5,920 research outputs found

    What influences the speed of prototyping? An empirical investigation of twenty software startups

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    It is essential for startups to quickly experiment business ideas by building tangible prototypes and collecting user feedback on them. As prototyping is an inevitable part of learning for early stage software startups, how fast startups can learn depends on how fast they can prototype. Despite of the importance, there is a lack of research about prototyping in software startups. In this study, we aimed at understanding what are factors influencing different types of prototyping activities. We conducted a multiple case study on twenty European software startups. The results are two folds, firstly we propose a prototype-centric learning model in early stage software startups. Secondly, we identify factors occur as barriers but also facilitators for prototyping in early stage software startups. The factors are grouped into (1) artifacts, (2) team competence, (3) collaboration, (4) customer and (5) process dimensions. To speed up a startups progress at the early stage, it is important to incorporate the learning objective into a well-defined collaborative approach of prototypingComment: This is the author's version of the work. Copyright owner's version can be accessed at doi.org/10.1007/978-3-319-57633-6_2, XP2017, Cologne, German

    Exploring organisational competences in Human Factors and UX project work: Managing careers, project tactics and organisational strategy

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    Organisational competence in Human Factors and UX (user experience) has not been looked at before despite its relevance to project success. We define organisational competence as the collective competence of the individuals, bringing together their complementary abilities to deliver an outcome that is typically more than the sum of its parts. Twenty-two UX and Human Factors practitioners were interviewed about their project work in two contrasting domains: web design and safety-critical systems to explore organisational competences. Through doing a FRAM analysis 29 functions and six main areas of competences were identified: the central project process; the process of learning about the problem; maintaining and developing client relations; staff development; evolving practices; and the management of documentation for audit and quality control. These dynamic and situated competences form a web of interactions. Managing competences is essential for project success. Implications for managing careers, project tactics and organisational strategy are discussed

    Knowledge Production and Social Roles in an Online Community of Emerging Occupation: A Study of User Experience Practitioners on Reddit

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    New occupations are emerging that have high job demand in the market, but lack a coherent body of disciplinary knowledge. For example, user experience (UX) design is an emerging occupation that has not been adequately supported by the traditional educational system. For learners beginning their undergraduate education, there is no concrete path to follow to become a UX professional, due to few UX-focused undergraduate academic programs. Online communities of practices have been recognized as important learning venues, even while institutions of formal education often lag behind in structuring knowledge production and distribution. However, little is known about how knowledge is generated and diffused in online communities in the context of emerging occupations with volatile knowledge boundaries. In this paper, we analyze knowledge production in relation to social roles in an online UX community. We show that knowledge production is highly distributed, involving the participation of community members of varied levels of experience. We discuss how online communities support the development of the UX occupation

    Editorial: Positive Technology: Designing E-experiences for Positive Change

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    While there is little doubt that our lives are becoming increasingly digital, whether this change is for the better or for the worse is far from being settled. Rather, over the past years concerns about the personal and social impacts of technologies have been growing, fueled by dystopian Orwellian scenarios that almost on daily basis are generously dispensed by major Western media outlets. According to a recent poll involving some 1,150 experts, 47% of respondents predict that individuals’ well-being will bemore helped than harmed by digital life in the next decade, while 32% say people’s well-being will bemore harmed than helped. Only 21% of those surveyed indicated that the impact of technologies on people well-being will be negligible compared to now (Pew Research Center, 2018)

    User Experience in Digital Games

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    Evaluating 2D and 3D serious games: The significance of student-player characteristics

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    Τα σοβαρά παιχνίδια (ψηφιακά εκπαιδευτικά παιχνίδια μαθησιακού σκοπού)  κερδίζουν ολοένα και περισσότερο το ενδιαφέρον πολλών μελετητών της μαθησιακής διαδικασίας όλων των εκπαιδευτικών επιπέδων. Σημαντικές πτυχές της εφαρμογής τους στην εκπαίδευση σχετίζονται με τα χαρακτηριστικά τους, τη συνάφειά τους με την παιδαγωγική και τις απόψεις των μαθητών. Αυτή η ποσοτική έρευνα επικεντρώθηκε στα χαρακτηριστικά των φοιτητών παιδαγωγικών τμημάτων (φύλο, επιστημονικό υπόβαθρο, προηγούμενη εμπειρία με παιχνίδια και δεξιότητες ΤΠΕ) και στους παράγοντες που επηρεάζουν και διαμορφώνουν την μαθησιακή εμπειρία τους όταν παίζουν σοβαρά παιχνίδια δύο (2D) και τριών (3D) διαστάσεων, όπως είναι η εμβύθιση, η απόλαυση, η υποκειμενική αντίληψη των μαθητών σχετικά με τη χρησιμότητά τους για τη βελτίωση της γνώσης, την επάρκεια της αφήγησης, τον ρεαλισμό, την ανατροφοδότηση, την οπτικοακουστική επάρκεια, τη συνάφειά τους με τα προσωπικά ενδιαφέροντά τους, τη σαφήνεια του στόχου τους, την ευκολία χρήσης τους, την καταλληλότητα του μαθησιακού υλικού και τα κίνητρα. Συνολικά 542 φοιτητές συμμετείχαν στη μελέτη. Σειρά μη παραμετρικών αναλύσεων (Mann-Whitney U tests και Kruskal-Wallis H tests) αποκάλυψε ότι οι φοιτητές προτίμησαν το 2D παιχνίδι. Το φύλο, το επιστημονικό υπόβαθρο και οι δεξιότητες στις ΤΠΕ δεν είχαν αντίκτυπο στις απόψεις τους. Από την άλλη πλευρά, οι φοιτητές με υψηλή ικανότητα στη χρήση των παιχνιδιών φαίνεται να έχουν καλύτερη μαθησιακή εμπειρία, καθώς οι βαθμολογίες τους στους περισσότερους παράγοντες ήταν υψηλότερες σε σύγκριση με τους φοιτητές με χαμηλότερη ικανότητα. Αυτά τα αποτελέσματα μας οδήγησαν να προσανατολιστούμε στην εξέταση άλλων πτυχών/δεξιοτήτων των φοιτητών πέρα από τα συνήθη δημογραφικά στοιχεία, όπως είναι η αυτορρύθμιση, η χωρική ικανότητα και η νοητική περιστροφή και να ερευνήσουμε τη δυνατότητα των σοβαρών παιχνιδιών να βελτιώσουν αυτές τις δεξιότητες.Serious games are gaining ground in all educational levels. Important aspects of their implementation in education are related to their features, their relevance to pedagogy and the learners' views. This quantitative research focused on characteristics of pedagogical departments’ students (gender, scientific background, prior gaming and ICT skills) and factors are considered to affect and shape their learning experience when playing 2D and 3D serious games (immersion, enjoyment, perceived usefulness-knowledge improvement, perceived narratives' adequacy, perceived realism, perceived feedback's adequacy, perceived audiovisual adequacy, perceived relevance to personal interests, perceived goal's clarity, perceived ease of use, adequacy of the learning material and motivation). A total of 542 university students participated in the study. The data analysis revealed that they preferred the 2D game. Their gender, scientific background and ICT skills did not have an impact on their views. On the other hand, students with high game-playing competence seem to have a better learning experience, as their scores in most of the factors were higher compared to the ones with lower game-playing competence. Those results led us to consider other aspects of learners beyond ordinary demographics such as self-regulation, spatial cognition and mental rotation and to examine the evidence that serious games can improve these skills

    Leveraging Customer-integration Experience: A Review of Influencing Factors and Implications

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    Organizations have increasingly begun to co-create innovations, conduct idea competitions, or conduct crowdsourcing initiatives with customers in online communities. Yet, many customer-integration methods fail to attract sufficient customer participation and engagement. We draw on previous research to identify customers’ experience as an important determinant of whether customer-integration initiatives succeed. However, research has rarely applied the notion of experience in the context of customer integration. We conduct a cross-disciplinary literature review to identify the factors that constitute a positive customer-integration experience and the implications of the customer-integration experience. Based on 141 papers from marketing, technology and innovation management, information systems, human-computer interaction, and psychology research, we derive a framework for customer-integration experience that integrates 22 conceptually different influencing factors, 15 implications, and their interrelatedness based on motivation-hygiene theory. The framework sheds light on the current state of research on customer-integration experience and identifies possibilities for future research
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