63,538 research outputs found

    The User Experience of Participation: Tracing the Intersection of Sociotechnical Design and Cultural Practice in Digital Ecosystems

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    In this dissertation, I combine methods from Technical Communication, Cultural and Media Studies, and User Experience Design to trace the social and creative practices of social web participants. Using actor network theory, I explore the concept of participation as social and creative practice that demands coordinative knowledge work enacted within a cultural space. Leveraging the insight gained from this research, I develop the user experience of participation as a research and design methodology that privileges the movement of people and information in order to structure and re-structure social connections. I explore this methodology through three intersections between people and technology. The first is between the practices of digital participants within online cultures and the policies aimed at regulating their social and creative work. Second, participation is defined in the ways that local exigency of participants intersects with the implementation of regulations and policies through technological design. Finally, a third intersection appears when participants work to restructure their relationships to policies and technologies through coordinative knowledge work that uncovers and links information within digital ecosystems

    Evaluasi dan Rekomendasi Perbaikan Desain Antarmuka Pengguna Menggunakan Pendekatan User-Centered Design Pada Aplikasi PeduliLindungi

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    PeduliLindungi is an application that was developed to assist relevant government agencies in tracking to stop the spread Coronavirus Disease (Covid-19). This application relies on community participation to share location data with each other when traveling so that contact history tracing with Covid-19 sufferers can be carried out. Users of this application will also get notifications if they are in a crowd or in a red zone, namely areas or sub-districts where it has been recorded that there are people infected with Covid-19 positive or there are patients under surveillance. Based on the reviews submitted by users, there are still deficiencies in the application related to user experience. Therefore, it is necessary to improve the interface as an element of the user experience. The purpose of this research is to improve the user experience of the method-based PeduliLindungi application User-Centered Design (UCD). The research phase begins with an evaluation usability use System Usability Scale (SUS), then the interface is improved using the UCD method where the results of this interface design are re-evaluated using SUS. The UCD method can increase user comfort when using applications because of the user's direct involvement in the application development process. The SUS method is applied to see user satisfaction with the application. From the results of testing the PeduliLindungi application, an average score of 51.75 was obtained acceptability ranges or user acceptance shows "Marginal Low" meaning user acceptance of the system is still low. Furthermore, with improvements based on users referring to the Material Design Guideline, problems, and user suggestions show an increase, namely to 83.87 with acceptability ranges or user acceptance shows "Acceptable". It shows the design of solutions using the UCD approach can improve usability by 34%

    Research Project as Boundary Object: negotiating the conceptual design of a tool for International Development

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    This paper reflects on the relationship between who one designs for and what one designs in the unstructured space of designing for political change; in particular, for supporting “International Development” with ICT. We look at an interdisciplinary research project with goals and funding, but no clearly defined beneficiary group at start, and how amorphousness contributed to impact. The reported project researched a bridging tool to connect producers with consumers across global contexts and show players in the supply chain and their circumstances. We explore how both the nature of the research and the tool’s function became contested as work progressed. To tell this tale, we invoke the idea of boundary objects and the value of tacking back and forth between elastic meanings of the project’s artefacts and processes. We examine the project’s role in India, Chile and other arenas to draw out ways that it functioned as a catalyst and how absence of committed design choices acted as an unexpected strength in reaching its goals

    Knowledge transformation and impact : aspirations and experiences from TLRP

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    This paper reviews the intentions and strategies adopted by the UK’s Teaching and Learning Research Programme (TLRP) in its attempts to maximise the impact of its research portfolio. The Programme’s early commitment to user engagement and to an ‘interactive, iterative, constructive, distributed and transformative’ impact strategy is described. The specific outputs and initiatives of the Programme are analysed in relation to three issues - the transformation of findings beyond abstract academic forms; the authentic engagement of users; and the exploitation of ideas which are culturally and politically current. From TLRP experience, it is argued that such work requires significant resources, technology, imagination, expertise and time. The paper concludes with a call for substantial, long-term investment in an appropriate infrastructure to maximise the impact of research in education

    Usability dimensions in collaborative GIS

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    Collaborative GIS requires careful consideration of the Human-Computer Interaction (HCI) and Usability aspects, given the variety of users that are expected to use these systems, and the need to ensure that users will find the system effective, efficient, and enjoyable. The chapter explains the link between collaborative GIS and usability engineering/HCI studies. The integration of usability considerations into collaborative GIS is demonstrated in two case studies of Web-based GIS implementation. In the first, the process of digitising an area on Web-based GIS is improved to enhance the user's experience, and to allow interaction over narrowband Internet connections. In the second, server-side rendering of 3D scenes allows users who are not equipped with powerful computers to request sophisticated visualisation without the need to download complex software. The chapter concludes by emphasising the need to understand the users' context and conditions within any collaborative GIS project. © 2006, Idea Group Inc
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