182 research outputs found

    Enhancing design learning using groupware

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    Project work is increasingly used to help engineering students integrate, apply and expand on knowledge gained from theoretical classes in their curriculum and expose students to 'real world' tasks [1]. To help facilitate this process, the department of Design, Manufacture and Engineering Management at the University of Strathclyde has developed a web±based groupware product called LauLima to help students store, share, structure and apply information when they are working in design teams. This paper describes a distributed design project class in which LauLima has been deployed in accordance with a Design Knowledge Framework that describes how design knowledge is generated and acquired in industry, suggesting modes of design teaching and learning. Alterations to the presentation, delivery and format of the class are discussed, and primarily relate to embedding a more rigorous form of project-based learning. The key educational changes introduced to the project were: the linking of information concepts to support the design process; a multidisciplinary team approach to coaching; and a distinction between formal and informal resource collections. The result was a marked improvement in student learning and ideation

    Enhancing design learning using a digital repository

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    The process of design is context dependent and open-ended, and therefore does not revolve around a specific body of information or knowledge. The educational paradigm shift in the area of engineering design from teaching to coaching and the increased use of social constructivist learning ideals requires students to have access to as wide a range of information as possible. Digital resources provide an excellent opportunity for extending the range of information available to design students and to this end, as part of a joint research program with Stanford University, the University of Strathclyde has developed a groupware product called LauLima to provide students with a collaborative environment which allows them to gather, organise, store and share information. This paper describes the improvement to design learning, based on a Design Knowledge Framework, in a 3rd year product design engineering project from session 03/04 to 04/05 which has been facilitated by the implementation of this technology

    Supporting user-perceived usability benchmarking through a developed quantitative metric

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    Most user-centered assessment activities for ensuring usability are principally focused on performing formative evaluations, enrolling users to complete different tasks and thus obtaining indicators such as effectiveness and efficiency. However, when considering broader scenarios, such as in User Experience (UX) assessments, user perceived satisfaction (or perceived usability) is even much more relevant. There are different methods for measuring user perception, however most of them are mainly qualitative and based on individual assessments, providing little specific support to carry out comparisons–i.e., benchmarking on user-perceived usability. In this paper, we propose a quantitative metric to achieve comparative evaluations of usability perception based on Reaction Cards, a popular method for obtaining the user's subjective satisfaction in UX assessments. The metric was developed through an empirical study. Additionally, it has been validated with usability experts. Besides, we provide a supporting tool based on the developed metric, featuring a framework to store historical evaluations in order to obtain charts and benchmark levels for comparing perceived usability from different artifacts such as software products, applications categories, services, mockups, prototypes and so on. Furthermore, an evaluation involving usability professionals was achieved, providing satisfactory results to answer research questions, thus demonstrating the suitability of the approach proposedThis work was partially supported by the Spanish Government[grant number TIN2014-52129-R]; and the Madrid Research Council [grant number S2013/ICE-2715

    Usability Challenges in Smartphone Web Access: A Systematic Literature Review

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    Part 8: International Workshop on Information Engineering and ManagementInternational audienceSystematic literature reviews facilitate methodical understanding of current advances in a field. With the increasing popularity of smartphones, they have become an important means to access the web. Although the literature on this topic is growing in recent times, there has been no effort yet to systematically review it. This paper reports on a systematic literature review of primary studies from 2007 to 2012 that concern mobile web usability. We identify the usability dimensions tested and the testing procedures adopted in the literature. We anticipate that our work will not only help researchers understand the current state of usability testing of mobile web but also identify the areas where further research is needed in addressing the challenges identified

    'Sure, I Would Like to Continue':A Method for Mapping the Experience of Engagement in Video Games

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    In order to explore one aspect of the engaging nature of computer games, this study will propose a method that aims at classifying the experience of engagement in video games. Inspired by a literature review, we will focus on the fundamental causes of engagement that motivate a player so much that he or she wants to continue playing. By organizing this willingness to continue playing into six broad types of causes of engagement—intellectual, physical, sensory, social, narrative, and emotional—we describe a typology of player engagement and a method that is intended to map players’ experience of engagement while playing video games. The engagement mapping method is inspired by card sorting found from a perspective of usability testing, and in order to exemplify the use of the method, occurrences of the six types of engagement were investigated during gameplay in Angry Birds and Wii Sports. </jats:p

    A collaborative platform for management of chronic diseases via guideline-driven individualized care plans

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    Older age is associated with an increased accumulation of multiple chronic conditions. The clinical management of patients suffering from multiple chronic conditions is very complex, disconnected and time-consuming with the traditional care settings. Integrated care is a means to address the growing demand for improved patient experience and health outcomes of multimorbid and long-term care patients. Care planning is a prevalent approach of integrated care, where the aim is to deliver more personalized and targeted care creating shared care plans by clearly articulating the role of each provider and patient in the care process. In this paper, we present a method and corresponding implementation of a semi-automatic care plan management tool, integrated with clinical decision support services which can seamlessly access and assess the electronic health records (EHRs) of the patient in comparison with evidence based clinical guidelines to suggest personalized recommendations for goals and interventions to be added to the individualized care plans. We also report the results of usability studies carried out in four pilot sites by patients and clinicians
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