11 research outputs found

    Make it so! Jean-Luc Picard, Bart Simpson and the design of e-public services

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    In this paper, we report on a project applying participatory design methods to include people who have experience of social exclusion (in one form or another) in designing possible technologies for e-(local)-government services. The work was part of a project for the Office of the Deputy Prime Minister in the UK, and was concerned with ‘access tokens’ that can provide personal identification for individuals accessing public services, based on technologies such as multi-functional smartcards, flash memory sticks, mobile phone SIMs or similar devices. In particular we report on our experience using the ‘pastiche scenarios’ technique recently developed by Mark Blythe. Our findings indicate that the technique can be effective and engaging in helping people to create realistic scenarios of future technology use and highlight some possible pitfalls to consider when using this technique.</p

    Participatory healthcare service design and innovation

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    This paper describes the use of Experience Based Design (EBD), a participatory methodology for healthcare service design, to improve the outpatient service for older people at Sheffield Teaching Hospitals. The challenges in moving from stories to designing improvements, co-designing for wicked problems, and the effects of participants' limited scopes of action are discussed. It concludes by proposing that such problems are common to participatory service design in large institutions and recommends that future versions of EBD incorporate more tools to promote divergent thinking

    Exploring co-design in the voluntary sector

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    Co-design is an approach to design that emphasises the creative contribution that can be made by potential users, clients and other stakeholders in developing products, systems or services. Co-design is widely used in the commercial sector to accelerate user acceptance and reduce product/service failure. Co-design is also becoming widespread in the public sector as a way of engaging citizens in design exploration. However, little is known about the capability of voluntary sector organisations, particularly small and medium sized organisations to undertake co-design activities; and resources that describe how to implement co-design tend to be oriented towards the needs and the context of larger commercial organisations. This paper presents findings from an ongoing investigation into co-design capability in small-and-medium-sized third sector organisations in the UK. The investigation combines an on-line survey, in-depth case studies and interviews

    Local E-Government in Cyprus: A Comparison of Perceptions Between Citizens and Decision Makers

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    This paper identifies attitudes and perceptions on e-government among two key populations: citizens of the Republic of Cyprus and local government decision makers. The research methodology is based on both secondary and primary data collection, with the latter including a questionnaire survey of the public and another of major local governments\u27 officials who were directly involved in the decision making of the services provided through local egovernment initiatives. The results of the surveys are analysed and cross-related The research has reached three principal clusters of conclusions. The first relates to a number of discrepancies found when comparing the public\u27s perceptions, needs and potentialities on e-government and the corresponding perceptions of the municipality decision makers. The second cluster relates to the wider potentialities of local e-government in Cyprus. The third cluster is provides directions and towards a successful local e-government implementation in Cyprus

    A hermeneutic inquiry into user-created personas in different Namibian locales

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    Persona is a tool broadly used in technology design to support communicational interactions between designers and users. Different Persona types and methods have evolved mostly in the Global North, and been partially deployed in the Global South every so often in its original User-Centred Design methodology. We postulate persona conceptualizations are expected to differ across cultures. We demonstrate this with an exploratory-case study on user-created persona co-designed with four Namibian ethnic groups: ovaHerero, Ovambo, ovaHimba and Khoisan. We follow a hermeneutic inquiry approach to discern cultural nuances from diverse human conducts. Findings reveal diverse self-representations whereby for each ethnic group results emerge in unalike fashions, viewpoints, recounts and storylines. This paper ultimately argues User-Created Persona as a potentially valid approach for pursuing cross-cultural depictions of personas that communicate cultural features and user experiences paramount to designing acceptable and gratifying technologies in dissimilar locales

    Representing older people: towards meaningful images of the user in design scenarios

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    Designing for older people requires the consideration of a range of difficult and sometimes highly personal design problems. Issues such as fear, loneliness, dependency, and physical decline may be difficult to observe or discuss in interviews. Pastiche scenarios and pastiche personae are techniques that employ characters to create a space for the discussion of new technological developments and as a means to explore user experience. This paper argues that the use of such characters can help to overcome restrictive notions of older people by disrupting designers' prior assumptions. In this paper, we reflect on our experiences using pastiche techniques in two separate technology design projects that sought to address the needs of older people. In the first case pastiche scenarios were developed by the designers of the system and used as discussion documents with users. In the second case, pastiche personae were used by groups of users themselves to generate scenarios which were scribed for later use by the design team. We explore how the use of fictional characters and settings can generate new ideas and undermine rhetorical devices within scenarios that attempt to fit characters to the technology, rather than vice versa. To assist in future development of pastiche techniques in designing for older people, we provide an array of fictional older characters drawn from literary and popular culture.</p

    Human computer interaction for international development: past present and future

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    Recent years have seen a burgeoning interest in research into the use of information and communication technologies (ICTs) in the context of developing regions, particularly into how such ICTs might be appropriately designed to meet the unique user and infrastructural requirements that we encounter in these cross-cultural environments. This emerging field, known to some as HCI4D, is the product of a diverse set of origins. As such, it can often be difficult to navigate prior work, and/or to piece together a broad picture of what the field looks like as a whole. In this paper, we aim to contextualize HCI4D—to give it some historical background, to review its existing literature spanning a number of research traditions, to discuss some of its key issues arising from the work done so far, and to suggest some major research objectives for the future

    Users' spatial abilities affect interface usability outcomes

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    The usability of a system depends both on inherent characteristics of the system and on its users. This paper argues that a major source of differences among users is variations in spatial ability, but that variations in different types of spatial ability affect components of usability differently. In two experiments, I investigated a simple model of the relationships of spatial visualization ability, spatial orientation ability, and spatial working memory with the usability constructs of efficiency and effectiveness. Both experiments used Wikipedia search as a representative information search task. The first experiment used a desktop computer interface, and the second experiment used a pair of mobile devices with widely different screen sizes. Better spatial orientation ability corresponded to faster performance on efficiency across devices. Better spatial visualization ability corresponded to slower performance on larger screens, but faster performance on smaller screens. Better spatial visualization ability also predicted better effectiveness in both experiments. These results suggest that spatial ability is a useful way to characterize users and to improve usability testing, and that its effects vary in systematic ways depending on characteristics of the tested interface and on which metrics are chosen

    Interaction design for inclusive electronic government services

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    Orientador: Maria Cecilia Calani BaranauskasDissertação (mestrado) - Universidade Estadual de Campinas, Instituto de ComputaçãoResumo: Serviços do governo eletrônico (eGov, do inglês: electronic government/e-government) são um veículo de comunicação entre as entidades do governo nos diferentes níveis (municipal, estadual, etc.) e os cidadãos. Além de tornar ações do governo mais transparentes e aumentar a eficiência e eficácia, esses serviços visam fortalecer a democracia oferecendo a possibilidade de participação dos cidadãos nos processos democráticos. Para tais fins, serviços de eGov precisam possibilitar o acesso pela população inteira, isto é para pessoas com diferentes competências ou necessidades específicas. A contribuição desse trabalho envolve mostrar caminhos para como interfaces de usuário de serviços de eGov podem ser projetados de uma maneira inclusiva, respeitando a diversidade de uma população. Partindo de uma análise do contexto brasileiro, esse trabalho mostra tanto as principais diferenças entre serviços de eGov e outras aplicações web quanto as diferenças entre países em desenvolvimento e países desenvolvidos a esse respeito. O principal desafio identificado é a adaptaçãao de métodos tradicionais ao contexto de serviços inclusivos de eGov. No próximo passo identificamos barreiras do acesso ao serviços de eGov por usuários com necessidades específicas como diferentes de eficiências, baixo letramento ou baixo letramento digital. Propomos o conceito de técnicas assistivas" que ampliam a visão limitada de tecnologias assistivas para o contexto de nosso cenário, isto é, um uso por pessoas que usam serviços em diferentes situações, inclusive de eficiências. Os desafios identificados e diferentes experiências trazidas de projetos nos motivaram a propor um framework para o design socialmente responsável. Os elementos principais desse framework são métodos e técnicas da Semiótica Organizacional e do Design Participativo para atingir uma visão sócio-tecnica dos problemas de design. Esses métodos e técnicas são aplicados em Práticas Participativas Inclusivas em um Cenário*, um grupo de representantes de usuários finais que foram escolhidos como imagem de características encontradas na sociedade brasileira. Por fim analisamos um conjunto de protótipos que foram criados dentro do contexto do framework de design socialmente responsável. Como o design de serviços inclusivos de eGov depende de fatores culturais entre outros, criamos um design rationale abstrato que discute diferentes questões de design e assim visa apoiar o designer na tomada de decisões adequadas ao respectivo contexto.Abstract: Electronic government (eGov) services are means of communication between entities of the government (on local, state or other levels) and the citizens. Besides making actions of the government more transparent and increasing efficiency and effectiveness, such servicees aim to strengthen democracy by offering citizens possibilities to participate in democratic processes. Thus, eGov services have to enable access to the whole population, including people with different competencies or special needs. The contribution of this work involves showing ways of creating user interfaces to eGov services inclusively and respecting the diversity of the population. Starting with an analysis of the Brazilian country context, this work shows the main differences between eGov services and other web applications as well as differences between developing and developed countries regarding those applications. The principal challenge that has been identified is that of adapting traditional methods to the context of inclusive eGov services. In the next step we identify barriers of access to eGov services that are imposed on users with special needs like impairments, low literacy or low digital literacy. We propose the concept of \assistive techniques" to extend the limited vision of assistive technologies to the context of our scenario, i.e. to people with special needs besides impairments who make use of eGov services in different situations. The challenges identified and different experiences from diffrent projects motivated us to propose a framework for socially responsible design. The main elements of this framework are methods and techniques from Organizational Semiotics and Participatory Design in order to get a socio-technical vision of design problems. These methods and techniques are employed during Participatory Inclusive Practices in a Cenário*, a group of end user representatives that has been composed to mirror the characteristics of the Brazilian society. Finally, we analyze a set of prototypes that have been created within the context of the framework of socially responsible design. Since the design of inclusive eGov services depends on cultural and other factors, we created an abstract design rationale that discusses different design issues and thus supports the designer in taking decisions that are tailored to the respective context.MestradoMestre em Ciência da Computaçã
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