17,350 research outputs found

    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

    Challenges in Bridging Social Semantics and Formal Semantics on the Web

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    This paper describes several results of Wimmics, a research lab which names stands for: web-instrumented man-machine interactions, communities, and semantics. The approaches introduced here rely on graph-oriented knowledge representation, reasoning and operationalization to model and support actors, actions and interactions in web-based epistemic communities. The re-search results are applied to support and foster interactions in online communities and manage their resources

    From Personalization to Adaptivity: Creating Immersive Visits through Interactive Digital Storytelling at the Acropolis Museum

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    Storytelling has recently become a popular way to guide museum visitors, replacing traditional exhibit-centric descriptions by story-centric cohesive narrations with references to the exhibits and multimedia content. This work presents the fundamental elements of the CHESS project approach, the goal of which is to provide adaptive, personalized, interactive storytelling for museum visits. We shortly present the CHESS project and its background, we detail the proposed storytelling and user models, we describe the provided functionality and we outline the main tools and mechanisms employed. Finally, we present the preliminary results of a recent evaluation study that are informing several directions for future work

    Designing Social Question-and-Answering Interaction Using Goal-Directed Design Method

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    A social question-and-answering (social Q&A) site is an online community where users can ask and answer questions to share their knowledge and all data are publicly accessible. The platform has caught its users’ attention and given them a new way in getting information from other users. However, the growth of social Q&A sites is still followed by some problems faced by its users. This study aims to develop an interaction design of social Q&A using goal-directed design (GDD) method. Compared to User-Centered Design method, the GDD has more specific process. The process accomplished in the development includes four phases: research, modeling, requirement definition, and framework definition. The research phase was done by conducting literature review and potential user interview. The modeling phase was carried out to explore behavior patterns, and combine them into user model. The requirement definition was conducted to determine product functionality and design. In this phase, user scenarios that describe how a persona uses the product were developed. The framework definition phase focused on an interaction framework which was conducted through six steps. The series of phases resulted in personas, scenarios, requirements, and wireframes of the product. Social Q&A product developed in the study is one that is specialized for asking and sharing information about studying abroad. The design was developed in the form of product wireframes and key path scenarios along with storyboards that describe interaction in the product. Key path scenarios were constructed based on tasks personas could perform in the product. Further works include developing visual design framework and conducting usability testing of the design to potential users

    Reconceptualising Personas Across Cultures: Archetypes, Stereotypes & Collective Personas in Pastoral Namibia

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    The paucity of projects where persona is the research foci and a lack of consensus on this artefact keep many reticent about its purpose and value. Besides crafting personas is expected to differ across cultures, which contrasts the advancements in Western theory with studies and progress in other sites. We postulate User-Created Personas reveal specific characteristics of situated contexts by allowing laypeople to design persona artefacts in their own terms. Hence analysing four persona sessions with an ethnic group in pastoral Namibia –ovaHerero– brought up a set of fundamental questions around the persona artefact regarding stereotypes, archetypes, and collective persona representations: (1) to what extent user depictions are stereotypical or archetypal? If stereotypes prime (2) to what degree are current personas a useful method to represent end-users in technology design? And, (3) how can we ultimately read accounts not conforming to mainstream individual persona descriptions but to collectives
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