187,760 research outputs found

    User-Centered Evaluation Planning

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    Modelling rational user behaviour as games between an angel and a demon

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    Formal models of rational user behavior are essential for user-centered reasoning about interactive systems. At an abstract level, planned behavior and reactive behavior are two important aspects of the rational behavior of users for which existing cognitive modeling approaches are too detailed. In this paper, we propose a novel treatment of these aspects within our formal framework of cognitively plausible behavior. We develop an abstract, formal model of rational behavior as a game between two opponents. Intuitively, an Angel abstractly represents the planning aspects, whereas a Demon represents the reactive aspects of user behavior. The formalization is carried out within the MOCHA framework and is illustrated by simple examples of interactive tasks

    Value-Centered Design Process for User Experience Enhancement: A Case Study in the Development of a Notebook PC

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    Since 2000, in the planning and development of products and services, providing users with a better experience when using products and services has become essential, resulting in a growing need for value-centered design that focuses on providing users with more attractive experience values. In this article, we introduce the value-centered product development process that has been used in the planning and development of notebook PCs, focusing on the experience value provided to the user

    Building Fundraising Momentum: Message, Relationship, and Alliance Essentials

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    Inquiry-based and user-centered facility design catalyzes constituency engagement, creates shared vision, and builds stakeholder partnerships through signature ‘participatory action research’ and ‘library as lab’ initiatives that advance collective learning and energize renovation planning in the library and on campus. This user-centered design approach also informs energetic fundraising strategies which produce $32.8 million in multi-year State appropriations and cash contributions. Essential elements - creating messages, furthering relationships, and forging alliances - invigorate the capital campaign and sustain renovation fundraising momentum.https://scholarworks.gvsu.edu/rethinkit_proceedings/1001/thumbnail.jp

    User Centered Design

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    MOBIUS Annual Conference, Columbia, MO, June 3, 2014. Libraries purportedly operate with our users’ needs and desires in mind, but how do we know what those needs and desires really are? The University of Missouri-Kansas City Libraries are committed to observing user behavior and collecting data to inform the design of virtual and real-world services and spaces to meet user needs. A user-centered design department and a usability team were formed to deliver an organization-wide user-centered design process with associated training opportunities, online tools, and job responsibilities. A photo survey will contribute rich data to dreaming and planning library space for a future Downtown Campus for the Arts. Students take snapshots of specified places, people, and things in their lives, then verbally expand on those pictures in a follow-up interview.MOBIU

    Moving Toward the User-Centered Library: Learning Behaviors and Their Impact on Library Planning

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    Hege Library at Guilford College has been engaged in a set of planning activities funded by an LSTA grant from the State Library of North Carolina. Through these planning activities, the library hired a consultant to administer a learning behaviors survey to help align library services with the College’s upcoming Strategic Long Range Plan for 2011-2015. This presentation will discuss how the library administered a “Learning Behaviors Survey” for Guilford College with the goal of better understanding the existing learning geography of its campus and the place of the library in that geography. The Learning Behaviors Survey looked at 12 learning behaviors taken from the National Survey for Student Engagement (NSSE) and studied the cross-section of the types of learning behaviors that Guilford College students value and asked the question of where on campus are these learning behaviors taking place. By taking this approach, the library was able to take an initial planning process that was geared towards planning for space allocation and expand its scope to look at what types of learning environments users value most highly and if the library is providing that type of environment. I will discuss how the survey was administered, the results, and how data on user behavior can influence a variety of planning activities including space planning, information literacy, non-traditional library services such as ePortfolio support, library discovery tools, and strategic long-range planning. The objective of this session will be to generate discussion on what types of user data are being collected by libraries, how it is being used to affect short- and long-term planning for libraries, and what this means for both assessment and determining the value of library services. Audience participants will be asked to share their experiences in collecting user data and how it is currently being applied to short and long-term planning processes in their libraries. Attendees will benefit by discussing the changing nature of statistics and data on users and user behavior and its applicability in the current assessment and planning environment for libraries

    Design of a Semiautomatic Travel Technique in VR Environments

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    International audienceTravel in a real environment is a common task that human beings conduct easily and subconsciously. However transposing this task in virtual environments (VEs) remains challenging due to input devices and techniques. Considering the well-described sensory conflict theory, we present a semiautomatic travel method based on path planning algorithms and gaze-directed control, aiming at reducing the generation of conflicted signals that may confuse the central nervous system. Since gaze-directed control is user-centered and path planning is goal-oriented, our semiautomatic technique makes up for the deficiencies of each with smoother and less jerky trajectories

    Human-Centered Navigation and Person-Following with Omnidirectional Robot for Indoor Assistance and Monitoring

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    Robot assistants and service robots are rapidly spreading out as cutting-edge automation solutions to support people in their everyday life in workplaces, health centers, and domestic environments. Moreover, the COVID-19 pandemic drastically increased the need for service technology to help medical personnel in critical conditions in hospitals and domestic scenarios. The first requirement for an assistive robot is to navigate and follow the user in dynamic environments in complete autonomy. However, these advanced multitask behaviors require flexible mobility of the platform to accurately avoid obstacles in cluttered spaces while tracking the user. This paper presents a novel human-centered navigation system that successfully combines a real-time visual perception system with the mobility advantages provided by an omnidirectional robotic platform to precisely adjust the robot orientation and monitor a person while navigating. Our extensive experimentation conducted in a representative indoor scenario demonstrates that our solution offers efficient and safe motion planning for person-following and, more generally, for human-centered navigation tasks
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