725 research outputs found

    User data spectrum theory: Collecting, interpreting, and implementing user data in organizations

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    Organizations interested in increasing their user experience (UX) capacity lack the tools they need to know how to do so. This dissertation addresses this challenge via three major research efforts: 1) the creation of User Data Spectrum theory and a User Data Spectrum survey for helping organizations better invest resources to grow their UX capacity, 2) a new UX method and model for organizations that want to capitalize on spoken words from end users called Rapid Meaningful Scenarios (RMS), and 3) a recommendation for UX education in response to the current ACM SIGCHI education Living Curriculum initiative. The User Data Spectrum work is based on 30 interviews and 110 survey responses from UX stakeholders across 120 companies. These data informed the theory as well as a factor analysis performed to identify the most relevant items in the User Data Spectrum survey. The Rapid Meaningful Scenarios methodology was developed based on iterative UX experience with a real-world organization and refined to aid UX professionals in creating structured results based on end users\u27 words. The UX education recommendation integrates experience with the HCI curriculum at Iowa State University and curriculum discussions within the SIGCHI community over the past 5 years. The overall contribution of this research is a set of tools that will enable UX professionals and organizations to better strategize how to increase their UX capacity

    DesignABILITY: Framework for the Design of Accessible Interactive Tools to Support Teaching to Children with Disabilities

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    Developing educational tools aimed at children with disabilities is a challenging process for designers and developers because existing methodologies or frameworks do not provide any pedagogical information and/or do not take into account the particular needs of users with some type of impairment. In this study, we propose a framework for the design of tools to support teaching to children with disabilities. The framework provides the necessary stages for the development of tools (hardware-based or software-based) and must be adapted for a specific disability and educational goal. For this study, the framework was adapted to support literacy teaching and contributes to the design of educational/interactive technology for deaf people while making them part of the design process and taking into account their particular needs. The experts' evaluation of the framework shows that it is well structured and may be adapted for other types of disabilities

    From Hands-on Sessions to User Insights on Designing an Interactive System for Data Science

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    Our design research goal is to improve the user experience and effectiveness of an integrated IT solution for supporting the creative and collaborative Data Science (DS) life-cycle process. The work is being done as a Design Science Research (DSR) project, in real-life context. Within a fast-pace development environment, with scarce access to end-users, we combined hands-on sessions and semi-structured user interviews into a fast-forward design insights technique ([aka insightz]) to capture: i) people interests and expectations about the tool (leading to design improvements) and ii) stakeholders’ insights about the DS process itself (leading to process and business innovation). We propose these insightz workshops and the user research approach as a design technique to define and to communicate design principles and guidelines between different stakeholders, namely, UI/UX and engineering teams

    Design Thinking, An Examination of Epistemological Frameworks in an Area of Academic Study

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    The ambiguous identity of the digital media field, the ubiquity of media, and rapid and persistent technological change and innovation pose inimitable challenges for academic programs of study in digital media. Digitization of media is an underlying impetus for today’s rapid innovation that compels related academic programs in higher education to re-examine themselves to keep pace and to better understand their epistemological foundations.  At the same time, digital innovation helped spur renewed awareness of design as a human-centered methodology to solve ill-structured, highly complex problems. Design and Design Thinking provide a potential framework to aid in academic program assessment. This paper examines the Design Thinking framework, an iterative process involving students, faculty, and academic and industry partners, to aid in better understanding the philosophical underpinnings of a digital media program and from which to evaluate and design the curriculum

    Use Cases for Design Personas : A Systematic Review and New Frontiers

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    Personas represent the needs of users in diverse populations and impact design by endearing empathy and improving communication. While personas have been lauded for their benefits, we could locate no prior review of persona use cases in design, prompting the question: how are personas actually used to achieve these benefits? To address this question, we review 95 articles containing persona application across multiple domains, and identify software development, healthcare, and higher education as the top domains that employ personas. We then present a three-stage design hierarchy of persona usage to describe how personas are used in design tasks. Finally, we assess the increasing trend of persona initiatives aimed towards social good rather than solely commercial interests. Our findings establish a roadmap of best practices for how practitioners can innovatively employ personas to increase the value of designs and highlight avenues of using personas for socially impactful purposes.© 2022 Copyright held by the owner/author(s). Publication rights licensed to ACM. ACM ISBN 978-1-4503-9157-3/22/04. https://doi.org/10.1145/3491102.3517589fi=vertaisarvioitu|en=peerReviewed

    User experience of academic lecturing staff in the use of a learning management system tool : a case study at an open distance learning institution in South Africa

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    The teaching model in Open Distance Learning is moving towards fully integrated information and communication technology applications, therefore, academic lecturers need to have a strong comfort level with the use of technology tools. The academic lecturers are qualified and experienced subject matter experts but this does not translate to having the necessary technical competencies to do online teaching. They consequently could experience feelings of incompetency to facilitate courseware on a technology platform. The study identified the factors that influence the user experience when using a Learning Management System (LMS) in an academic institution. The research design comprises a convergent, parallel design mixed-method case study. A literature review was conducted to abstract the factors that influence the user experience into a conceptual framework. An expert review was conducted to validate the conceptual framework and then a questionnaire-driven survey was performed. The quantitative analysis of the survey results revealed that eight of the nine factors proposed in the conceptual framework do have an influence on the perceived user experience of the academic when using the LMS. The qualitative analysis revealed that all nine of the identified factors do have an influence on the perceived user experience of the academic when using the LMS. The contribution of this study is to present a conceptual framework of the factors that influence the user experience of the academic when using an LMS to improve our understanding of the experience of the academic and the practical challenges involved for academics that have to facilitate learning in an online environment The findings should be of interest to developers of LMSs and to institutions in support and training of academics that have to use the LMS.School of ComputingM. Sc. (Computing

    Journal of Applied Technical and Educational Sciences 12.

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    A systematic mapping study of HCI practice research

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    Human–computer interaction (HCI) practice has emerged as a research domain in the HCI field and is growing. The need to transfer HCI practices to the industry began significantly with the works of Nielsen on usability engineering. To date, methods and techniques for designing, evaluating, and implementing interactive systems for human use have continued to emerge. It is, therefore, justified to conduct a systematic mapping study to determine the landscape of HCI practice research. A Systematic Mapping Study method was used to map 142 studies according to research type, topic, and contribution. These were then analyzed to determine an overview of HCI practice research. The objective was to analyze studies on HCI practice and present prominent issues that characterize the HCI practice research landscape. Second, to identify pressing challenges regarding HCI practices in software/systems development companies. The results show that HCI practice research has steadily increased since 2012. The majority of the studies explored focused on evaluation research that largely contributed to the evaluation methods or processes. Most of the studies were on design tools and techniques, design methods and contexts, design work and organizational culture, and collaboration and team communication. Interviews, case studies, and survey methods have been prominently used as research methods. HCI techniques are mostly used during the initial phase of development and during evaluation. HCI practice challenges in companies are mostly process-related and on performance of usability and user experience activities. The major challenge seems to be to find a way to collect and incorporate user feedback in a timely manner, especially in agile processes. There are areas identified in this study as needing more research
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