72,947 research outputs found

    Analisis Pemodelan Arsitektur Enterprise Untuk Mendukung Sistem Informasi Akademik Dengan Metode Task Centered Desain Sistem

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    Data architecture describes the various types of data called data entities used in business enterprises. Application architecture illustrates the main application needed to manage the data and support the business functions of the company. Enterprise architecture illustrates the operational model of enterprise that includes aspects of business planning, business operations, automation up to the supporting information technology infrastructure. Methods Task Centered System Design (TCSD) is a method used to identify user needs and the needs of the task. TCSD method includes four stages of activity, namely identification, User-Centered Requirements Analysis, design as scenario, and walkthrough Evaluate. Excess use of this method is the design of the system and the program code generated properly - in strict accordance with user needs. Analysis modeling enterprise architecture to support academic information systems at STIK Siti Khadijah Palembang aimed at optimizing the performance of academic information system, reducing barriers between work units, reduce duplication of data, reducing operational costs, improving productivity and performance of employees in information sharing and cooperation between work units to improve quality academic services. Results of this research is the design of the enterprise architecture model of academic information systems.   Keywords: Enterprise Architecture, Task Centered System Design, Academic Information Systemrsitektur data menggambarkan berbagai jenis data yang disebut entitas data yang digunakan dalam perusahaan bisnis. Arsitektur aplikasi menggambarkan aplikasi utama yang dibutuhkan untuk mengelola data dan mendukung fungsi bisnis perusahaan. Arsitektur perusahaan menggambarkan model operasional perusahaan yang mencakup aspek perencanaan bisnis, operasi bisnis, otomatisasi hingga infrastruktur teknologi informasi pendukung. Metode Task Centered System Design (TCSD) adalah metode yang digunakan untuk mengidentifikasi kebutuhan pengguna dan kebutuhan tugas. Metode TCSD meliputi empat tahapan kegiatan yaitu identifikasi, User-Centered Requirement Analysis, design as scenario, dan walkthrough Evaluate. Kelebihan penggunaan metode ini adalah desain sistem dan kode program yang dihasilkan benar – benar sesuai dengan kebutuhan pengguna. Analisis pemodelan enterprise arsitektur untuk mendukung sistem informasi akademik di STIK Siti Khadijah Palembang bertujuan untuk mengoptimalkan kinerja sistem informasi akademik, mengurangi hambatan antar unit kerja, mengurangi duplikasi data, mengurangi biaya operasional, meningkatkan produktivitas dan kinerja karyawan dalam berbagi informasi dan kerjasama antar unit kerja untuk meningkatkan kualitas pelayanan akademik. Hasil dari penelitian ini adalah perancangan model arsitektur enterprise sistem informasi akademik. Kata kunci: Enterprise Architecture, Perancangan Sistem Berpusat Tugas, Sistem Informasi Akademi

    Enhancing User Experience and Usability in Enterprise Software: A User-Centered Design Approach

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    In recent years, correlated with the rise in remote work, there has been a significant surge in the use of corporate software technologies. These technologies are the software tools users employ to perform their work. Their diversity and complexity are undeniably extensive. The term 'Enterprise User Experience' pertains to the user experience designed for enterprise software. In this master's thesis, grounded in a redesign project of the enterprise financial software by Quantyx, I explore the application of the User-Centered Design (UCD) approach to such systems. Firstly, I introduce a Systematic Literature Review to comprehend the prevailing state of the art concerning using the User-Centered Design (UCD) approach in enterprise software. Based on its findings, a UCD process is subsequently proposed for the tangible enhancement of user experience in enterprise software applications. The process outlined is applied to real-world software, QuantyxRM, which serves as a case study. This software is redesigned using user-centric studies. Specifically, a new Information Architecture and User Interfaces are established. This transformation is facilitated by a tool that allows for the comprehensive representation of both components. The results are subsequently tested, and an answer to the primary research question of the thesis is provided, confirming the applicability of the UCD approach to enterprise software and to what extent

    Making Exhibitions, Brokering Meaning: Designing new connections across communities of practice

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    New media museum exhibits often see designers representing the research of expert content providers. Despite perceptions that such exhibits provide museum visitors with a greater depth and range of experience, differences in knowledge and practice between designers and content providers can see content development become an unruly, competitive process in which audience experience, digital mediation, visualisation techniques and meaning become contested territory. Drawing on Etienne Wenger’s theory of “communities of practice”, this paper argues that designers’ advocacy for audiences and distance from exhibition content well positions them to broker interdisciplinary goal setting so that exhibitions observe the representational objectives of content providers and meet the needs and preferences of museum visitors. A wide range of design literature already discusses the pragmatic benefits and ethical importance of user-centered design, while the literature on co-design suggests that designed outcomes are more successful if the design process considers the interests of all stakeholders. These discussions can be compelling, but the inherent challenges in engaging others’ perspectives and knowledge in the design process are less acknowledged, Wenger’s ideas on the social dynamics of group enterprise offering designers valuable insights into the actuality of negotiating designed outcomes with non-designer stakeholders. The paper has two main aspects. The first outlines the theory of communities of practice, focusing on the brokering of knowledge and practice between disciplines. This discussion frames an analysis of the design process for two museum exhibitions. Representing an original application of Wenger’s ideas, the discussion recognises the unique role of the designed artifact in brokering information visualization processes, transcending the actions and intentions of individual stakeholders. While accepting there are successful examples of interdisciplinary exchange in various areas of design, the interpretation of examples via Wenger contributes useful principles to the theorisation of co-design with non-designer stakeholders. Keywords: Information visualization; New media museum exhibits; Multidisciplinary projects; Communities of Practice; Brokering; User-centered design; Co-Design; Etienne Wenger</p

    Disputing Ergonomics, Deconstructing Users. A Queer Perspective on Design.

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    International audienceIn the middle of the XXth century, ergonomics met design in the works of Ernst Neufert and Henry Dreyfuss. Although ‘user-centered design’ is usually attributed to Donald Norman and his book User Centered System Design (1986), ‘human-centered’ design principles can be traced back at least to the beginning of the XXth century, if not to the Vitruvius anthropomorphic ideal.Various systems of measurements based on the human figure have been proposed in the past as argumentative supports or as figures of thought (Zöllner, 2014). Rationalized models such as Taylor’s (Scientific Management), the Gilbreths’s (time and motion studies), Neufert’s and Dreyfuss’s (thorough rationalization of the human measures) abstill organize our spatial, motor, cognitive, interactions with artifacts and spaces.Now, we relate this modernist enterprise of human normalization and industrial standardization to what (Butler, 1990) described as essentialization or normalization, as artifacts embedding such abstracting and normalizing sets of standardized specifications tend to essentialize what a body is, regarding its gender, age and ability. We argue that these standardization models and their productions - which have not only predefined human physical behaviors towards industrialized artifacts but also quantified, differentiated and set the “normal” bodily pre-requisites to engage in these behaviors - might now be challenged by what we identify as ‘queer design’.To make our point, we retain the work of two French designers (Thomas Carpentier, architect, and HĂ©lĂšne Mourrier, graphic designer) not only for their ability to undermine if not deconstruct such models that could be called ‘straight’ following (Wittig 1992), but also because they exemplify two distinct methodologies of problematization and production: exploring queer ways of designing and investigating ways of designing (with) queer studies

    Enterprise Experience into the Integration of Human-Centered Design and Kanban

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    he integration of Human-Centered Design (HCD) and Agile Software Development (ASD) promises the development of competitive products comprising a good User Experience (UX). This study has investigated the integration of HCD and Kanban with the aim to gain industrial experiences in a real world context. A case study showed that requirements flow into the development process in a structured manner by adding a design board. To this end, the transparency concerning recurring requirements increased. We contribute to the body of knowledge of software development by providing practical insights into Human-Centered Agile Development (HCAD). On one hand, it is shown that the integration of HCD and Kanban leads to a product with a good UX and makes the development process more human-centered. On the other hand, we conclude that a cross-functional collaboration speeds up product development.Ministerio de EconomĂ­a y Competitividad TIN2013-46928-C3-3-RMinisterio de EconomĂ­a y Competitividad TIN2015-71938-RED

    Design methods for systemic design research

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    Systemic design is distinguished from user-oriented design practice in terms of its expansive boundaries, its embrace of social complexity, and its preferred objective of systemic integration rather than market differentiation. Systemic design is concerned with higher-order socially-organized systems that encompass multiple subsystems in a complex policy, organizational or product-service context. By integrating systems thinking and its methods, systemic design brings human-centered design to complex, multi-stakeholder service systems as those found in industrial networks, transportation, medicine and healthcare. It adapts from known design competencies – form and process reasoning, social and generative research methods, and sketching and visualization practices – to describe, map, propose and reconfigure complex services and systems. The recent development of systemic design as a research-based practice draws on long-held precedents in the system sciences toward representation of complex social and enterprise systems. A precedent article, published as Systemic Design Principles for Complex Social Systems (Jones, 2014) established an axiomatic and epistemological basis for complementary principles shared between design reasoning and systems theory. The current paper aims to establish a basis for identifying shared methods (techne, in Aristotelian terms) and action practice (or phronesis)

    Design research methods in systematic design

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    Systemic design is distinguished from user-oriented and service design practices in several key respects: The expansion and negotiation of system boundaries to frame the design situation, the intentional embrace of sociotechnical complexity, and strategies of systemic integration rather than market differentiation. Systemic design is concerned with higher-order socially-organized systems that encompass multiple subsystems in policy, organizational or product-service contexts. By integrating systems thinking and its methods, systemic design brings human-centered design to complex, multi-stakeholder service systems as those found in industrial networks, transportation, medicine and healthcare. It adapts from known design competencies - form and process reasoning, social and generative research methods, and sketching and visualization practices - to describe, map, propose and reconfigure complex services and systems. The recent development of systemic design as a research-based practice draws on long-held precedents in the system sciences toward representation of complex social and enterprise systems. A precedent article (Jones, 2014) established an axiomatic and epistemological basis for complementary principles shared between design reasoning and systems theory. The current paper aims to establish a basis for identifying shared methods (techne) and action practice (or phronesis)

    The Operation of Autonomous Mobile Robot Assistants in the Environment of Care Facilities Adopting a User-Centered Development Design

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    The successful development of autonomous mobile robot assistants depends significantly on the well-balanced reconcilements of the technically possible and the socially desirable. Based on empirical research 2 substantiated conclusions can be established for the suitability of "scenario-based design" (Rosson/Carroll 2003) for the successful development of mobile robot assistants and automated guided vehicles to be applied for service functions in stationary care facilities for seniors.User-Centered Technology Development, Knowledge-Transfer, Participative Assessment Methods, Robotics

    Shared Understanding of the User Experience : A Case Study of Collaboration Between Developers and Designers

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    User experience has become vital for many software development projects but the software development methods and tools are not originally intended for it. Moreover, software development is fundamentally complex and an increasingly social profession. This shift towards designing for user experience as a diverse group has brought new challenges to software development. The objective of this study is to find how developers and designers form a shared understanding of the software system UX under development. Central theme are the activities of UX work: what are the methods in use (e.g. User-Centered Design, Agile) and how do they work in practice, that is, what kind of information developers and designers share and what kind of artifacts do they produce in collaboration. This study answers two research questions: (RQ1) How do developers and designers form a shared understanding of the software system UX under development; and (RQ2) What are the artifacts utilized in their collaboration. To answer the research questions, a single case study research was conducted by interviewing the employees of a Finnish startup company. The company develops enterprise resource planning software (ERP) for rental businesses. The results show that shared understanding of the UX is achieved with UX activities throughout the system’s lifecycle where the user participation is required from the beginning of new software development. Furthermore, the artifacts in combination with developers’ participation in some of the UX activities will convey the design intent to the implemented software
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