856 research outputs found

    Designing
 with 
Children: 
Reflections 
on 
Effective
 Involvement
 of 
Children 
in 
the 
Interaction 
Design
 Process

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    This 
thesis 
contributes 
to 
the
 discussion 
around
 the 
practice
 of
co-design 
with 
children 
by 
providing 
support 
for 
reflections 
to
 practitioners. 
The
 framework
 that 
derived
 from
 this
 research 
aims 
to 
increase 
the
 awareness 
on 
the 
implications 
the 
different 
aspects
 involved 
on
 co‐design
 session 
have
 on 
its 
outcome. 
Researchers 
with 
little 
experience
 in
 managing 
co‐ design
 sessions
 can 
benefit 
from 
it
 when
 deciding
 on 
their 
co‐design 
strategies

    An investigation into trust and security in the mandatory and imposed use of financial ICTs upon older people

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    Care needs to be taken to reduce the number of people who are fearful and mistrustful of using ICT where that usage is forced upon them without choice or alternative. The growing incidence of mandatory and imposed online systems can result in confusion, misuse, fear, and rejection by people with only rudimentary ICT skills. A cohort where a high percentage of such people occur is older people, defined in this study as people over the age of 60 Examples of compulsory ICT interactions include some banks limiting bank statement access through online rather than paper-based options. Other examples include the purchase of theatre or sports events tickets through ticketing systems that require an online transaction to take place. Increasingly, people are living beyond the normal retiring age. As the older cohort increases in size and in overall global population percentage, the problem of forced technology usage affects technology acceptance, technology trust, and technology rejection. People care about ICT systems where reduced trusted acceptance of technology reduces the advantages of digital health care, the perceived security of banking and shopping, and the autonomy of ICT-driven lifestyle choices. This study aims to solve one of the puzzles of ICT-driven change, where older people can show trepidation towards using technology. By understanding the drivers that influence the choices older people make in relation to ICT systems, it may be possible to introduce a much higher level of trusted acceptance in ICT systems. Although many people adopt ICTs into their lives, many older people face difficulty in using technology when it is forced upon them. This study aims to understand the connection between how choice (or lack of choice) can lead to the rejection or resistance towards ICT usage. Older people sometimes opt towards practices that place themselves at risk of financial or informational disadvantage. This study used a qualitative approach to understanding the factors that influenced the trusted acceptance, trepidation, and in some cases rejection of ICT usage by interviewing a sample of older people. Participants were asked to consider a wide range of ICT-usage scenarios and to describe their intentions. The study focussed on circumstances where ICT usage fell under either mandatory, imposed, or voluntary conditions in order to compare user behaviour. Settings included a range of technology-reliant states that examined IT security, volition and choice, aging, trusted acceptance, and technology adoption. Participants were interviewed to discover and sort the conditions (whether singly or in combination) under which the expectation of ICT acceptance was in some way altered, diminished, or prevented. This research found that older people made poor decisions when the choice to use a technology was replaced with a mandatory or strongly imposed pathway. Mandatory ICT usage across the broad area of financial transactions brought about widespread fear and distrust of online technology usage. The results revealed that many older people not only find these innovations daunting and confronting, but they also have difficulty placing their trust in ICT systems and applications that have become mandatory. In normative conditions, increased ICT acceptance and ICT usage is expected. When ICTs are mandatory in their usage, acceptance is replaced with compulsory procedure. This does not mean that mandatory things cannot be accepted, but rather that older people will accept the need to use a technology according to their perception of what is necessary for their daily and routine interactions. This study showed that voluntary ICT usages including choices increase informed decision-making, security of online financial interactions, and trusted reliance upon ICTs. Choice in ICT usage carries greater trust than mandatory, obligated, or heavily imposed ICTs. The study revealed that mandatory ICT systems can create perceptions of fear, mistrust and uncertainty. In situations where a mandatory ICT system becomes the normative method of transaction, a strong risk to the trusted acceptance of a technology is not merely the lack of ICT-based choice, but also the inability to gain reassurance or secondary confirmation through either face to face or telephone-based communication. Trust in not just the usage, but the implied secure usage of mandated and imposed ICTs, is problematic for older people. This study revealed the significance of mandated ICT systems that limit choices for people, because older humans more readily validate and associate their trust in new innovations when they can access various different professional, technical, peer-based, social and popular opinions. The research also showed that older people are fearful and less trusting in mandatory and imposed systems because they have less financial resilience, and less opportunity to bounce back from loss and disadvantage brought about by digital and online interactions. Older people were worried and reluctant to accept technology at first glance because they knew that they had spent more time than others in a pre-internet, pre-digital environment, and their seminal life experiences are correspondingly less technology-related. The results showed that many older people preferred human communication and interaction rather than communicating, buying, paying, and trusting in purely digital, ICT-based experiences. This demonstrated a gap in the trust and security of digital systems, and the need to address those ICTs that impose and mandate instruments and procedures for daily life. Specifically this study looked at what could reduce unsafe and insecure banking practices by understanding the role of choice in the trusted usage of ICT systems. This study is significant because it shows that older people make financial and social, decisions under reactionary, insecure, and under-informed conditions as a result of a gap in terms of trust security and choice. On the one hand older people develop trust towards a new innovation based on accumulated human discussion, information and reputation. On the other hand older people hold the perception that online systems offer reduced choices. This study led to the development of a model for trusted technology choice (TTCM). It differs from traditional acceptance and diffusion thinking, by having outputs as either ICT acceptance or ICT rejection. It diverges from diffusion and technology acceptance models (TAM), because technology acceptance is not regarded as a foregone conclusion. Instead, it places a very high value upon choice and volition, trust, security and human interaction. The TTCM model, together with a framework for identifying volition barriers, provides a different set of criteria for understanding the needs of older people and their meaningful interactions with new innovation and ICTs. The practical applications for using such a model directly impact upon financial and social stability for older people. Where choices are either removed or limited due to ICT usage, older citizens are unfairly disadvantaged. A model that accurately predicts the trusted usage of ICT innovations can have a widespread effect on the implementation of large-scale public and private systems where the trusted acceptance (or rejection) of each system has on flow impact on financial, health, and other critical services that include the growing population of older people

    Enhancing fan experience during live sports broadcasts through second screen applications

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    When sports fans attend live sports events, they usually engage in social experiences with friends, family members and other fans at the venue sharing the same affiliation. However, fans watching the same event through a live television broadcast end up not feeling so emotionally connected with the athletes and other fans as they would if they were watching it live, together with thousands of other fans. With this in mind, we seek to create mobile applications that deliver engaging social experiences involving remote fans watching live broadcasted sports events. Taking into account the growing use of mobile devices when watching TV broadcasts, these mobile applications explore the second screen concept, which allows users to interact with content that complements the TV broadcast. Within this context, we present a set of second screen application prototypes developed to test our concepts, the corresponding user studies and results, as well as suggestions on how to apply the prototypes’ concepts not only in different sports, but also during TV shows and electronic sports. Finally, we also present the challenges we faced and the guidelines we followed during the development and evaluation phases, which may give a considerable contribution to the development of future second screen applications for live broadcasted events

    User-centered design of the interface prototype of a business intelligence mobile application

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    Dissertação para obtenção do Grau de Mestre em Engenharia e Gestão IndustrialIn a society in constant technological evolution, companies try to equip themselves with tools that allow them to achieve, or maintain, the leadership position in the markets in which they compete in. Success often lies in the ability to exploit the existent Business Intelligence (BI) in the best possible way. Moreover, mobile devices such as smartphones and tablets assume themselves as elements with an increasingly preponderant use in the everyday life. In the convergence of these two factors, emerges the need to develop mobile “management facilitators”, capable of providing companies’ workers the access to BI, anywhere and at a few touches distance. To make this possible, not only does the correct information needs to be selected, but also organized and presented in a highly intuitive and easy to use way. It’s in this context that the work present in this dissertation emerges: User-Centered Design of the interface prototype of a Business Intelligence mobile application for a company in the retail industry. Thus, the goal of this dissertation resides in the development of an adequate interface, through the continuous interaction with a group of representative users in activities such as users’ needs assessment, interface design, heuristic evaluation and usability tests. From meetings with the users, 29 needs were identified for the BI application. These needs were later converted into functional requirements which originated two prototypes, one for smartphones and the other for tablets. These were subjected to a heuristic evaluation and tested through the application of the Cognitive Walkthrough method to representative users, to collect performance and satisfaction metrics. It was concluded that the designed interfaces were in accordance with 14 of the 16 heuristics, which led to three modifications on the interfaces. The Cognitive Walkthrough results showed that the interfaces are intuitive since all the tasks were completed with 100% success, in reasonable times and with a number of actions close to the ideal

    Mejora a la Toma de Decisiones en la Técnica Card Sorting

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    Este Trabajo Fin de Grado consiste en el diseño de una herramienta para la evaluación de la usabilidad utilizando la técnica Card Sorting. La herramienta, lleva a cabo un proceso de evaluación implementando distintos métodos estadísticos y de minería de datos para la obtención de un análisis de resultados predictivo más avanzado, ya que no son soluciones de uso habitual ni aparecen en otras herramientas comerciales. Asimismo, se han utilizado otras técnicas de soporte y ayuda al participante, además de informes estadísticos avanzados para ayudar en la toma de decisiones a evaluadores e ingenieros en usabilidad. De este modo, permite obtener más información que los métodos manuales o tradicionales empleados habitualmente en la técnica Card Sorting. La técnica Card Sorting es utilizada para la evaluación de la usabilidad de sitios web, concretamente es muy utilizada en el contexto de evaluación de los contenidos o de la arquitectura de la información de dichos sitios. Esta técnica se centra en agrupar o catalogar información en categorías a través de clasificaciones colaborativas realizadas por los usuarios. La herramienta implementada en este trabajo es una herramienta web. Los usuarios deben registrarse e iniciar sesión para poder acceder a sus respectivos perfiles, ya sean participantes o evaluadores. En el caso del primer grupo, los usuarios podrán crear Card Sorting, pudiendo además eliminarlos o modificarlos. También podrán abrirlos o cerrarlos para permitir o denegar el acceso a los participantes a la clasificación. Además, tendrán acceso a los Card Sorting creados por ellos mismos y a sus respectivos resultados, todos ellos obtenidos a través de las diferentes clasificaciones realizadas por los participantes. El segundo grupo de usuarios solo tendrá acceso a aquellos Card Sorting que se encuentren en estado “abierto” y de los que previamente les ha sido proporcionado el ID para poder realizar la clasificación. Finalmente, existe un grupo que combina ambos roles, es decir, el grupo de usuarios de participantes y evaluadores. La única restricción en este perfil es que no pueden realizar clasificaciones en sus propios Card Sorting. La herramienta se ha desarrollado en Python, utilizando el macro-framework Django para el desarrollo de aplicaciones web, adoptando una estructura Modelo-Vista-Plantilla (MVT). Además de lo anterior, se utilizó HTML, CSS, JavaScript, JQuery y Ajax para el front-end. Las diferentes vistas son generadas por Django accediendo a los datos del modelo en una base de datos PostgreSQL. Finalmente, la herramienta se desplegó en el entorno de producción en la nube Heroku. Además de todo lo anterior, se han diseñado y realizado una serie de pruebas controladas para medir la usabilidad de la herramienta desarrollada. Para ello, se ha contado con la participación de 20 usuarios que en función de los posibles roles en la herramienta interactuaron con ella para medir su usabilidad y facilidad de uso. De estas pruebas se obtuvieron muy buenos resultados en cuanto a usabilidad de uso, eficiencia y eficacia. Sin embargo, también detectamos pequeñas carencias en cuanto a claridad de uso en algunas partes que habría que mejorar. En conclusión, se ha realizado una herramienta web capaz de crear, gestionar y analizar Card Sorting, aportando más información a los usuarios evaluadores para la toma de decisiones finales y ayudando en las clasificaciones a los usuarios participantes

    Tailoring coaching conversations with virtual health coaches

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    ALT-C 2010 - Conference Proceedings

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    Designing online social interaction for and with older people

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    This thesis describes my explorations and reflections regarding the design of online social interaction for and with older people. In 2008 when I started my doctoral investigation only a third of people over 65 years in the UK were using the Internet. This number has now increased to half of the population of 65-75 year-olds being connected to the Internet. From 2000 onwards EU wide directives increasingly encouraged research in the development of online technologies to manage the needs of an ageing population in the EU. Alongside health-related risks, the issue of social isolation is of particular interest to be tackled, considering there is a rapid development of new forms of communication and interaction media based on online technologies that could help in maintaining contact between people. A beneficial design strategy is to involve older people in the design process to ensure that technological developments are welcomed and actually used. However, engaging older people, who are not necessarily familiar with digital technologies, is not without challenges for the design researcher. My research focuses both on design practice (the development of artefacts) and the design process for online social interaction involving older people. The thesis describes practice-led research, for which I built the Teletalker (TT) and Telewalker (TW) systems as prototypes for experimentation and design research interventions. The TT can be described as a simple TV like online audio-video presence system connecting two locations. The TW is based on the same concept has been built specifically for vulnerable older people living in a care home. The work described involves embodied real-world interventions with contemporary approaches to designing with people. In particular I explore the delicate nature of the researcher/participant relationship. The research is reported as four sequential journeys. The first design journey started from a user-centred iterative design perspective and resulted in the construction of a wireframe for a website for older users. The second journey focused on building the TT and investigated its use in the real world by people with varied computer experience. The third journey involved designing the TW system specifically for elderly people in a care home. The fourth journey employed a co-design approach, with invited stakeholders, to reflect on the physical artefacts, discuss narratives of the previous design journeys and to co-create new online social technologies for the future. In summary, my PhD thesis contributes to design theory by providing: a reflected rationale for the choices of design approaches, documented examples of design research for social interaction and a novel approach to research with older people (the extended showroom). It further offers insights into people's online social interaction and proposes guidelines for conducting empirical research with older and vulnerable older people

    Exploring the potential of physical visualizations

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    The goal of an external representation of abstract data is to provide insights and convey information about the structure of the underlying data, therefore helping people execute tasks and solve problems more effectively. Apart from the popular and well-studied digital visualization of abstract data there are other scarcely studied perceptual channels to represent data such as taste, sound or haptic. My thesis focuses on the latter and explores in which ways human knowledge and ability to sense and interact with the physical non-digital world can be used to enhance the way in which people analyze and explore abstract data. Emerging technological progress in digital fabrication allow an easy, fast and inexpensive production of physical objects. Machines such as laser cutters and 3D printers enable an accurate fabrication of physical visualizations with different form factors as well as materials. This creates, for the first time, the opportunity to study the potential of physical visualizations in a broad range. The thesis starts with the description of six prototypes of physical visualizations from static examples to digitally augmented variations to interactive artifacts. Based on these explorations, three promising areas of potential for physical visualizations were identified and investigated in more detail: perception & memorability, communication & collaboration, and motivation & self-reflection. The results of two studies in the area of information recall showed that participants who used a physical bar chart retained more information compared to the digital counterpart. Particularly facts about maximum and minimum values were be remembered more efficiently, when they were perceived from a physical visualization. Two explorative studies dealt with the potential of physical visualizations regarding communication and collaboration. The observations revealed the importance on the design and aesthetic of physical visualizations and indicated a great potential for their utilization by audiences with less interest in technology. The results also exposed the current limitations of physical visualizations, especially in contrast to their well-researched digital counterparts. In the area of motivation we present the design and evaluation of the Activity Sculptures project. We conducted a field study, in which we investigated physical visualizations of personal running activity. It was discovered that these sculptures generated curiosity and experimentation regarding the personal running behavior as well as evoked social dynamics such as discussions and competition. Based on the findings of the aforementioned studies this thesis concludes with two theoretical contributions on the design and potential of physical visualizations. On the one hand, it proposes a conceptual framework for material representations of personal data by describing a production and consumption lens. The goal is to encourage artists and designers working in the field of personal informatics to harness the interactive capabilities afforded by digital fabrication and the potential of material representations. On the other hand we give a first classification and performance rating of physical variables including 14 dimensions grouped into four categories. This complements the undertaking of providing researchers and designers with guidance and inspiration to uncover alternative strategies for representing data physically and building effective physical visualizations.Um aus abstrakten Daten konkrete Aussagen, komplexe Zusammenhänge oder überraschende Einsichten gewinnen zu können, müssen diese oftmals in eine, für den Menschen, anschauliche Form gebracht werden. Eine weitverbreitete und gut erforschte Möglichkeiten ist die Darstellung von Daten in visueller Form. Weniger erforschte Varianten sind das Verkörpern von Daten durch Geräusche, Gerüche oder physisch ertastbare Objekte und Formen. Diese Arbeit konzentriert sich auf die letztgenannte Variante und untersucht wie die menschlichen Fähigkeiten mit der physischenWelt zu interagieren dafür genutzt werden können, das Analysieren und Explorieren von Daten zu unterstützen. Der technische Fortschritt in der digitalen Fertigung vereinfacht und beschleunigt die Produktion von physischen Objekten und reduziert dabei deren Kosten. Lasercutter und 3D Drucker ermöglichen beispielsweise eine maßgerechte Fertigung physischer Visualisierungen verschiedenster Ausprägungen hinsichtlich Größe und Material. Dadurch ergibt sich zum ersten Mal die Gelegenheit, das Potenzial von physischen Visualisierungen in größerem Umfang zu erforschen. Der erste Teil der Arbeit skizziert insgesamt sechs Prototypen physischer Visualisierungen, wobei sowohl statische Beispiele beschrieben werden, als auch Exemplare die durch digital Inhalte erweitert werden oder dynamisch auf Interaktionen reagieren können. Basierend auf den Untersuchungen dieser Prototypen wurden drei vielversprechende Bereiche für das Potenzial physischer Visualisierungen ermittelt und genauer untersucht: Wahrnehmung & Einprägsamkeit, Kommunikation & Zusammenarbeit sowie Motivation & Selbstreflexion. Die Ergebnisse zweier Studien zur Wahrnehmung und Einprägsamkeit von Informationen zeigten, dass sich Teilnehmer mit einem physischen Balkendiagramm an deutlich mehr Informationen erinnern konnten, als Teilnehmer, die eine digitale Visualisierung nutzten. Insbesondere Fakten über Maximal- und Minimalwerte konnten besser im Gedächtnis behalten werden, wenn diese mit Hilfe einer physischen Visualisierung wahrgenommen wurden. Zwei explorative Studien untersuchten das Potenzial von physischen Visualisierungen im Bereich der Kommunikation mit Informationen sowie der Zusammenarbeit. Die Ergebnisse legten einerseits offen wie wichtig ein ausgereiftes Design und die Ästhetik von physischen Visualisierungen ist, deuteten anderseits aber auch darauf hin, dass Menschen mit geringem Interesse an neuen Technologien eine interessante Zielgruppe darstellen. Die Studien offenbarten allerdings auch die derzeitigen Grenzen von physischen Visualisierungen, insbesondere im Vergleich zu ihren gut erforschten digitalen Pendants. Im Bereich der Motivation und Selbstreflexion präsentieren wir die Entwicklung und Auswertung des Projekts Activity Sculptures. In einer Feldstudie über drei Wochen erforschten wir physische Visualisierungen, die persönliche Laufdaten repräsentieren. Unsere Beobachtungen und die Aussagen der Teilnehmer ließen darauf schließen, dass die Skulpturen Neugierde weckten und zum Experimentieren mit dem eigenen Laufverhalten einluden. Zudem konnten soziale Dynamiken entdeckt werden, die beispielsweise durch Diskussion aber auch Wettbewerbsgedanken zum Ausdruck kamen. Basierend auf den gewonnen Erkenntnissen durch die erwähnten Studien schließt diese Arbeit mit zwei theoretischen Beiträgen, hinsichtlich des Designs und des Potenzials von physischen Visualisierungen, ab. Zuerst wird ein konzeptionelles Framework vorgestellt, welches die Möglichkeiten und den Nutzen physischer Visualisierungen von persönlichen Daten veranschaulicht. Für Designer und Künstler kann dies zudem als Inspirationsquelle dienen, wie das Potenzial neuer Technologien, wie der digitalen Fabrikation, zur Darstellung persönlicher Daten in physischer Form genutzt werden kann. Des Weiteren wird eine initiale Klassifizierung von physischen Variablen vorgeschlagen mit insgesamt 14 Dimensionen, welche in vier Kategorien gruppiert sind. Damit vervollständigen wir unser Ziel, Forschern und Designern Inspiration und Orientierung zu bieten, um neuartige und effektvolle physische Visualisierungen zu erschaffen
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