295,613 research outputs found

    User-centred interface design for cross-language information retrieval

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    This paper reports on the user-centered design methodology and techniques used for the elicitation of user requirements and how these requirements informed the first phase of the user interface design for a Cross-Language Information Retrieval System. We describe a set of factors involved in analysis of the data collected and, finally discuss the implications for user interface design based on the findings

    Human-Centered vs. User-Centered Approaches to Information System Design

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    Despite continuing debates about the user emphasis in HCI, new design approaches, such as interaction design, continue to focus on humans as technology users, constraining the human-centeredness of design outcomes. This paper argues that the difference between user focus and a human-centered focus lies in the way in which technology is designed. The emphasis on problem closure that is embedded in current approaches to designing information systems (IS) precludes an examination of those issues central to human-centered design. The paper reviews recent approaches to user-centered IS design and concludes that these methods are targeted at the closure of technology-centered problems, rather than the investigation of suitable changes to a system of humanactivity supported by technology. A dual-cycle model of human-centered design is presented, that balances systemic inquiry methods with human-centered implementation methods. The paper concludes with a suggestion that IS design should be viewed as a dialectic between organizational problem inquiry and the implementation of business process change and technical solutions

    Towards a Holistic Approach to Designing Theory-based Mobile Health Interventions

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    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

    PERANCANGAN ULANG UI/UX PADA WEBSITE LELANGYUK MENGGUNAKAN PENDEKATAN USER CENTERED DESIGN

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    Penelitian ini dilakukan untuk membuat tampilan User lnterface dan User Experience dari website Lelangyuk agar sesuai dengan kebutuhan user dengan pendekatan User Centered Design dengan menggunakan perhitungan System Usability Scale sebagai tolak ukur dari website ini. Hasil skor sebelum dilakukan perancangan yaitu dengan skor System UsabiIity Scale sebesar 69,75 yang termasuk dalam kategori Ok dengan Grade C. Dan dilakukan evaluasi dengan pendekatan User Centered Design dimana fokus terhadap saran dari user website Lelangyuk. Mendapatkan skor system usability scale sebesar 82,25 yang termasuk dalam kategori Excellent dengan Grade A. Dari hasil skor tersebut terdapat peningkatan skor System Usability Scale. Maka dari itu dapat disimpulkan bahwa dengan pendekatan user centered design dapat membuat user interface dan user experience yang lebih baik esuai dengan keinginan pengguna website. &nbsp

    Malicious User Experience Design Research for Cybersecurity

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    This paper explores the factors and theory behind the user-centered research that is necessary to create a successful game-like prototype, and user experience, for malicious users in a cybersecurity context. We explore what is known about successful addictive design in the fields of video games and gambling to understand the allure of breaking into a system, and the joy of thwarting the security to reach a goal or a reward of data. Based on the malicious user research, game user research, and using the GameFlow framework, we propose a novel malicious user experience design approac

    The theater-system technique: agile designing and testing of system behavior and interaction, applied to highly automated vehicles

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    In this paper, the theater-system technique, a method for agile designing and testing of system behavior and interaction concepts is described. The technique is based on the Wizard-of-Oz approach, originally used for emulating automated speech recognition, and is extended towards an interactive, user-centered design technique. The paper describes the design process using the theater-system technique, the technical build-up of the theater-system, and an application of the technique: the design of a haptic-multimodal interaction strategy for highly automated vehicles. The use of the theater-system in the design process is manifold: It is used for the concrete design work of the design team, for the assessment of user expectations as well as for early usability assessments, extending the principles of user-centered design towards a dynamically balanced design

    User-Centered Evaluation of Adaptive and Adaptable Systems

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    Adaptive and adaptable systems provide tailored output to various users in various contexts. While adaptive systems base their output on implicit inferences, adaptable systems use explicitly provided information. Since the presentation or output of these systems is adapted, standard user-centered evaluation methods do not produce results that can be easily generalized. This calls for a reflection on the appropriateness of standard evaluation methods for user-centered evaluations of these systems. We have conducted a literature review to create an overview of the methods that have been used. When reviewing the empirical evaluation studies we have, among other things, focused on the variables measured and the implementation of results in the (re)design process. The goal of our review has been to compose a framework for user-centered evaluation. In the next phase of the project, we intend to test some of the most valid and feasible methods with an adaptive or adaptable system

    Moregrasp: Restoration of Upper Limb Function in Individuals with High Spinal Cord Injury by Multimodal Neuroprostheses for Interaction in Daily Activities

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    The aim of the MoreGrasp project is to develop a noninvasive, multimodal user interface including a brain-computer interface (BCI) for intuitive control of a grasp neuroprosthesis to support individuals with high spinal cord injury (SCI) in everyday activities. We describe the current state of the project, including the EEG system, preliminary results of natural movements decoding in people with SCI, the new electrode concept for the grasp neuroprosthesis, the shared control architecture behind the system and the implementation of a user-centered design

    User-Centered Intelligent Interface of Vending Machines Modeling

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    Convenience and speed of service makes vending machines popular world-wide.However, the development and use of vending machines in China have not kept pace with global markets. In this paper, in order to determine the key design factors, interface elements and parameters which affect the convenience of user-machine interaction, the author analyzes the interaction problems in current vending machine design and finds out that unreasonable design results from machine-centered logic design. Then, with user-centered design principles, a new user-centered intelligent interaction model of vending machines is developed.The result of the test shows that the user-centered interface system can effectively reduce the operational time and decrease the mistake type and mistake rate. The process followed in the present study can also serve as a general framework for the analysis and development of UCD interfaces for other self-service systems

    USER EXPERIENCE ANSWER SYSTEM AUTOMATICALLY WITH USER CENTERED DESIGN AND USER EXPERIENCE QUESTIONNAIRE-SHORT

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    The interface of the automatic answer assessment system is plagued by several issues, including an unfamiliar layout, unresponsive design, inconsistency in elements, and a lack of clarity in presenting information. These problems significantly hinder the overall user experience. As a result, this study aimed to address these challenges by designing a user-centered experience for the automatic answer assessment system, using a high-fidelity prototype tailored to meet user needs. The user-centered design method involved four crucial stages: Specify The Context Of Use, Specify Requirements, Create Designs, and Evaluate Designs. Through rigorous usability testing with teachers, the design achieved an impressive effectiveness rating of 90%, firmly establishing it as a "very effective" solution. Additionally, it demonstrated high efficiency with a value of 0.01307 goals/sec, and teachers expressed positive feedback, confirming the satisfaction and usability of the new interface. Similarly, students' usability testing yielded noteworthy results, with a 90% effectiveness rating, also classified as "very effective." The interface showcased a high level of efficiency, with a value of 0.0849 goals/sec. While the satisfaction value fell below the PSSUQ norm, students still found the interface to be user-friendly and satisfactory. Furthermore, the user experience testing, utilizing the UEQ-S, provided valuable insights. For teachers, the pragmatic aspect scored 1.85, the hedonic aspect scored 2.33, and the overall aspect received a commendable score of 2.09, all of which fell within the excellent category on benchmarks. Similarly, students' ratings were highly positive, with scores of 2.14 for both pragmatic and hedonic aspects, and an overall score of 2.14, signifying an excellent user experience.The retrospective think-aloud validation test reaffirmed the positive response from prospective users. Overall, this research, employing a user-centered design approach, successfully delivered a highly satisfactory and effective user experience for both teachers and students using the automatic answer assessment system
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