415,943 research outputs found

    A user-centred approach to affective interaction

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    We have built eMoto, a mobile service for sending and receiving affective messages, with the explicit aim of addressing the inner experience of emotions. eMoto is a designed artifact that carries emotional experiences only achieved through interaction. Following on the theories of embodiment, we argue emotional experiences can not be design in only design for. eMoto is the result of a user-centered design approach, realized through a set of initial brain-storming methods, a persona, a Laban-analysis of body language and a two-tiered evaluation method. eMoto is not a system that could have been designed from theory only, but require an iterative engagement with end-users, however, in combination with theoretical work. More specifically, we will show how we have managed to design an ambiguous and open system that allows for users’ emotional engagement

    Inspiring engagement through the user experience: a project with the Fort Collins Museum of Discovery

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    2014 Fall.Includes bibliographical references.This project focused on user experience to create a plan for a web application that would increase engagement with the audience of a local museum. With the support of the Fort Collins Museum of Discovery, the researcher performed user experience research to create an interactive feature on the museum's website that can showcase the experiences and history and science content the museum has to offer. The project was conducted using a human-centered design framework and focused on engagement and user experience. Activity theory and the user experience framework drove the method. The process started with five stakeholder interviews, then proceeded to four observation sessions, five personas, and rounds of prototyping and testing. The final deliverable to the Fort Collins Museum of Discovery was a project plan - including specific design, content and technology recommendations resulting from research and development - they can use to implement the web application on their currently existing site to increase engagement and their audience size

    Chapter 07. Message Design for Healthcare Simulation

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    Simulation is a teaching method that motivates and engages learners (Ifenthaler et al. 2020; Martin & Betrus, 2019), can provide better student performance outcomes compared to traditional classroom education (Chernikova et al. 2020; D’Angleo et al., 2014; Di Natale et al., 2020; Gralnick & Levy, 2011; Pellas et al., 2019), and can even replace some real-world learning experiences (Alexander et al., 2015). Instructional designers who develop healthcare simulations should use relevant learning theory and instructional message design to ensure that the simulation is learner-centered and based in evidence-based practice to maximize the potential for the learning experience

    Making Decisions for Hospitalized Older Adults: Ethical Factors Considered by Family Surrogates

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    Background Hospitalized older adults frequently have impaired cognition and must rely on surrogates to make major medical decisions. Ethical standards for surrogate decision making are well delineated, but little is known about what factors surrogates actually consider when making decisions. Objectives To determine factors surrogate decision makers consider when making major medical decisions for hospitalized older adults, and whether or not they adhere to established ethical standards. Design Semi-structured interview study of the experience and process of decision making. Setting A public safety-net hospital and a tertiary referral hospital in a large city in the Midwest. Participants Thirty-five surrogates with a recent decision making experience for an inpatient age 65 and older. Measurements Key factors surrogates considered when making decisions. Interview transcripts were coded and analyzed using the grounded theory method of qualitative analysis. Results Surrogates considered patient-centered factors and surrogate-centered factors. Patient-centered factors included: 1) respecting the patient’s input, (2) using past knowledge of patient to infer the patient’s wishes, and (3) considering what is in the patient’s best interests. Some surrogates expressed a desire for more information about the patient’s prior wishes. Surrogate-centered factors included 1) Surrogate’s wishes as a guide, (2) The surrogate’s religious beliefs and/or spirituality, (3) The surrogate’s interests, (4) Family consensus and (5) Obligation and guilt. Conclusion These data show that surrogate decision making is more complex than the standard ethical models, which are limited to patient autonomy and beneficence. Because surrogates also imagine what they would want under the circumstances and consider their own needs and preferences, models of surrogate decision making must account for these additional considerations. Surrogates’ desire for more information about patient preferences suggests a need for greater advance care planning

    Gender differences in gratifications from fitness app use and implications for health interventions

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    Previous research has shown gender differences in the motivations to be physically active, in mobile phone gratifications, and social media usage, but so far these areas have not been studied together. Based on the uses and gratification approach and self-determination theory, we aimed to identify gender-specific gratifications and determinants of fitness app usage in combination with fitness-related Facebook groups. Results of an online survey (N = 171) and of a mobile experience sampling method (N = 31) revealed that the app Runtastic was primarily used for achieving goals and to improve enjoyment for physical activity, with men and older participants sharing results with others in Facebook groups more often than women and younger participants. Conclusions regarding genderspecific targeting strategies and user-centered design and content of mHealth features are presented

    Curiosity and Design education

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    [EN] Design education centers and their teachers know that not all users are equal in their needs or interests. User-centered approaches help, within the design process to meet needs, requirements and expectations to enhance the range and acceptance of products (Altay, 2014; Zoltowski, Oakes & Cardella, 2012). To meet this aim, in teaching, different research strategies are imparted for identifying those outcomes that, beyond functionality, includes other variables to the product’s experience. These strategies share a common aim: to identify by direct contact features that if consider, may enhance the resultant product (Altay, 2014.). This kind of formation is usually included in the learner-centered instruction; and is useful when the students expand their knowledge in the needed data and use it for the intended aim. Programs that teaches the students to develop their natural abilities to help them “think on” design instead of solving specific design problems (Gorgul & Gorgul, 2012) are a reality. And, while as an environment it promotes learning through experimentation as the perfect medium to grow students as innovators; they usually are not designed considering the personal characteristics and traits that may also be needed to be counted to better comprehend how does previous conditions to education are related to the intended individualistic redesign of curricula. The purpose of this proposal is to investigate personal curiosity as an underlying condition to innovation and design education that may alter the results of a design methodology intended to improve the students® project-based learning. For this correlational study participants were recruited from Technology Exploration & Design, and Analysis of Mechanisms courses, using a convinience sampling method. Respondents were required to complete two rating scales, one assessing curiosity as a trait and the other assessing their creativity style.Vanegas Farfano, MTJ.; Martinez Escobedo, E. (2017). Curiosity and Design education. En Systems & Design: From Theory to Product. Editorial Universitat Politùcnica de Valùncia. 121-129. https://doi.org/10.4995/SD2017.2017.6910OCS12112

    City lighting and dark-time landscape as a service

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    Master’s thesis Curriculum in Landscape ArchitectureThis Master’s Thesis studies a dark-time landscape and lighting solutions in landscape and cityscape. Nowadays cities are more complex 24-hours systems. Life around the clock emphasizes an importance of designs to create safe and pleasant appearance of public spaces also in dark-time. The aim of this Thesis is to find the principles of modern lighting and develop the process between lighting design and landscape design. In this Thesis the four lighting perspectives are 24-hour city, user-centered lighting, light as visual factor in space and sustainability and resilience. The theory is based on landscape architecture. Spaces can be created by lighting as well as lighting infra at day and at dark time is part of the urban environment. Furthermore, rapidly developing technology enables resilience solutions and still follows the increasing need of new lighting solutions to be more user-centered. The survey among professionals was made to find out the current situation between landscape design and lighting design projects. The lighting criteria concept (LCC) was created from the current situation of lighting design. Dark-time landscape was analyzed in different scales. Lynch method of spatial analyzes was used in bigger scale to analyze areas’ landmarks, nodes and districts during the dark-time. In closer scale layers of lights analyze were used to find to the space and place feeling and to create more pleasant dark-time landscape. Two ongoing build environment projects, JĂ€tkĂ€saari and Tripla in Helsinki were used as case areas. After Lynch method of spatial analyzes different kind of urban environments were taken to closer analyzing. These conceptual areas are a park, a hybrid space and a post-industrial site. In these conceptual urban enviroments were used as an example to create lighting as a service. The results emphasize the importance of dark-time experience of an urban landscape and a collaboration for achieving a new lighting solutions

    Towards a kansei-based user modeling methodology for eco-design

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    We propose here to highlight the benefits of building a framework linking Kansei Design (KD), User Centered Design (UCD) and Eco-design, as the correlation between these fields is barely explored in research at the current time. Therefore, we believe Kansei Design could serve the goal of achieving more sustainable products by setting up an accurate understanding of the user in terms of ecological awareness, and consequently enhancing performance in the Eco-design process. In the same way, we will consider the means-end chain approach inspired from marketing research, as it is useful for identifying ecological values, mapping associated functions and defining suitable design solutions. Information gathered will serve as entry data for conducting scenario-based design, and supporting the development of an Eco-friendly User Centered Design methodology (EcoUCD).ANR-ECOUS

    Critical Success Factors for Positive User Experience in Hotel Websites: Applying Herzberg's Two Factor Theory for User Experience Modeling

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    This research presents the development of a critical success factor matrix for increasing positive user experience of hotel websites based upon user ratings. Firstly, a number of critical success factors for web usability have been identified through the initial literature review. Secondly, hotel websites were surveyed in terms of critical success factors identified through the literature review. Thirdly, Herzberg's motivation theory has been applied to the user rating and the critical success factors were categorized into two areas. Finally, the critical success factor matrix has been developed using the two main sets of data.Comment: Journal articl
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