35,226 research outputs found
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Prototyping a process-centered environment
This paper describes an experimental system developed and used as a vehicle for prototyping the Arcadia-1 software development environment. Prototyping is viewed as a knowledge acquisition process and is used to reduce risks in software development by gaining rapid feedback about the suitability of a production system before the system is completed. Prototyping a software development environment is particularly important due to the lack of experience with them. There is an acute need to acquire knowledge about user interaction requirements for software environments. These needs are especially important for the Arcadia project, as it is one of the first attempts to construct a process-centered environment. Our prototyping effort addresses questions about effective interaction with a process-centered environment by simulating how Arcadia-1 would interact with users in a representative range of usage scenarios. We built a prototyping system, called PRODUCER, and used it to generate a variety of prototypes simulating user interactions with Arcadia-1 process programs.Experience with PRODUCER indicates that our approach is effective at risk reduction. The prototypes greatly improved communication with our customer. They confirmed some of our design decisions but also redirected our research efforts as a result of unexpected insight. We also found that prototyping usage scenarios provides conceptual guides and design information for process programmers. Most of the benefits of our prototyping effort derive from developing and interacting with usage scenarios, so our approach is generalizable to other prototyping systems. This paper reports on our prototyping approach and our experience in prototyping a process-centered environment
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Human-Centered Approaches in Geovisualization Design: Investigating Multiple Methods Through a Long-Term Case Study
Working with three domain specialists we investigate human-centered approaches to geovisualization following an
ISO13407 taxonomy covering context of use, requirements and early stages of design. Our case study, undertaken over three years, draws attention to repeating trends: that generic approaches fail to elicit adequate requirements for geovis application design; that the use of real data is key to understanding needs and possibilities; that trust and knowledge must be built and developed with collaborators. These processes take time but modified human-centred approaches can be effective. A scenario developed through contextual inquiry but supplemented with domain data and graphics is useful to geovis designers. Wireframe, paper and digital prototypes enable successful communication between specialist and geovis domains when incorporating real and interesting data, prompting exploratory behaviour and eliciting previously unconsidered requirements. Paper prototypes are particularly successful at eliciting suggestions, especially for novel visualization. Enabling specialists to explore their data freely with a digital prototype is as effective as using a structured task protocol and is easier to administer. Autoethnography has potential for framing the design process. We conclude that a common understanding of context of use, domain data and visualization possibilities are essential to successful geovis design and develop as this progresses. HC approaches can make a significant contribution here. However, modified approaches, applied with flexibility, are most promising. We advise early, collaborative engagement with data â through simple, transient visual artefacts supported by data sketches and existing designs â before moving to successively more sophisticated data wireframes and data prototypes
Designing and evaluating the usability of a machine learning API for rapid prototyping music technology
To better support creative software developers and music technologists' needs, and to empower them as machine learning users and innovators, the usability of and developer experience with machine learning tools must be considered and better understood. We review background research on the design and evaluation of application programming interfaces (APIs), with a focus on the domain of machine learning for music technology software development. We present the design rationale for the RAPID-MIX API, an easy-to-use API for rapid prototyping with interactive machine learning, and a usability evaluation study with software developers of music technology. A cognitive dimensions questionnaire was designed and delivered to a group of 12 participants who used the RAPID-MIX API in their software projects, including people who developed systems for personal use and professionals developing software products for music and creative technology companies. The results from the questionnaire indicate that participants found the RAPID-MIX API a machine learning API which is easy to learn and use, fun, and good for rapid prototyping with interactive machine learning. Based on these findings, we present an analysis and characterization of the RAPID-MIX API based on the cognitive dimensions framework, and discuss its design trade-offs and usability issues. We use these insights and our design experience to provide design recommendations for ML APIs for rapid prototyping of music technology. We conclude with a summary of the main insights, a discussion of the merits and challenges of the application of the CDs framework to the evaluation of machine learning APIs, and directions to future work which our research deems valuable
Towards a Holistic Approach to Designing Theory-based Mobile Health Interventions
Increasing evidence has shown that theory-based health behavior change
interventions are more effective than non-theory-based ones. However, only a
few segments of relevant studies were theory-based, especially the studies
conducted by non-psychology researchers. On the other hand, many mobile health
interventions, even those based on the behavioral theories, may still fail in
the absence of a user-centered design process. The gap between behavioral
theories and user-centered design increases the difficulty of designing and
implementing mobile health interventions. To bridge this gap, we propose a
holistic approach to designing theory-based mobile health interventions built
on the existing theories and frameworks of three categories: (1) behavioral
theories (e.g., the Social Cognitive Theory, the Theory of Planned Behavior,
and the Health Action Process Approach), (2) the technological models and
frameworks (e.g., the Behavior Change Techniques, the Persuasive System Design
and Behavior Change Support System, and the Just-in-Time Adaptive
Interventions), and (3) the user-centered systematic approaches (e.g., the
CeHRes Roadmap, the Wendel's Approach, and the IDEAS Model). This holistic
approach provides researchers a lens to see the whole picture for developing
mobile health interventions
Reviewing and extending the five-user assumption: A grounded procedure for interaction evaluation
" © ACM, 2013. This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in ACM Transactions on Computer-Human Interaction (TOCHI), {VOL 20, ISS 5, (November 2013)} http://doi.acm.org/10.1145/2506210 "The debate concerning how many participants represents a sufficient number for interaction testing is
well-established and long-running, with prominent contributions arguing that five users provide a good
benchmark when seeking to discover interaction problems. We argue that adoption of five users in this
context is often done with little understanding of the basis for, or implications of, the decision. We present
an analysis of relevant research to clarify the meaning of the five-user assumption and to examine the
way in which the original research that suggested it has been applied. This includes its blind adoption and
application in some studies, and complaints about its inadequacies in others. We argue that the five-user
assumption is often misunderstood, not only in the field of Human-Computer Interaction, but also in fields
such as medical device design, or in business and information applications. The analysis that we present
allows us to define a systematic approach for monitoring the sample discovery likelihood, in formative and
summative evaluations, and for gathering information in order to make critical decisions during the
interaction testing, while respecting the aim of the evaluation and allotted budget. This approach â which
we call the âGrounded Procedureâ â is introduced and its value argued.The MATCH programme (EPSRC Grants: EP/F063822/1 EP/G012393/1
Design for (every)one: co-creation as a bridge between universal design and rehabilitation engineering
In this paper the authors describe a general framework for co-designing assistive devices in a horizontal user innovation network [1] by and for disabled users. This framework attempts to identify, share and use âhidden solutionsâ in rehabilitation contexts and translate them into disruptive assistive devices build with local resources. Within healthcare contexts local solutions are frequently more effective, as they reflect the physical, emotional and cognitive needs of specific patients and engage all the stakeholders in a specific local context. By using an open horizontal innovation network, where assistive devices can be easily shared and physically hacked by other paramedics, general patterns can be detected and translated into standard universal design objects. This generative design thinking approach [2] is more than feasible with digital trends like crowd sourcing, user-generated content and peer production [3]. Cheap and powerful prototyping tools have become easier to use by non-engineers; it turns them into users as well as self manufactures [4]. We discuss the different aspects of this open innovation process within a âdesign for disabilityâ context and suggest the first steps of an iterative co-design methodology bringing together professional designers, occupational therapists and patients. In this paper the authors sketch the holistic framework which starts with the innovation development and the co-creation process between these disciplines
Starting on the Path to a High Performance Health System: Analysis of Health System Reform Provisions of Reform Bills in the House of Representatives and Senate
Compares the reform bills' reform provisions, with a focus on closing the coverage gap by creating an insurance exchange of public and private plans, strengthening Medicare, and expanding Medicaid. Examines implications for the budget and coverage rates
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