1,392 research outputs found

    Experience-driven Engineering in IoT: The Importance of User Experience for Developing Connected Products People Love

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    In this paper, we describe the factors we have seen as influential in building contemporary tools specifically through the lens of connected devices and experiences. The Internet of things (IoT) provides a radically improved way to see how our tools/devices actually perform in the field and if customers use, abuse, or do not understand them. The complexity associated with designing a connected product or experience often causes its architect to focus almost exclusively on the enabling technology itself as opposed to the actual design and end user experience—the value or utility—that they create it for. We walk through fundamental design principles. This paper provides principles, frameworks, recommendations, and resources to ensure human-centered and user experience-led design for the IoT

    Student-Centered Learning: Functional Requirements for Integrated Systems to Optimize Learning

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    The realities of the 21st-century learner require that schools and educators fundamentally change their practice. "Educators must produce college- and career-ready graduates that reflect the future these students will face. And, they must facilitate learning through means that align with the defining attributes of this generation of learners."Today, we know more than ever about how students learn, acknowledging that the process isn't the same for every student and doesn't remain the same for each individual, depending upon maturation and the content being learned. We know that students want to progress at a pace that allows them to master new concepts and skills, to access a variety of resources, to receive timely feedback on their progress, to demonstrate their knowledge in multiple ways and to get direction, support and feedback from—as well as collaborate with—experts, teachers, tutors and other students.The result is a growing demand for student-centered, transformative digital learning using competency education as an underpinning.iNACOL released this paper to illustrate the technical requirements and functionalities that learning management systems need to shift toward student-centered instructional models. This comprehensive framework will help districts and schools determine what systems to use and integrate as they being their journey toward student-centered learning, as well as how systems integration aligns with their organizational vision, educational goals and strategic plans.Educators can use this report to optimize student learning and promote innovation in their own student-centered learning environments. The report will help school leaders understand the complex technologies needed to optimize personalized learning and how to use data and analytics to improve practices, and can assist technology leaders in re-engineering systems to support the key nuances of student-centered learning

    Mobile Application Design to Engage Blood Donors in Norway

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    This master thesis presents a study of mobile application design created to support and engage current- and new blood donors. The application has been designed to help motivate existing blood donors to keep donating blood, but also to support newdonors in the process. A User-Centered design method was utilized to ensure close collaboration between users during the development; this laid the foundation for the requirement specification and design choices. The goal of the thesis has been to see how different methods and disciplines can provide an opportunity to engage blood donors as the most valuable user group. A high-fidelity prototype has been implemented with five main modules: digital donor card, Appointments, Your blood, Impact, Blood journey. The development process consisted of four design iterations, where usability goals, design principles, usability testing, system usability scale, and Nielsen’s Heuristics were applied to ensure a user-friendly solution that covers the needs of young blood donors in Norway. The Design Science framework allowed several prototypes from low- to high fidelity to take form. Users evaluated and gave feedback during the different iterations. The result of the research indicates that the application has appeal and the potential to engage donors by relying on minimalist design, gamified content, good user experience, and usability. The final System Usability Score (SUS) of 86 and evaluators’ feedback suggest there is a potential to develop a product that could be valuable to donors and society at large.Masteroppgave i informasjonsvitenskapINFO390MASV-IKTMASV-INF

    Layered evaluation of interactive adaptive systems : framework and formative methods

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    Towards new calculative practices on life-cycle costing

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    Occupant-Centric Simulation-Aided Building Design Theory, Application, and Case Studies

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    This book promotes occupants as a focal point for the design process

    Branding in the era of artificial intelligence (AI): an examination of hybrid human-AI approach in the rebranding of citizenLab

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    This research investigates Artificial Intelligence (AI) and branding in relation to the rebranding process at the Belgian civic tech company, CitizenLab. Using different AI tools such as OpenAI’s ChatGPT, this study explores how the ability of AI to emulate and improve traditional branding phases such as interviewing stakeholders, producing brand concepts, and developing a visual identity. The significant benefits of using AI for speed and scalability are displayed and limitations are further uncovered, particularly in capturing cultural nuances and matching the creative and emotional intelligence of human experts. A hybrid model of branding presents the advantages of AI capabilities coupled with human insight to create compelling and efficient branding strategies.Este estudo investiga a ligação entre a Inteligência Artificial (IA) e o branding em relação ao processo de rebranding da empresa belga de tecnologia cívica, CitizenLab. Utilizando diferentes ferramentas de IA, como o ChatGPT da OpenAI, o estudo questiona se a IA tem a capacidade de replicar e melhorar as fases tradicionais de branding, como entrevistar as partes interessadas, produzir conceitos de marca e desenvolver uma identidade visual. O estudo apresenta as vantagens significativas da utilização da IA em termos de velocidade e escalabilidade, e revela as suas limitações, nomeadamente na captação de nuances culturais e na correspondência com a inteligência criativa e emocional dos especialistas humanos. O estudo recomenda um modelo híbrido de branding que tire partido das capacidades da IA aliadas à perspicácia humana para criar estratégias de branding persuasivas e eficientes

    Design and semantics of form and movement (DeSForM 2006)

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    Design and Semantics of Form and Movement (DeSForM) grew from applied research exploring emerging design methods and practices to support new generation product and interface design. The products and interfaces are concerned with: the context of ubiquitous computing and ambient technologies and the need for greater empathy in the pre-programmed behaviour of the ‘machines’ that populate our lives. Such explorative research in the CfDR has been led by Young, supported by Kyffin, Visiting Professor from Philips Design and sponsored by Philips Design over a period of four years (research funding £87k). DeSForM1 was the first of a series of three conferences that enable the presentation and debate of international work within this field: • 1st European conference on Design and Semantics of Form and Movement (DeSForM1), Baltic, Gateshead, 2005, Feijs L., Kyffin S. & Young R.A. eds. • 2nd European conference on Design and Semantics of Form and Movement (DeSForM2), Evoluon, Eindhoven, 2006, Feijs L., Kyffin S. & Young R.A. eds. • 3rd European conference on Design and Semantics of Form and Movement (DeSForM3), New Design School Building, Newcastle, 2007, Feijs L., Kyffin S. & Young R.A. eds. Philips sponsorship of practice-based enquiry led to research by three teams of research students over three years and on-going sponsorship of research through the Northumbria University Design and Innovation Laboratory (nuDIL). Young has been invited on the steering panel of the UK Thinking Digital Conference concerning the latest developments in digital and media technologies. Informed by this research is the work of PhD student Yukie Nakano who examines new technologies in relation to eco-design textiles

    Data-Driven Evaluation of In-Vehicle Information Systems

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    Today’s In-Vehicle Information Systems (IVISs) are featurerich systems that provide the driver with numerous options for entertainment, information, comfort, and communication. Drivers can stream their favorite songs, read reviews of nearby restaurants, or change the ambient lighting to their liking. To do so, they interact with large center stack touchscreens that have become the main interface between the driver and IVISs. To interact with these systems, drivers must take their eyes off the road which can impair their driving performance. This makes IVIS evaluation critical not only to meet customer needs but also to ensure road safety. The growing number of features, the distraction caused by large touchscreens, and the impact of driving automation on driver behavior pose significant challenges for the design and evaluation of IVISs. Traditionally, IVISs are evaluated qualitatively or through small-scale user studies using driving simulators. However, these methods are not scalable to the growing number of features and the variety of driving scenarios that influence driver interaction behavior. We argue that data-driven methods can be a viable solution to these challenges and can assist automotive User Experience (UX) experts in evaluating IVISs. Therefore, we need to understand how data-driven methods can facilitate the design and evaluation of IVISs, how large amounts of usage data need to be visualized, and how drivers allocate their visual attention when interacting with center stack touchscreens. In Part I, we present the results of two empirical studies and create a comprehensive understanding of the role that data-driven methods currently play in the automotive UX design process. We found that automotive UX experts face two main conflicts: First, results from qualitative or small-scale empirical studies are often not valued in the decision-making process. Second, UX experts often do not have access to customer data and lack the means and tools to analyze it appropriately. As a result, design decisions are often not user-centered and are based on subjective judgments rather than evidence-based customer insights. Our results show that automotive UX experts need data-driven methods that leverage large amounts of telematics data collected from customer vehicles. They need tools to help them visualize and analyze customer usage data and computational methods to automatically evaluate IVIS designs. In Part II, we present ICEBOAT, an interactive user behavior analysis tool for automotive user interfaces. ICEBOAT processes interaction data, driving data, and glance data, collected over-the-air from customer vehicles and visualizes it on different levels of granularity. Leveraging our multi-level user behavior analysis framework, it enables UX experts to effectively and efficiently evaluate driver interactions with touchscreen-based IVISs concerning performance and safety-related metrics. In Part III, we investigate drivers’ multitasking behavior and visual attention allocation when interacting with center stack touchscreens while driving. We present the first naturalistic driving study to assess drivers’ tactical and operational self-regulation with center stack touchscreens. Our results show significant differences in drivers’ interaction and glance behavior in response to different levels of driving automation, vehicle speed, and road curvature. During automated driving, drivers perform more interactions per touchscreen sequence and increase the time spent looking at the center stack touchscreen. These results emphasize the importance of context-dependent driver distraction assessment of driver interactions with IVISs. Motivated by this we present a machine learning-based approach to predict and explain the visual demand of in-vehicle touchscreen interactions based on customer data. By predicting the visual demand of yet unseen touchscreen interactions, our method lays the foundation for automated data-driven evaluation of early-stage IVIS prototypes. The local and global explanations provide additional insights into how design artifacts and driving context affect drivers’ glance behavior. Overall, this thesis identifies current shortcomings in the evaluation of IVISs and proposes novel solutions based on visual analytics and statistical and computational modeling that generate insights into driver interaction behavior and assist UX experts in making user-centered design decisions

    Mobile Design For Adverse Event Reporting And Pharmacovigilance

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    Patient safety is concerned with protecting patients from errors, injuries, accidents, and infections. It is also concerned with capturing adverse events and understanding their severity. Reporting of adverse events help prevent poor patient outcomes in their acute phase. Another way of dealing with adverse events is by preventing them through the practice of monitoring the effects of drugs, medical devices including the detection, assessment, and understanding of an adverse event; this approach is called pharmacovigilance. Design Science framework was used for creating two mobile design solutions in the field of arthroplasty: one for the adverse event reporting and the other one for the pharmacovigilance. User centered design was utilized to understand requirements, context, and possibilities of managing and retrieving information of relevance for patient safety. Firstly, a mobile design for reporting of adverse events has proposed user interface to enable entry of data specific for knee and hip implants. Besides that, the system supports entry of the adverse event, its classification (serious, non-serious), its follow-up. Safety reports can be initiated and retrieved on request and depending on the adjudication of the event. Suspected severe events should be followed up and reported internally as well as to the national regulatory authorities until they are resolved and concluded. Expert evaluation of the first design solution was performed using low fidelity prototype. It has shown that design was relevant, straightforward, done in a way that official reporting would commence. Some users were positive to the reporting; some felt it would demand more work. The second design was focused on pharmacovigilance which seemed to be more appealing to the target group. It deals with the safety of medical devices (implants) by understanding the risks and dangers already reported by other clinicians or researchers. Internet resources such as the Manufacturer And User Facility Device Experience (MAUDE) web-site are often retrieved due to the lack of internal, local safety databases. The designed mobile solution for pharmacovigilance was based on the web system called WebBISS (Web-based implant search system) using HCI approach. The goal was not only to improve usability, but also to stimulate physicians to enter their safety data and become contributors, and not only users of information. The expert evaluation has been positive and encouraged developing stronger help and error reporting functions regarding the mobile application.Masteroppgave i informasjonsvitenskapINFO390MASV-INF
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