7,493 research outputs found

    Evaluating system utility and conceptual fit using CASSM

    Get PDF
    There is a wealth of user-centred evaluation methods (UEMs) to support the analyst in assessing interactive systems. Many of these support detailed aspects of use – for example: Is the feedback helpful? Are labels appropriate? Is the task structure optimal? Few UEMs encourage the analyst to step back and consider how well a system supports users’ conceptual understandings and system utility. In this paper, we present CASSM, a method which focuses on the quality of ‘fit’ between users and an interactive system. We describe the methodology of conducting a CASSM analysis and illustrate the approach with three contrasting worked examples (a robotic arm, a digital library system and a drawing tool) that demonstrate different depths of analysis. We show how CASSM can help identify re-design possibilities to improve system utility. CASSM complements established evaluation methods by focusing on conceptual structures rather than procedures. Prototype tool support for completing a CASSM analysis is provided by Cassata, an open source development

    Designing procedure execution tools with emerging technologies for future astronauts

    Get PDF
    NASA’s human spaceflight efforts are moving towards long-duration exploration missions requiring asynchronous communication between onboard crew and an increasingly remote ground support. In current missions aboard the International Space Station, there is a near real-time communication loop between Mission Control Center and astronauts. This communication is essential today to support operations, maintenance, and science requirements onboard, without which many tasks would no longer be feasible. As NASA takes the next leap into a new era of human space exploration, new methods and tools compensating for the lack of continuous, real-time communication must be explored. The Human-Computer Interaction Group at NASA Ames Research Center has been investigating emerging technologies and their applicability to increase crew autonomy in missions beyond low Earth orbit. Interactions using augmented reality and the Internet of Things have been researched as possibilities to facilitate usability within procedure execution operations. This paper outlines four research efforts that included technology demonstrations and usability studies with prototype procedure tools implementing emerging technologies. The studies address habitat feedback integration, analogous procedure testing, task completion management, and crew training. Through these technology demonstrations and usability studies, we find that low-to medium-fidelity prototypes, evaluated early in the design process, are both effective for garnering stakeholder buy-in and developing requirements for future systems. In this paper, we present the findings of the usability studies for each project and discuss ways in which these emerging technologies can be integrated into future human spaceflight operations

    from Issue Investigation to Design Solutions

    Get PDF
    í•™ìœ„ë…ŒëŹž(ë°•ì‚Ź) -- 서욞대학ꔐ대학원 : êł”êłŒëŒ€í•™ ì‚°ì—…êł”í•™êłŒ, 2021.8. 윀ëȘ…환.가전제품을 포핹한 현대 Ʞ술은 ì‚Źìš©ìžì˜ 삶에 혜택을 ì œêł”í•˜ì§€ë§Œ ì œìĄ°ì—…ìČŽì™€ ì„€êł„ìžì˜ 접귌성 지원 ë¶€ìĄ±ìœŒëĄœ 읞핎 임애읞 및 êł ë č ì‚Źìš©ìžëŠ” ê·ž í˜œíƒìœŒëĄœë¶€í„° 소왞되었닀. ì—ŹëŸŹ 신 Ʞ늄의 개발 및 발전은 ëč„ìž„애읞 ì‚Źìš©ìžì˜ 삶의 질을 í’ìš”ëĄ­êȌ 한 êČƒêłŒëŠ” 반대로 ìŽëŸŹí•œ Ʞ늄듀은 ëł”ìžĄë„ê°€ 상햄되얎 임애읞 및 êł ë č ì‚Źìš©ìžì˜ ì ‘ê·Œì„±êłŒ 독늜적 ì‚Źìš©ì„ ì €í•Ží•˜êł  읎낎 ì‚Źìš©ìž êČœí—˜ì„ 저하시쌰을 ëżìŽë‹€. 읎와 같읎 접귌성 지원읎 필요한 상용자의 ì‚Źìš©ìž êČœí—˜ì„ 수집하는 êČƒì€ ìƒê°ëłŽë‹€ ëČˆê±°ëĄœìšŽ 음읎닀. 대상 ì‚Źìš©ìžë“€ì€ ëŻŒê°í•œ ê°œìžì •ëłŽìƒì˜ ìŽìœ ëĄœ ì‚Źìš©ìž êČœí—˜ ì œêł”ì„ êșŒëŠŽ 수도 ìžˆêł , 읞터뷰나 ì„€ëŹžìĄ°ì‚Źë„Œ 수행하Ʞ에 적합한 ìĄ°ê±ŽìŽ 아닐 수도 있윌며, 더 나아가 소톔에 얎렀움읎 있을 수도 있닀. 읎와 같은 ëŹžì œëŠ” ì œìĄ°ì—…ìȮ나 ì„€êł„ìžì™€ 같은 읎핎ë‹čì‚Źìžì™€ 대상 ì‚Źìš©ìž 간에 임ëČœì„ ë§Œë“€êł , ìŽëŸŹí•œ 임ëČœì€ ì‚Źìš©ìžë“€ìŽ 음상 제품을 ì‚Źìš©í•˜ë©° êČȘêȌ 되는 ëŹžì œë„Œ 옚전히 ìŽí•Ží•˜êł  정의하는 êČƒì„ ì–Žë ”êȌ 만듀얎 êł”ê°ì˜ 형성읎 불가늄핎진닀. 읎핎ë‹čì‚Źìžë“€ì€ ìž„ì• ê°€ 있닀는 êȃ, êł ë č읎 된닀는 êČƒì„ êČœí—˜í•Ž ëłŽì§€ ëȘ» 했Ʞ ë•ŒëŹžì— 귞듀의 ì‚Źìš©ìž êČœí—˜ì„ 잘ëȘ» 핎석할 수 ìžˆêł , ìŽëŸŹí•œ êł”ê°ì˜ ë¶€ìĄ±ì€ 임애읞 및 êł ë č ì‚Źìš©ìžì— 대한 펾êČŹêłŒ ì˜€í•ŽëĄœ 읎얎진닀. êČ°ê”­, ì ‘ê·Œ 가늄한 제품 개발을 ëȘ©í‘œëĄœ 하는 ì œìĄ°ì‚Źë‚˜ ì„€êł„ìžê°€ 읎듀의 ë¶ˆíŽžì‚Źí•­ 및 ìš”ê”Źë„Œ 읞지한닀 핮도 대상 ì‚Źìš©ìžì˜ ìŽëŸŹí•œ ëŹžì œë„Œ 핮êČ°í•˜êž°ëŠ” 얎렔거나 ì‹Źì§€ì–Ž 불가늄하Ʞ도 하닀. ìŽëŸŹí•œ ëŹžì œëĄœ, ëłž ì—°ê”Źì˜ 3임에서는 읞터뷰와 ꎀ찰 데읎터넌 êž°ë°˜ìœŒëĄœ 가전제품 ì‚Źìš© 맄띜에 ë”°ë„ž ë„€ 가지 ì‚Źìš©ìž 유형에 대한 ì—ŹëŸ ìą…ë„˜ì˜ 퍌소나넌 개발하였닀. 시각임애(전ë§č, 저시렄), ìČ­ê°ìž„ì• (농아, ìžêł” 와우), ìČ™ìˆ˜ìž„ì• (ìŁŒëšč ì„” 손, 펎진 손), êł ë č자(할빾니, 할아ëČ„ì§€) 퍌소나는 각각 퍌소나 ìčŽë“œì˜ ì‹œë‚˜ëŠŹì˜€ì™€ 같은 í˜•ì‹ìœŒëĄœ 접귌성 읎슈넌 ì œêł”í•˜ì—Ź ì‹€ ì‚Źìš©ìžì™€ ë©ŽëŒ€ë©ŽìœŒëĄœ 만나Ʞ 얎렀욎 읎핎ë‹čì‚ŹìžëĄœ í•˜ì—Źêžˆ 대상 ì‚Źìš©ìžì˜ 접귌성 읎슈넌 íŒŒì•…í•˜êł  êł”ê°í•  수 ìžˆë„ëĄ 하는 êČƒì„ ëȘ©í‘œëĄœ 한닀. 또한, 읎핎ë‹čì‚Źìžë“€ì€ ì‚Źìš©ìž 읞터랙션 ꎀ점에서 임애읞 및 êł ë č ì‚Źìš©ìžì˜ 닀넞 행태넌 íŒŒì•…í•˜êł  읎핎할 ë„ê”Źê°€ 필요하닀. ëłž ì—°ê”Źì˜ 4임에서는 ìœ„êł„ì  작업분석(Hierarchical Task Analysis; HTA)을 ìˆ˜í–‰í•˜ì—Ź 가전제품 ì‚Źìš© 시 시간 순서에 ë”°ë„ž 음반적 작업 ê”ŹìĄ°ë„Œ ì œì‹œí•˜ì—Ź ì‚Źìš©ìžì˜ 작업 행태넌 시각화 하였닀. 읎 ê”ŹìĄ°ì™€ 핚께 서랔늭(Therblig)을 톔핎 ì‚Źìš©ìžì˜ 작업을 ëŻžì‹œì ìœŒëĄœ 표현하였닀. 서랔늭은 가전제품 맄띜에 맞도록 ìžŹì •ì˜í•˜êł  ì‚Źìš©ìžê”° 별로 ëŹžì œê°€ 있는 서랔늭읎 파악된 êČœìš° 동작êČœì œ 원ìč™ì— 의한 ì„€êł„ 가읎드에 따띌 개선안을 ì œì‹œí•˜ë„ëĄ 하였닀. 동작êČœì œì›ìč™ì€ ì‚Źìš©ìžì˜ ìž‘ì—…ìžĄë©Žì—ì„œì˜ ëŹžì œì êłŒ ì„€êł„ìžĄë©Žì—ì„œì˜ 핮êČ°ì•ˆì„ 연ꎀ 지얎 핎석하는 짐을 ëœì–ŽìŁŒëŠ” 역할을 핮, 제안하는 접귌성 ë„ê”ŹëŠ” 접귌성 평가 ë„ê”ŹëĄœì„œ 큰 가ìč˜ë„Œ 가진닀. ë§ˆì§€ë§‰ìœŒëĄœ ëłž ì—°ê”Źì˜ 5임에서는 êž°ìĄŽ í‘œì€€êłŒ 가읎드띌읞을 수집핎 ì„€êł„ 가읎드띌읞을 개발하였닀. êž°ìĄŽ 표쀀 및 가읎드띌읞은 ì—ŹëŸŹ 수ìč˜ë„Œ ì œêł”í•˜êł ëŠ” 있지만 임애읞 및 êł ë č ì‚Źìš©ìžì˜ ì‚Źìš© 맄띜을 충분히 반영하지 ëȘ» í•˜êł  ì‚Źìš©ìžì˜ 신ìČŽ 늄렄, 환êČœ, 제품의 형태에 따띌 적용읎 얎렀워 싀제적 활용도가 ë‚źì€ ëŹžì œê°€ 있닀. 또한 ì ‘ê·Œì„±êłŒ ìžê°„êł”í•™ì  ì „ëŹžì„±ìŽ ë¶€ìĄ±í• ìˆ˜ëĄ ì‹€ 적용읎 얎렀워젞 ìŽëŸŹí•œ ëŹžì„œì˜ 가ìč˜ëŠ” 더욱 ë‚źì•„ì§ˆ 수밖에 없닀. 읎에 ìž„ì• ìžêłŒ êł ë č자의 ì‚Źìš© 맄띜을 반영핎 가읎드띌읞을 ìžŹì •ëŠœí•˜êł  읎넌 êž°ë°˜ìœŒëĄœ 쎝 ìŒêł±ê°€ì§€ì˜ í”„ëĄœí† íƒ€ìž…ì„ 개발하였닀. 쎝 14ëȘ…의 찞가자가 í”„ëĄœí† íƒ€ìž…ì„ í‰ê°€í•˜ì—Ź 대상 가전제품의 접귌성 햄상 ì—Źë¶€ë„Œ 평가하였닀. 대부분의 í”„ëĄœí† íƒ€ìž…ì€ ì„±êł”ì ìœŒëĄœ 접귌성에 햄상을 ëłŽì—Ź ì„€êł„ 가읎드띌읞의 유횚성 또한 반슝하였닀. 또한, ëłž ë…ŒëŹžì—ì„œ ì‚Źìš©ëœ 절찚넌 따띌 접귌성 ëłŽìž„ 제품 ì„€êł„ 시 각 가읎드띌읞의 수ìč˜ë„Œ ì–Žë–€ ì‹ìœŒëĄœ ì„€êł„ì— 적용하는지넌 ì°žêł í•  수도 있닀. ëłž ë…ŒëŹžì˜ 의의는 ë‹€ìŒêłŒ 같닀. ìČ« 짞, ëłž ë…ŒëŹžì€ 시각임애, ìČ­ê°ìž„ì• , ìČ™ìˆ˜ìž„ì• ìžì„ ëŒ€ìƒìœŒëĄœ ì‚Źìš©ìž ìĄ°ì‚Źë„Œ ì§„í–‰í•˜êł  읎넌 êž°ë°˜ìœŒëĄœ ì‚Źìš©ìžë“€ì˜ 접귌성 읎슈넌 퍌소나 í˜•ì‹ìœŒëĄœ ê”ŹìČŽí™”í•˜ì—Ź 읎핎ë‹čì‚Źìžê°€ 대상 ì‚Źìš©ìžì™€ 볎닀 쉜êȌ êł”ê°í•  수 ìžˆë„ëĄ 하였닀. 둘짞, ëłž ë…ŒëŹžì€ 접귌성 ì—°ê”Źë¶„ì•Œì—ì„œ ë¶€ìĄ±í•œ 접귌성 평가 ë„ê”Źë„Œ ì œì•ˆí•˜ì—Ź 접귌성 ì—°ê”Źì˜ ì—°ê”Źìž„ëČœì„ ë‚źì¶”ëŠ”ë° êž°ì—Źí•˜ì˜€ë‹€. ë§ˆì§€ë§‰ìœŒëĄœ 싀제 접귌성 햄상 제품을 개발을 위한 ê°€ìŽë“œëŒìžêłŒ 읎넌 êž°ë°˜ìœŒëĄœ 제작된 í”„ëĄœí† íƒ€ìž…ì„ 싀제 ì‚Źìš©ìžë“€ìŽ í‰ê°€í•˜ë„ëĄ 핮 가읎드띌읞의 싀횚성을 êČ€ìŠí•˜ì˜€ë‹€. ì „ë°˜ì ìœŒëĄœ, ëłž ì—°ê”ŹëŠ” 접귌성 ëŹžì œì˜ 임ëČœì„ 돌파하Ʞ 위핎 전반적읞 제품 개발 í”„ëĄœì„žìŠ€ë„Œ 적용하였윌며 유니ëČ„ì„€ 디자읞 ꎀ점에서 접귌성 ëŹžì œ 핮êČ°ì„ 위한 음렚의 ìƒˆëĄœìšŽ ì ‘ê·Œ ë°©ì‹ìœŒëĄœ ì œì•ˆí•˜ì—Ź ì‚Źìš©ìžê°€ ëłžìžì˜ 임애나 연ë čêłŒ 상ꎀ없읎 제품 – íŠč히 가전제품 – 을 ìžìœ ëĄ­êł  안전하êȌ ì‚Źìš©í•˜ë„ëĄ 하였닀.Modern-day technologies - including home appliances - deliver benefits to our lives yet the lack of accessibility supports from the manufacturers and designers have forsaken a considerable number of elderly and disabled people. Unlike how the development and advancement with a variety of new functions and features enriched the quality of life for non-disabled users, it only degraded the user experience for the elderlies and disabled users since such functions and features come along with the increased complexity, which hinders not only the accessible use but also the independent use of a disabled or elderly user. Collecting user experience from the users in need of accessibility support is much more troublesome than one might think. The users may be reluctant to provide their user experience for sensitive privacy reasons, may not be in the appropriate physical conditions for interviews or surveys, or even have communication problems. Such barriers between the stakeholder and the target users do not allow the stakeholders to fully understand and define the problems these users confront every day; simply, impossible to build empathy. The lack of empathy breeds misconceptions on the elderly and disabled users, created by misinterpretation of the users’ experiences since the stakeholders have never experienced what it is like to be a disabled or elderly user. Even if manufacturers and designers who oversee developing accessible products recognize the needs and frustrations of the disabled population, it is challenging or even inaccessible for them to address these issues of their target customers. In Chapter 3, based on the interview and observation data, this study developed eight personas for four different types of disabled users under the context of home appliance usage: visually impaired (blind and low-vision), hearing impaired (deaf and cochlear implemented), spinal cord injured (opened palm and closed fist), and elderly (grandma and grandpa). Each persona provides their accessibility issues through a persona card and scenario-like explanation. Personas created in this study will help manufacturers and designers empathize with their users although they did not meet the real users face-to-face. Moreover, stakeholders need a tool to investigate how their users in need of accessibility support behave differently from non-disabled users, which provides a deeper understanding of the users’ perspectives in terms of “interaction.” In Chapter 4, this study conducted Hierarchical Task Analysis (HTA) and created general task structures of home appliances based on their product compartment and chronological usage phase. This task structure visualizes the user behavior. Combined with the task structure, therbligs expressed the user task on a micro-scale. Therbligs were redefined to fit the home appliance context and, if found problematic, there was the principle of motion economy to provide design guidance to solve the problems of corresponding therbligs. Moreover, the principle of motion economy is valuable because it reduces the burden of a researcher to convert a task-oriented problem found in terms of user behavior into a design-oriented solution. Lastly, in Chapter 5, a design guideline is developed by collecting existing standards and guidelines. Existing standards and documents related to accessibility lack a detailed explanation of real-world application, although the documentations provide various numerical values related to designs. The numbers are not directly implementable since the context-of-use of elderly or disabled users may vary by their capability, environment, and basically by the form factor of the products they use. Lower the expertise in ergonomics and accessibility less valuable the standards and guidelines will be to implement in a product design. With the design guideline developed and ideas collected from an ideation workshop, a total of seven prototypes were built. A total of 14 participants evaluated the prototype whether it enhanced the accessibility of target home appliances or not. As a result, most prototypes successfully improved the accessibility and approved the validity of design guidelines. This procedure as a case study will provide how to implement the principles and dimensional values found in the existing standards and guidelines when developing an accessible product. Overall, this study applied a whole product development cycle to breakthrough the barriers of accessibility problems and proposes it as a set of novel approaches for accessibility issues resolution based on the perspectives of universal design so that a user can freely and safely use their products – especially home appliances – regardless of their disability or age.Chapter 1 Introduction 1 1.1 Accessibility Barriers 1 1.1.1 Barriers for Users 1 1.1.2 Barriers for Stakeholders 3 1.2 Research Objectives and Study Outline 12 Chapter 2 Background 15 2.1 Target Users and Products 15 2.1.1 Target Users 15 2.1.2 Target Home Appliances and Compartments 19 2.2 Definition of Accessibility 29 2.3 Design Approach 33 2.3.1 Accessible and Universal Design 33 Chapter 3 Persona to Investigate the Accessibility Issues of Disabled and Elderly Users Under the Context of Home Appliances Usage 35 3.1 Overview 35 3.2 Methods 38 3.2.1 User Data Collection 38 3.2.2 Data Analysis for Personas 42 3.2.3 Persona Creation for Identifying Accessibility Issue 45 3.3 Persona Development 48 3.3.1 User Behaviors and Characteristics 48 3.3.2 Created Personas 53 3.4 Results and Discussion 59 3.4.1 Behaviors and Characteristics of Personas 60 3.4.2 Accessibility Issues from Personas 67 3.5 Probable Applications and Future Studies 77 Chapter 4 TAT: Therbligs as Accessibility Tool 82 4.1 Overview 82 4.1.1 Task Analysis 84 4.1.2 Therbligs and Motion Studies 86 4.1.3 Redefining Therbligs 89 4.1.4 Changes in the Principles of Motion Economy 95 4.2 Methods 102 4.2.1 Therblig-based Task Analysis 103 4.2.2 Task Evaluation 107 4.3 Results 109 4.3.1 General Task Structures 109 4.3.2 Accessibility Evaluation Results 116 4.4 Discussions 122 4.4.1 Problematic Therbligs and Related Principles of Motion Economy for Improvements 125 4.4.2 The Final Set of Therbligs for Accessibility Evaluation 133 4.4.3 New Task Design for Disabled and Elderly Users 139 4.5 Conclusion 142 Chapter 5 Accessible Home Appliance Designs : Prototyping and Design Guidelines 145 5.1 Overview 145 5.2 Ideation for accessible home appliances 148 5.2.1 Ideation Workshop 148 5.2.2 Ideation Result 153 5.3 Development of Design Guidelines and Prototypes 156 5.3.1 Design Guideline Principles 161 5.3.2 Prototyping 173 5.4 Experiment for validation 186 5.4.1 Evaluation Results 188 5.5 Discussion 197 5.6 Conclusion 201 Chapter 6 Conclusion 203 Bibliography 206 ê”­ëŹž ìŽˆëĄ 222 ê°ì‚Źì˜ Ꞁ 225 Acknowledgment 226 APPENDICES 227박

    Minimalism Heuristics Revisited : Developing a Practical Review Tool

    Get PDF
    Purpose: This article looks at existing minimalism literature and the application of minimalism heuristics. It proposes a revised set of minimalism heuristics to be used at different phases of the minimalist documentation process. The goal is to offer a practical tool for technical communication professionals. Method: The revised heuristics are a combination of a literature review, the best practices of technical communication, and a company pilot study where the heuristics were tested. Results: The article offers a revised list of minimalism heuristics, to be used as part of the minimalist documentation process to ensure documentation quality. Conclusion: The technical communication field is charting new ground in the era of responsive design and mobile platforms.In this new landscape, the principles of minimalism have much to offer. The proposed minimalism heuristics comprise one strategy of applying minimalism for better documentation quality.©2021 Society for Technical Communication.fi=vertaisarvioitu|en=peerReviewed

    A Rhetoric Of Technology: The Discourse In U.S. Army Manuals And Handbooks

    Get PDF
    This dissertation examines the historical technical publications of the United States Army from 1775-2004. Historical research in Army technical communication reveals the persuasive characteristics of its technical publications. Elements of narrative, storytelling, and anthropomorphism are techniques writers used to help deliver information to readers. Research also reveals the design techniques writers adopted to unite the situated literacies of the troops. Analyses of print, comic, and digital media expose the increasing visualization of information since the eighteenth century. The results of such historical research can be applied to new media designs. Automating processes captured in paper-based technical manuals and adding intelligent functionality to these designs are two of many possible design options. Research also dispels a myth concerning the history of modern technical communication and illustrates the development of many genres and subgenres. Modern technical communication was not born of World War II as many scholars suggest, but was a legitimate field in eighteenth-century America. Finally, historical research in Army technical communication shows the systematic progression of a technological society and our increasing dependence on machine intelligence

    Digitization of industrial quality control procedures applied to visual and geometrical inspections

    Get PDF
    Mestrado de dupla diplomação com a UTFPR - Universidade Tecnológica Federal do ParanåIndustries quality control procedures are usually dependent on gauge inspection tools, and these tools are used to inspect visual and geometrical tolerance conformity. Operators are guided during an inspection by using paper tutorials that assist them in performing their tasks and registering the result of the performed analysis. This traditional method of registering information may be misleading, lowering the effectiveness of the quality control by providing inaccurate and error-prone inspection results. This work implements a system that uses emergent technologies (e.g., Human-Machine Interfaces, Virtual Reality, Distributed Systems, Cloud Computing, and Internet of Things (IoT)) to propose a costeffective solution that supports operators and quality control managers in the realization and data collection of gauge inspection control procedures. The final system was deployed in an industrial production plant, with the delivered results showing its efficiency, robustness, and highly positive feedback from the operators and managers. The software may offer a quicker and efficient execution of analysis tasks, significantly decreasing the setup time required to change the inspected product reference

    Computer anxiety\u27s impact on computer user documentation

    Get PDF
    Computer anxiety is the fear or avoidance of the computer and the environment it represents. The anxiety can manifest in all computer users regardless of their experience or complexity of the tasks they must complete. The anxiety can be alleviated on one task, but as technology changes and advances, the user\u27s comfort level is compromised and the anxiety reappears. Understanding computer anxiety as it relates to computer user documentation is a compelling research question. Although there have been many efforts to understand computer anxiety, there has been no clear way for technical communicators to resolve this problem in their approach to writing computer user documentation. This study will determine the impact of computer anxiety on the preparation of computer user documentation as well as attempt to apply Carl Rogers Rogerian theory to computer anxiety as a means of describing what needs to happen in fostering a positive interaction between the user and the computer. In addition, a discussion of the Minimalist Manual, as an effective computer user documentation strategy will show a parallel between features of minimalism and the Rogerian theory

    D3.2 Cost Concept Model and Gateway Specification

    Get PDF
    This document introduces a Framework supporting the implementation of a cost concept model against which current and future cost models for curating digital assets can be benchmarked. The value built into this cost concept model leverages the comprehensive engagement by the 4C project with various user communities and builds upon our understanding of the requirements, drivers, obstacles and objectives that various stakeholder groups have relating to digital curation. Ultimately, this concept model should provide a critical input to the development and refinement of cost models as well as helping to ensure that the curation and preservation solutions and services that will inevitably arise from the commercial sector as ‘supply’ respond to a much better understood ‘demand’ for cost-effective and relevant tools. To meet acknowledged gaps in current provision, a nested model of curation which addresses both costs and benefits is provided. The goal of this task was not to create a single, functionally implementable cost modelling application; but rather to design a model based on common concepts and to develop a generic gateway specification that can be used by future model developers, service and solution providers, and by researchers in follow-up research and development projects.<p></p> The Framework includes:<p></p> ‱ A Cost Concept Model—which defines the core concepts that should be included in curation costs models;<p></p> ‱ An Implementation Guide—for the cost concept model that provides guidance and proposes questions that should be considered when developing new cost models and refining existing cost models;<p></p> ‱ A Gateway Specification Template—which provides standard metadata for each of the core cost concepts and is intended for use by future model developers, model users, and service and solution providers to promote interoperability;<p></p> ‱ A Nested Model for Digital Curation—that visualises the core concepts, demonstrates how they interact and places them into context visually by linking them to A Cost and Benefit Model for Curation.<p></p> This Framework provides guidance for data collection and associated calculations in an operational context but will also provide a critical foundation for more strategic thinking around curation such as the Economic Sustainability Reference Model (ESRM).<p></p> Where appropriate, definitions of terms are provided, recommendations are made, and examples from existing models are used to illustrate the principles of the framework
    • 

    corecore