24 research outputs found

    User-created persona: Namibian rural Otjiherero speakers

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    Persona is a communicative artefact for usability that currently functions under the umbrella of User-Centred Design (UCD). Since we argue usability methods differ across cultures, this project presents a cross-cultural research probe on persona generated by indigenous Otjiherero speakers in Namibia. The objective is to find out how participants in this milieu take on, understand and portray persona artefacts, what goals of User Experience (UX) emerge from the inquiry, and whether the artefacts created simulate or differ from those in literature. Tentative methods scaffold from benefits attained by persona in the attempt to advance persona technical communication in cross-cultural design. This experience report presents initial findings on narrative content, rhetorical preferences, and the physical layout of persona artefacts as so-far constructed by Otjiherero speakers in rural Namibia. The report draws to a close reflecting on present challenges and advances, and indicating upcoming pathways

    Analise semiotica de um ava (ambiente virtual de ensino aprendizagem) : características cts através da escada semotica de Stamper

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    Este artigo demonstra um estudo e aplicação da análise semiótica, para a avaliação de interfaces de ambientes virtuais de ensino-aprendizagem (AVA), de acordo com a escada semiótica de Stamper. Com base nas características CTS (Ciência,Tecnologia e Sociedade) encontrada nas camadas “degrais” da escada. Em específico, usamos a metodologia para qualidade de interfaces definida por Schimiguel, que instancia critérios de qualidade para cada uma das camadas da escada semiótica de Stamper. Com base nos resultados dessa investigação foi possível sugerir algumas recomendações nas seis camadas analisadas, sinalizando ainda para cada uma dessas recomendações um enfoque CTS, uma descrição que tem como propósito facilitar a implementação e otimização de AVAS

    A study on creating games and virtual worlds from a software engineering perspective

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    The industry of developing games and virtual environments have come a long way, but it is not without its share of problems. In many ways, virtual worlds entail similar development processes as games, as they both require expertise from creative and technical facets. While facing similar difficulties as other commercial projects, creating games presents its own unique challenges due to its multi-disciplinary nature. Because of this, beginner and indie developers face complications in attempting to apply Software Engineering methods (which are efficiently tailored to guide general software projects) to reduce the chance of project failure. This study aimed to examine the construction of games and integrate it into the Software Process. First, the background of game development and Software Engineering were explored, deriving the introductory guides for both. Then, a guidelines draft is developed to offer advice on grafting aspects of the Software Process onto existing game or virtual world projects. They are aimed at independent developers as they represent the future workforce of the game development industry. To test the draft, an experimental project is carried out using the guide as a supplementary resource. The project resulted in a 3D action-RPG game platform that can be used as a starting point for advanced feature placement and content development. It demonstrated that the guidelines were educative but lacks depth and correctness. Revisions on these guidelines will transform it into a stepping stone resource that introduces novice game developers to integrating Software Engineering processes and practices into their projects. (Abstract by author

    Analise semiotica de um ava (ambiente virtual de ensino aprendizagem) : características cts através da escada semotica de Stamper

    Get PDF
    Este artigo demonstra um estudo e aplicação da análise semiótica, para a avaliação de interfaces de ambientes virtuais de ensino-aprendizagem (AVA), de acordo com a escada semiótica de Stamper. Com base nas características CTS (Ciência,Tecnologia e Sociedade) encontrada nas camadas "degrais" da escada. Em específico, usamos a metodologia para qualidade de interfaces definida por Schimiguel, que instancia critérios de qualidade para cada uma das camadas da escada semiótica de Stamper. Com base nos resultados dessa investigação foi possível sugerir algumas recomendações nas seis camadas analisadas, sinalizando ainda para cada uma dessas recomendações um enfoque CTS, uma descrição que tem como propósito facilitar a implementação e otimização de AVAS

    Multimodal Accessibility of Documents

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    Open source GIS for HIV/AIDS management

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    <p>Abstract</p> <p>Background</p> <p>Reliable access to basic services can improve a community's resilience to HIV/AIDS. Accordingly, work is being done to upgrade the physical infrastructure in affected areas, often employing a strategy of decentralised service provision. Spatial characteristics are one of the major determinants in implementing services, even in the smaller municipal areas, and good quality spatial information is needed to inform decision making processes. However, limited funds, technical infrastructure and human resource capacity result in little or no access to spatial information for crucial infrastructure development decisions at local level.</p> <p>This research investigated whether it would be possible to develop a GIS for basic infrastructure planning and management at local level. Given the resource constraints of the local government context, particularly in small municipalities, it was decided that open source software should be used for the prototype system.</p> <p>Results</p> <p>The design and development of a prototype system illustrated that it is possible to develop an open source GIS system that can be used within the context of local information management. Usability tests show a high degree of usability for the system, which is important considering the heavy workload and high staff turnover that characterises local government in South Africa. Local infrastructure management stakeholders interviewed in a case study of a South African municipality see the potential for the use of GIS as a communication tool and are generally positive about the use of GIS for these purposes. They note security issues that may arise through the sharing of information, lack of skills and resource constraints as the major barriers to adoption.</p> <p>Conclusion</p> <p>The case study shows that spatial information is an identified need at local level. Open source GIS software can be used to develop a system to provide local-level stakeholders with spatial information. However, the suitability of the technology is only a part of the system – there are wider information and management issues which need to be addressed before the implementation of a local-level GIS for infrastructure management can be successful.</p

    Mobile Learning Content Authoring Tools (MLCATs): A Systematic Review

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    Mobile learning is currently receiving a lot of attention within the education arena, particularly within electronic learning. This is attributed to the increasing mobile penetration rates and the subsequent increases in university student enrolments. Mobile Learning environments are supported by a number of crucial services such as content creation which require an authoring tool. The last decade or so has witnessed increased attention to tools for authoring mobile learning content for education. This can be seen from the vast number of conference and journal publications devoted to the topic. Therefore, the goal of this paper is to review works that were published, suggest a new classification framework and explore each of the classification features. This paper is based on a systematic review of mobile learning content authoring tools (MLCATs) from 2000 to 2009. The framework is developed based on a number of dimensions such as system type, development context, Tools and Technologies used, tool availability, ICTD relation, support for standards, learning style support, media supported and tool purpose. This paper provides a means for researchers to extract assertions and several important lessons for the choice and implementation of MLCATs

    Engineering the social: The role of shared artifacts

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    Abstract This paper presents a multidisciplinary approach to engineering socio-technical design. The paper addresses technological design for social interactions that are non-instrumental, and thereby sometimes contradictory or surprising and difficult to model. Through cooperative analysis of cultural probe data and development of agent-oriented software engineering (AOSE) models, ethnographers and software engineers participate in conversations around shared artifacts, which facilitate the transition from data collected in a social environment to a socially oriented requirements analysis for informing socio-technical design. To demonstrate how this transition was made, we present a case study of the process of designing technology to support familial relationships, such as playing, gifting, showing, telling and creating memories. The case study is based on data collected in a cultural probes study that explores the diverse, complex and unpredictable design environment of the home. A multidisciplinary team worked together through a process of conversations around shared artifacts to cooperatively analyze collected data and develop models. These conversations provided the opportunity to view the data from the perspective of alternative disciplines that resulted in the emergence of novel understandings and innovative practice. The artifacts in the process included returned probe items, scrapbooks, videos of interviews, photographs, family biographies and the AOSE requirements models. When shared between the two communities of practice, some of these artifacts played important roles in mediating discussions of mutual influence between ethnographers and software engineers. The shared artifacts acted as both triggers for conversations and information vessels-providing a variety of interpretable objects enabling both sides to articulate their understandings in different ways and to collaboratively negotiate understandings of the collected data. Analyzing the interdisciplinary exchange provided insight into the identification of bridging elements that allowed &apos;the social&apos; to permeate the processes of analysis, requirements elicitation and design.

    A experiência do usuário de serviços públicos do governo federal : relatório técnico

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    O presente relatório apresenta o trabalho realizado no aprimoramento da experiência de usuários de dez serviços públicos do governo federal brasileiro, como parte de um projeto de promoção da transformação digital da gestão pública, em prol de maior agilidade, responsividade e transparência aos cidadãos. Como objetivo geral, este estudo visou prestar apoio ao governo brasileiro na Jornada de Transformação dos Serviços, com a aplicação, adaptação e transformação de metodologias e ferramentas que subsidiassem o processo de aprimoramento da experiência do usuário de serviços públicos. Como metodologia, utilizou-se a técnica de estudo de caso dos serviços pesquisados, além de testes de usabilidade com usuários e gestores. Ambos foram subsidiados pela abordagem do Design Thinking, atrelada a princípios da etnografia. Identificaram-se, em cada serviço, dimensões e adequações a serem realizadas, que foram apresentadas aos gestores dos serviços como medida para o aprimoramento e a melhoria da experiência dos usuários
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