing things against their best interest. These design patterns are known as dark patterns, and the human-computer interaction and design communities have condemned their use. Informed by research, lawmakers have also started to form regulations against them. This thesis aimed to first introduce what the current state of dark pattern research is, and then answer the research question of how the usage of dark patterns could be mitigated. To answer the research question, a literature review in the form of scoping review was conducted. In scoping review, 28 articles that considered dark pattern mitigation were found to be relevant to the research question. Thematic analysis was used as a qualitative analysis method to identify common themes in articles. As a result, dark pattern mitigation tactics could be divided into seven different themes: company actions and economic value, regulating dark patterns, raising public awareness, tools for users, designing for the well-being of users, educating designers and developers, and enhancing dark pattern research. Mitigation tactics or propositions were then introduced in more detail under these themes. The results of the scoping review demonstrate that there is no one specific weapon to be used in the fight against dark patterns. On the contrary, different techniques from different fields need to be used together to effectively identify and mitigate dark patterns
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