16,911 research outputs found
Using rapid prototyping to design a smoking cessation website with end-users
© 2016 IMIA and IOS Press. Rapid prototyping is an iterative approach to design involving cycles of prototype building, review by end-users and refinement, and can be a valuable tool in user-centered website design. Informed by various user-centered approaches, we used rapid prototyping as a tool to collaborate with users in building a peer-support focused smoking-cessation website for gay men living with HIV. Rapid prototyping was effective in eliciting feedback on the needs of this group of potential end-users from a smoking cessation website
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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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Experiences in involving analysts in visualisation design
Involving analysts in visualisation design has obvious benefits, but the knowledge-gap between domain experts ("analysts") and visualisation designers ("designers") often makes the degree of their involvement fall short of that aspired. By promoting a culture of mutual learning, understanding and contribution between both analysts and designers from the outset, participants can be raised to a level at which all can usefully contribute to both requirement definition and design. We describe the process we use to do this for tightly-scoped and short design exercises -- with meetings/workshops, iterative bursts of design/prototyping over relatively short periods of time, and workplace-based evaluation -- illustrating this with examples of our own experience from recent work with bird ecologists
A process for prototyping onboard payload displays for Space Station Freedom
Significant advances have been made in the area of Human-Computer Interface design. However, there is no well-defined process for going from user interface requirements to user interface design. Developing and designing a clear and consistent user interface for medium to large scale systems is a very challenging and complex task. The task becomes increasingly difficult when there is very little guidance and procedures on how the development process should flow from one stage to the next. Without a specific sequence of development steps each design becomes difficult to repeat, to evaluate, to improve, and to articulate to others. This research contributes a process which identifies the phases of development and products produced as a result of each phase for a rapid prototyping process to be used to develop requirements for the onboard payload displays for Space Station Freedom. The functional components of a dynamic prototyping environment in which this process can be carried out is also discussed. Some of the central questions which are answered here include: How does one go from specifications to an actual prototype? How is a prototype evaluated? How is usability defined and thus measured? How do we use the information from evaluation in redesign of an interface? and Are there techniques which allow for convergence on a design
The Cognitive Atlas: Employing Interaction Design Processes to Facilitate Collaborative Ontology Creation
The Cognitive Atlas is a collaborative knowledge-building project that aims to develop an ontology that characterizes the current conceptual framework among researchers in cognitive science and neuroscience. The project objectives from the beginning focused on usability, simplicity, and utility for end users. Support for Semantic Web technologies was also a priority in order to support interoperability with other neuroscience projects and knowledge bases. Current off-the-shelf semantic web or semantic wiki technologies, however, do not often lend themselves to simple user interaction designs for non-technical researchers and practitioners; the abstract nature and complexity of these systems acts as point of friction for user interaction, inhibiting usability and utility. Instead, we take an alternate interaction design approach driven by user centered design processes rather than a base set of semantic technologies. This paper reviews the initial two rounds of design and development of the Cognitive Atlas system, including interactive design decisions and their implementation as guided by current industry practices for the development of complex interactive systems
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
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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 – through simple, transient visual artefacts supported by data sketches and existing designs – before moving to successively more sophisticated data wireframes and data prototypes
Implementing Rapid Prototyping Using CNC Machining (CNC-RP) Through a CAD/CAM Interface
This paper presents the methodology and implementation of a rapid machining system using a
CAD/CAM interface. Rapid Prototyping using CNC Machining (CNC-RP) is a method that has
been developed which enables automatic generation of process plans for a machined component.
The challenge with CNC-RP is not the technical problems of material removal, but with all of
the required setup, fixture and toolpath planning, which has previously required a skilled
machinist. Through the use of advanced geometric algorithms, we have implemented an
interface with a CAD/CAM system that allows true automatic NC code generation directly from
a CAD model with no human interaction; a capability necessary for a practical rapid prototyping
system.Mechanical Engineerin
Guidelines Towards Better Participation of Older Adults in Software Development Processes using a new SPIRAL Method and Participatory Approach
This paper presents a new method of engaging older participants in the
process of application and IT solutions development for older adults for
emerging IT and tech startups. A new method called SPIRAL (Support for
Participant Involvement in Rapid and Agile software development Labs) is
proposed which adds both sustainability and flexibility to the development
process with older adults. This method is based on the participatory approach
and user empowerment of older adults with the aid of a bootstrapped Living Lab
concept and it goes beyond well established user-centered and empathic design.
SPIRAL provides strategies for direct involvement of older participants in the
software development processes from the very early stage to support the agile
approach with rapid prototyping, in particular in new and emerging startup
environments with limited capabilities, including time, team and resources
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