107,160 research outputs found

    Designers Need End-User Software Engineering

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    This position paper for the End-User Software Engineering workshop outlines three systems that employ end user programming for designers: a constraint-based design environment; a sketch recognition interface for knowledge based systems, and a physical programming environment for building modular robots

    Mapping the User Journey: Building a User Persona and Story Repository to Improve NASA EOSDIS Application Development

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    Understanding the needs of the end user is vital to producing quality, usable software that solves real problems. Additionally, making sure those needs are communicated to managers, engineers, and designers at the project level is vital. On complex projects, it's important to build out resources for your team that make it easy to put yourself in the shoes of the specific user you're building for. NASA's Earth Observing System is a collection of data, applications, and a diverse user and scientific community that's trying to answer tough questions about our planet and its climate. Over the last few years, we've spoken to hundreds of users, performed many user testing sessions, and built a collection of user personas, user stories, and design assets that help guide new software and feature development within NASA EOSDIS. We've also developed methods for synthesizing this information and making it actionable for teams, and worked to foster a design first approach on new projects always starting from a core user need and working backward from interface development to software engineering. This process has allowed us to design better, more usable software and features that directly meet the needs of our user community

    Design Eye : a tool for design teams to analyze and address visual clutter

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    Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2008.Includes bibliographical references (p. 43-44).User interface design is critical for the success of any information technology, from software packages to automobile dashboards. Colleagues from many different job functions often need to collaborate to produce these designs, in work environments which can often be strained. Collaborative design software can alleviate some of the problems of these teams, but current software is rarely tailored to the needs of a cross-functional group and does not actively guide users to create better designs. In this thesis, I describe DesignEye, a tool that I have developed with the Perceptual Science Group at MIT. Our tool computes the clutter of images and identifies the most salient visual elements, and allows designers to work with the softare in a tight iterative feedback loop to ensure that the most important design elements garner the most end-user attention. DesignEye is tailored to the use cases we have observed in our studies of design teams, and facilitates side-by-side comparisons of multiple design candidates as interface designers test various ideas. I conclude by demonstrating the extensibility of DesignEye, and its role not only as a tool but as a generalized platform to assist interface designers. Any vision model which quantifies some aspect of human cognitive response to a stimulus can be incorporated into DesignEye, allowing interface designers to create better and more effective user interfaces in an information technology world that is growing rapidly more complex.by Amal Kumar Dorai.M.Eng

    Tracing the Scenarios in Scenario-Based Product Design: a study to support scenario generation

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    Scenario-based design originates from the human-computer interaction and\ud software engineering disciplines, and continues to be adapted for product development. Product development differs from software development in the former’s more varied context of use, broader characteristics of users and more tangible solutions. The possible use of scenarios in product design is therefore broader and more challenging. Existing design methods that involve scenarios can be employed in many different stages of the product design process. However, there is no proficient overview that discusses a\ud scenario-based product design process in its full extent. The purposes of creating scenarios and the evolution of scenarios from their original design data are often not obvious, although the results from using scenarios are clearly visible. Therefore, this paper proposes to classify possible scenario uses with their purpose, characteristics and supporting design methods. The classification makes explicit different types of scenarios and their relation to one another. Furthermore, novel scenario uses can be referred or added to the classification to develop it in parallel with the scenario-based design\ud practice. Eventually, a scenario-based product design process could take inspiration for creating scenarios from the classification because it provides detailed characteristics of the scenario

    Effective communication in requirements elicitation: A comparison of methodologies

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    The elicitation or communication of user requirements comprises an early and critical but highly error-prone stage in system development. Socially oriented methodologies provide more support for user involvement in design than the rigidity of more traditional methods, facilitating the degree of user-designer communication and the 'capture' of requirements. A more emergent and collaborative view of requirements elicitation and communication is required to encompass the user, contextual and organisational factors. From this accompanying literature in communication issues in requirements elicitation, a four-dimensional framework is outlined and used to appraise comparatively four different methodologies seeking to promote a closer working relationship between users and designers. The facilitation of communication between users and designers is subject to discussion of the ways in which communicative activities can be 'optimised' for successful requirements gathering, by making recommendations based on the four dimensions to provide fruitful considerations for system designers

    Design Ltd.: Renovated Myths for the Development of Socially Embedded Technologies

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    This paper argues that traditional and mainstream mythologies, which have been continually told within the Information Technology domain among designers and advocators of conceptual modelling since the 1960s in different fields of computing sciences, could now be renovated or substituted in the mould of more recent discourses about performativity, complexity and end-user creativity that have been constructed across different fields in the meanwhile. In the paper, it is submitted that these discourses could motivate IT professionals in undertaking alternative approaches toward the co-construction of socio-technical systems, i.e., social settings where humans cooperate to reach common goals by means of mediating computational tools. The authors advocate further discussion about and consolidation of some concepts in design research, design practice and more generally Information Technology (IT) development, like those of: task-artifact entanglement, universatility (sic) of End-User Development (EUD) environments, bricolant/bricoleur end-user, logic of bricolage, maieuta-designers (sic), and laissez-faire method to socio-technical construction. Points backing these and similar concepts are made to promote further discussion on the need to rethink the main assumptions underlying IT design and development some fifty years later the coming of age of software and modern IT in the organizational domain.Comment: This is the peer-unreviewed of a manuscript that is to appear in D. Randall, K. Schmidt, & V. Wulf (Eds.), Designing Socially Embedded Technologies: A European Challenge (2013, forthcoming) with the title "Building Socially Embedded Technologies: Implications on Design" within an EUSSET editorial initiative (www.eusset.eu/

    Design: One, but in different forms

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    This overview paper defends an augmented cognitively oriented generic-design hypothesis: there are both significant similarities between the design activities implemented in different situations and crucial differences between these and other cognitive activities; yet, characteristics of a design situation (related to the design process, the designers, and the artefact) introduce specificities in the corresponding cognitive activities and structures that are used, and in the resulting designs. We thus augment the classical generic-design hypothesis with that of different forms of designing. We review the data available in the cognitive design research literature and propose a series of candidates underlying such forms of design, outlining a number of directions requiring further elaboration

    Collaborative design : managing task interdependencies and multiple perspectives

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    This paper focuses on two characteristics of collaborative design with respect to cooperative work: the importance of work interdependencies linked to the nature of design problems; and the fundamental function of design cooperative work arrangement which is the confrontation and combination of perspectives. These two intrinsic characteristics of the design work stress specific cooperative processes: coordination processes in order to manage task interdependencies, establishment of common ground and negotiation mechanisms in order to manage the integration of multiple perspectives in design

    Digital Barriers: Making Technology Work for People

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    This paper was originally given as an oral presentation at the ‘3rd International Conference for Universal Design’, International Association for Universal Design, Hamamatsu, Japan (2010) and subsequently published. Peer reviewed by the conference’s International Scientific Committee, it looks at how the emerging techniques of design ethnography could be applied in a business context and qualitatively evaluates the benefits. It outlines the differences between inclusive design research conducted for digital devices/services and the large body of existing research on inclusive products, buildings and environments. It advances the view that technology companies are today in danger of repeating the same inclusive design mistakes made by kitchen and bathroom manufacturers 20 years ago, and calls for technology companies to develop new techniques to avoid this happening. The paper charts in detail the challenges and processes involved in transferring academic inclusive design research into the business arena, describing research conducted by Gheerawo and his co-authors on projects with research partners Samsung and BlackBerry. The paper helped define the ‘people and technology’ research theme in the Helen Hamlyn Centre for Design’s Age & Ability Research Lab, which Gheerawo leads. It was also important, as part of evidence of the benefits of an inclusive technology approach, in persuading a number of companies (Sony, BT, Samsung) to undertake new studies with the Lab. Gheerawo used this pathfinder paper in further work, including an essay on digital communication for www.designingwithpeople.org (i-Design3 project EPSRC), membership of the steering committee for Age UK’s Engage accreditation for business, and lectures at ‘CitiesforAll’ conference, Helsinki (2012), ‘WorkTech’, London (2010), ‘Budapest Design Week’ (2011) and the ‘Business of Ageing’ conference, Dublin (2011). Gheerawo also co-wrote an article ‘Moving towards an encompassing universal design approach in ICT’ in The Journal of Usability Studies (2010), for which he was also a guest editor
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