11,025 research outputs found

    Embedding accessibility and usability: considerations for e-learning research and development projects

    Get PDF
    This paper makes the case that if e‐learning research and development projects are to be successfully adopted in real‐world teaching and learning contexts, then they must effectively address accessibility and usability issues; and that these need to be integrated throughout the project. As such, accessibility and usability issues need to be made explicit in project documentation, along with allocation of appropriate resources and time. We argue that accessibility and usability are intrinsically inter‐linked. An integrated accessibility and usability evaluation methodology that we have developed is presented and discussed. The paper draws on a series of mini‐case studies from e‐learning projects undertaken over the past 10 years at the Open University

    Best practices for deploying digital games for personal empowerment and social inclusion

    Get PDF
    Digital games are being increasingly used in initiatives to promote personal empowerment and social inclusion (PESI) of disadvantaged groups through learning and participation. There is a lack of knowledge regarding best practices, however. The literature on game-based learning insufficiently addresses the process and context of game-based practice and the diversity of contexts and intermediaries involved in PESI work. This paper takes an important step in addressing this knowledge gap using literature review, case studies, and expert consultation. Based on our findings, we formulate a set of best practices for different stakeholders who wish to set up a project using digital games for PESI. The seven cases in point are projects that represent various application domains of empowerment and inclusion. Case studies were conducted using documentation and interviews, covering background and business case, game format/technology, user groups, usage context, and impact assessment. They provide insight into each case’s strengths and weaknesses, allowing a meta-analysis of the important features and challenges of using digital games for PESI. This analysis was extended and validated through discussion at two expert workshops. Our study shows that a substantial challenge lies in selecting or designing a digital game that strikes a balance between enjoyment, learning and usability for the given use context. The particular needs of the target group and those that help implement the digital game require a highly specific approach. Projects benefit from letting both intermediaries and target groups contribute to the game design and use context. Furthermore, there is a need for multi-dimensional support to facilitate the use and development of game-based practice. Integrating game use in the operation of formal and informal intermediary support organiszations increases the chances at reaching, teaching and empowering those at risk of exclusion. The teachers, caregivers and counsellors involved in the implementation of a game-based approach, in turn can be helped through documentation and training, in combination with structural support

    Exploring art therapy techniques within service design as a means to greater home life happiness

    Get PDF
    This thesis presents new theories and creative techniques for exploring ‘designing for home happiness’. Set in the context of a primarily unsustainable and unhappy world, home is understood as a facilitator of current lifestyle practices that could also support long-term happiness activities, shown to promote more sustainable behaviour. It has yet to be examined extensively from a happiness perspective and many homes lack opportunities for meaningful endeavours. Service Design, an approach that supports positive interactions, shows potential in facilitating ‘designing for home happiness’ but its tools are generally employed for visualising new systems/services or issues within existing ones instead of exploring related subjectivity. Art therapy techniques, historically used for expressing felt experiences, present applicable methods for investigating such subjective moments and shaping design opportunities for home happiness but have yet to be trialled in a design research context. This thesis therefore explores how Art Therapy and Service Design can be used successfully for ‘designing for home happiness’. A first study proposes photo elicitation as a creative method to explore, with participants from UK family households, several significant home happiness needs. Subsequently, art therapy techniques are proposed in Study 2 through two bespoke Happy-Home Workshops. This gives way to the Home Happiness Theory and Designing for Home Happiness Theory, which enable designers to design for home happiness. The Designing for Home Happiness Framework emerges from these studies proposing a new design creative method delivered through a workshop with specialised design tools and accompanying process for creating home happiness designs (i.e. services, product-service-systems). Through two Main Studies the framework is tested and validated with design experts in two different contexts, Loughborough (UK) and Limerick (Ireland), confirming its suitability and transferability in ‘designing for home happiness’. Resulting concepts support collective home happiness and social innovations by facilitating appropriate social contexts for their development. Overall, this research is the first to combine art therapy techniques with service design methods, offering original theories and approaches for ‘designing for home happiness’ within Service Design and for social innovation. Collectively, this research delivers new creative methods for service designers, social innovators and designers more generally to investigate and support happier experiences within and outside the home for a more sustainable future

    The Use of Prototypes to Engage Stakeholders in Low- and Middle-Income Countries During the Early Phases of Design

    Full text link
    Human-centered design processes have been leveraged to help advance solutions to the world’s most pressing problems. Early and frequent engagement with stakeholders is a key activity of early-stage human-centered design processes that leads to better alignment of product requirements with the needs of stakeholders and the context of the artifact. There are many tools to support early stakeholder engagement. A subset of methods includes the use of prototypes – tangible manifestations of design ideas. However, prototypes are underutilized in early design activities to engage stakeholders, notably during cross-cultural design in Low and Middle-Income Countries (LMICs). In such contexts, prototypes have the potential to bridge contextual and cultural differences, which is especially critical when designing for LMICs where many proposed solutions have failed to meet people’s needs. To investigate the roles of prototypes to engage stakeholders in LMICs, I used both qualitative and quantitative research methods emphasizing both engineering design and economics theory and methods. Specifically, I conducted an interview-based study with industry practitioners and investigated two prototype-based stakeholder engagement methods in practice in LMICs. I conducted semi-structured interviews focused on the use of prototypes to engage stakeholders in early design stages with 24 medical device design practitioners from multinational and global health companies. Practitioners described the types of stakeholders, prototypes, and settings leveraged during front-end design and the associations of engagement strategies, stakeholders, prototypes, and/or settings. I further studied the practices of global health design practitioners working on medical devices for use in LMICs and described their approaches to tackle stakeholder remoteness, explore the environment of use, bridge cultural gaps, adjust the engagement activities to stakeholders, and work with limited resources. My analysis of requirements elicitation interviews with 36 healthcare practitioners from two hospitals in Ghana revealed participant preferences when viewing three, one, or no prototypes. The findings indicate that stakeholders preferred interviews with prototypes and in the absence of a prototype, stakeholders referenced existing or imaginative devices as a frame of reference. I investigated the preferences for, willingness to pay for, and usage of a novel tool for electronic-waste recycling with 105 workers in North-Eastern Thailand. Workers were assigned to one of two conjoint experiments that leveraged different prototype forms. Workers further completed baseline and endline surveys and participated in a Becker-Degroot-Marschak auction experiment. The results showed that the prototype form used in the conjoint experiment affected the valuation of product features. One-month evaluation of usage revealed that participants who received the new tool decreased their injury rates and increased productivity. This research provides new insights into the practices and teachings of prototype usage for stakeholder engagement during early design stages, contributes to the developing body of literature that recognizes the unique design constraints associated with designing for LMICs, and advances approaches for promoting more inclusive design practices. The description of the types of stakeholders, prototypes, settings, and strategies leveraged by industry practitioners when engaging stakeholders in LMICs are potentially transferable to, and can have a broader impact on, other contexts in which prototypes are used to engage stakeholders. Furthermore, both applied studies illustrate the effect of using different numbers of prototypes and different prototype forms on the outcomes of the two commonly used stakeholder engagement methods – interviewing and conjoint analysis. The applied studies provide examples of stakeholder engagement methods with prototypes in LMIC settings in practice.PHDDesign ScienceUniversity of Michigan, Horace H. Rackham School of Graduate Studieshttp://deepblue.lib.umich.edu/bitstream/2027.42/162996/1/mjcoul_1.pd

    Eliciting Children’s Expectations for Hand Prostheses through Generative Design Tools

    Get PDF
    When designing assistive devices for children with disabilities, designers mostly consider technical and functional aspects and overlook factors that affect their usage from children’s perspective. Therefore, in most cases, assistive devices do not fully meet the needs of the children and may create a negative effect on children’s well-being. To explore the opinion’s of children using 3D printed hand prosthetics in Country-Xx, individual generative sessions were conducted with four children with limb deficiency. Generative tools are used to engage children and encourage them to express themselves in relation to prosthesis use. The main aim was to investigate how children provide design relevant information that may help designers to achieve improved assistive devices that support children’s physical, emotional and social wellbeing. Children’s feedback related to prosthetic usage categorized under two topics; expectations of children for prosthesis use and children’s priority expectation for the prosthesis. The findings are argued to be useful and usable by NGOs, product designers and design researchers who work with children with disabilities

    User-driven design of decision support systems for polycentric environmental resources management

    Get PDF
    Open and decentralized technologies such as the Internet provide increasing opportunities to create knowledge and deliver computer-based decision support for multiple types of users across scales. However, environmental decision support systems/tools (henceforth EDSS) are often strongly science-driven and assuming single types of decision makers, and hence poorly suited for more decentralized and polycentric decision making contexts. In such contexts, EDSS need to be tailored to meet diverse user requirements to ensure that it provides useful (relevant), usable (intuitive), and exchangeable (institutionally unobstructed) information for decision support for different types of actors. To address these issues, we present a participatory framework for designing EDSS that emphasizes a more complete understanding of the decision making structures and iterative design of the user interface. We illustrate the application of the framework through a case study within the context of water-stressed upstream/downstream communities in Lima, Peru

    Effects of White Space on Consumer Perceptions of Value in E-Commerce

    Get PDF
    As e-commerce becomes an increasingly large industry, questions remain about how the isolated effects of design elements on websites influence consumer perceptions and purchasing behavior. This study used a quantitative approach to measuring the effect of a ubiquitous element of design, white space, on the perception of the monetary value of individual items. White space is a key component of design and website usability, yet it has been shown to be related to the perception of luxury. Little is known about the direct relationship between manipulation of white space and the outcomes on consumer perceptions of value in an e-commerce context. This study found no significant difference between two levels of total white space area (large vs. small) measured by participants\u27 perceived cost of items (chairs). In contrast, while holding total white space constant, the effect of white space distance between images was significant for males but not for females. Additionally, no significant relationship between gender and frequency of online shopping behavior was found, χ2(1) = 3.19, p = .07, ϕ = .17. Gender and amount of time spent per month online were significantly related, χ2(1) = 6.21, p = .013, ϕ = .24

    Conveying User Experience in Business-to-Business Environment

    Get PDF
    Tässä työssä käsittelen käyttäjäkokemuslähtöisen tuotesuunnittelun mahdollisuuksia vaikuttaa erottautumistekijöihin teollisissa yrityksissä, jotka toimivat B2B ympäristössä. Työn tavoitteena on tarkastella kokemuspohjaisen suunnittelun teoreettisia lähtökohtia, ottaen huomioon muotoilun, kognitiotieteiden ja kauppatieteiden alojen tutkimuspohja. B2B ympäristön tarkastelu on tämän työn yksi painopisteistä, koska siinä tuotteen omistus ja käyttö jakautuvat asiakkaiden ja käyttäjien kesken. Tämä toisaalta vaikuttaa tuotteen suunnittelun lähtökohtiin, sen markkinointiin, myyntiin ja vastaavasti asiakas- ja käyttäjäkokemukseen. Työ on tehty FIMECC:in aloittaman UXUS projektin yhteydessä. Projektin tarkoitus on tutkia ja soveltaa käyttäjäkokemuksen lähtökohtia teollisessa ympäristössä. Työssäni pyrin kehittämään teoreettisen ajatusmallin, jolla asiakkaiden ja käyttäjien kokemuksia voidaan tarkastella eri tasoilla ja ottaa huomioon suunnitteluprosessin varhaisissa vaiheissa. Tämä malli pohjautuu osittain psykologisiin teorioihin, jotka tulevat esille aikaisemmissa tutkimuksissa mm. Carver ja Scheier (1998); Sheldon, K.M., Elliot, A.J., Kim, Y. ja Kasser, T. (2001). Ajatusmallin ensisijainen tarkoitus on toimia tukityökaluna tuottajayrityksen tuotekehityksen ja markkinoinnin yksiköille kun halutaan soveltaa kokemuslähtöisen suunnittelun periaatteita yrityksen toiminnassa. Mallin toinen tarkoitus on toimia perustana teolliseen ympäristöön soveltuvien kokemusmittareiden kehitykselle. Työn toinen osio keskittyy yheden UXUS projektin yrityskumppanin toiminnan tutkimiseen (Rocla). Tässä osiossa pyrin kehittämään kokemusmittariston, jonka tarkoituksena on huomioida tuottajayrityksen, tuotevälittäjien, asiakkaiden ja käyttäjien näkemyksiä tuotteiden ominaisuuksista ja kokemuksista sekä mahdollistaa vertailu näiden osapuolten välillä. Kerätyn aineiston ja vertailun tarkoitus on auttaa tuotekehitys- ja markkinointitiimien työtä kun määritetään uusien tuotteiden kehityskriteerit ja myyntiargumentit. Kokemusmittariston sunnittelussa käytän sekä teoreettisia lähtökohtia, jotka käydään läpi työn alussa, että kymmentä johtajatason henkilön haastattelutulosta Roclan tuotekehityksen, markkinoinnin ja myynnin yksiköistä. Tämän lisäksi sovellan ajatuksia keskusteluista, joita käytiin läpi lukuisissa tutkijatapaamisissa, kenttä- ja yritysvierailuilla. Ehdotetun kokemusmittariston avulla kerään aineistoa 57:ltä kokeneelta varastotuotevälittäjältä. Välittäjät vertasivat kahta erityyppistä varastokonetta heidän kokemuksiensa perusteella ja myös osoittivat näkemyksensä psykologisten tarpeiden tärkeydestä asiakkaiden ja käyttäjien näkökulmasta. Aineiston analyysi osoittaa, että vaikka välittäjät kokivat selkeitä eroja tuotteiden visuaalisen ulkonön viehättävyydessä, tämä tekijän tärkeys oli yleisesti vähäinen (mm. osittain linjassa Diefenbach, S. ja Hassenzahl, M. (2011) tulosten kanssa). Tämä tulos tukee ajatusta siitä, jos kokemuspohjaisia lähtökohtia halutaan soveltaa erottautumistekijöinä B2B ympäristössä, niiden pitää olla vahvasti ja selkeästi yhdistettynä taloudellisiin mittareihin.The main goal of this study is to investigate theoretical background behind user experience (UX) paradigm and its possible implementation in industrial product development within business-to-business (B-to-B) environment. This work is conducted in the realm of UXUS project (User Experience and Usability in complex Systems), which was initiated by FIMECC (Finnish Metals and Engineering Competence Cluster) in 2010. In contrast to business-to-consumer environment, B-to-B setting separates ownership and actual use of the product. My aim lies in elaborating on various impacts of this separation on user and customer experiences and possible ways to communicate benefits of better UX to customers and equipment distributors. In the content of this paper, I introduce a theoretical thinking model for approaching experiences in industrial product development and an experimental questionnaire set, which is meant to capture different aspects of product and operating environment experiences. I test the proposed questionnaire set with 57 experienced warehouse equipment distributors who evaluate two separate industrial products. Results indicate that distributors are able to appreciate differences in hedonic qualities of industrial equipment and that visual appearance is a major factor in indicated product perceptions. However, overall hedonic qualities were perceived as less important compared to utilitarian qualities, which is partially in line with consumer product findings by DIEFENBACH, et al. (2011). I also find that distributors were unable to appreciate the importance of three major psychological needs (relatedness, autonomy and competence as indicated by SHELDON, et al., 2001) in industrial product development. I also analyze interviews of ten managers from warehouse equipment manufacturing company Rocla to investigate whether individuals working in separate departments perceive implications of UX paradigm differently. Findings indicate that individuals dealing with R&D activities stress the importance of end-users in deriving criteria for product development whereas individuals dealing with marketing and sales activities emphasize the role of personal relationships with customers. The longrun aim of this research direction is to assess strategic potential of UX paradigm for industrial product manufacturers
    corecore