143,633 research outputs found

    A human-centered design methodology to enhance the usability, human factors, and user experience of connected health systems: a three-phase methodology.

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    peer-reviewedDesign processes such as human-centered design, which involve the end user throughout the product development and testing process, can be crucial in ensuring that the product meets the needs and capabilities of the user, particularly in terms of safety and user experience. The structured and iterative nature of human-centered design can often present a challenge when design teams are faced with the necessary, rapid, product development life cycles associated with the competitive connected health industry. We wanted to derive a structured methodology that followed the principles of human-centered design that would allow designers and developers to ensure that the needs of the user are taken into account throughout the design process, while maintaining a rapid pace of development. In this paper, we present the methodology and its rationale before outlining how it was applied to assess and enhance the usability, human factors, and user experience of a connected health system known as the Wireless Insole for Independent and Safe Elderly Living (WIISEL) system, a system designed to continuously assess fall risk by measuring gait and balance parameters associated with fall risk. We derived a three-phase methodology. In Phase 1 we emphasized the construction of a use case document. This document can be used to detail the context of use of the system by utilizing storyboarding, paper prototypes, and mock-ups in conjunction with user interviews to gather insightful user feedback on different proposed concepts. In Phase 2 we emphasized the use of expert usability inspections such as heuristic evaluations and cognitive walkthroughs with small multidisciplinary groups to review the prototypes born out of the Phase 1 feedback. Finally, in Phase 3 we emphasized classical user testing with target end users, using various metrics to measure the user experience and improve the final prototypes. We report a successful implementation of the methodology for the design and development of a system for detecting and predicting falls in older adults. We describe in detail what testing and evaluation activities we carried out to effectively test the system and overcome usability and human factors problems. We feel this methodology can be applied to a wide variety of connected health devices and systems. We consider this a methodology that can be scaled to different-sized projects accordingly.PUBLISHEDpeer-reviewe

    A Threefold User-Based Software Evaluation Framework

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    While pressured to release new software to market, software development organization often find themselves choosing between quality and timeliness. From a business perspective, success is determined to a significant extent by the perceptions of quality exhibited by consumers with respect to the software product being offered. In this context, we propose taxonomy of software users and design a user-centered software evaluation framework to support software quality assessment processes. An online survey is conducted for exploring software users’ perceptions of quality and the results are used to define three categories of software users. The findings of this study shed new light on the way software development organizations should perceive the relationship with their consumers and, consequently, on the way they should manage development projects. The contributions to both research and practice stem from the proposing of a new and more detailed approach to defining and measuring software system quality and its associated assessment processes

    IMPROVING LEARNING MOTIVATION BY APPLYING USER-CENTRED DESIGN AND AUGMENTED REALITY ON 3D INTERACTIVE APPLICATION

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    Conventional methods in teaching are still prevalent in the educational field to present knowledge to students. This method is still relevant today; however, it needs technology to enhance the experience and support an intelligent education system. Witama Primary School is one of the schools that applies modern technologies in teaching processes to improve learning motivation, especially in natural science. Students need an interactive instrument or tool that attracts attention and boosts their learning motivation while studying solar systems using a smartphone. Therefore, to present a virtual solar system experience, this study aims to create an interactive 3D solar system using Augmented Reality (AR) on iOS mobile-based by implementing a user-centered design (UCD) method to understand requirements and expectations. UCD consists of four main stages, specifying the context of use, user and organizational requirements, product design solution, and evaluation design before developing the system to ensure the finery development process as the goal is to improve the student's focus and learning motivation. According to the User Experience Questionnaire results to thirty respondents, the obtained aspect of attractiveness is 2.222, the perspicuity aspect is 2.129, the efficiency aspect is 1.902, the dependability aspect is 1.689, the stimulation aspect is 2.222, and the novelty aspect is 1.727. Overall results showed that the interactive mobile app is in the good to excellent range. Moreover, the students and teachers find the product exciting and feel motivated to use the mobile app furthe

    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

    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

    Identifying Agile Requirements Engineering Patterns in Industry

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    Agile Software Development (ASD) is gaining in popularity in todayÂŽs business world. Industry is adopting agile methodologies both to accelerate value delivery and to enhance the ability to deal with changing requirements. However, ASD has a great impact on how Requirements Engineering (RE) is carried out in agile environments. The integration of Human-Centered Design (HCD) plays an important role due to the focus on user and stakeholder involvement. To this end, we aim to introduce agile RE patterns as main objective of this paper. On the one hand, we will describe our pattern mining process based on empirical research in literature and industry. On the other hand, we will discuss our results and provide two examples of agile RE patterns. In sum, the pattern mining process identifies 41 agile RE patterns. The accumulated knowledge will be shared by means of a web application.Ministerio de EconomĂ­a y Competitividad TIN2013-46928-C3-3-RMinisterio de EconomĂ­a y Competitividad TIN2016-76956-C3-2-RMinisterio de EconomĂ­a y Competitividad TIN2015-71938-RED

    Agile Requirements Engineering: A systematic literature review

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    Nowadays, Agile Software Development (ASD) is used to cope with increasing complexity in system development. Hybrid development models, with the integration of User-Centered Design (UCD), are applied with the aim to deliver competitive products with a suitable User Experience (UX). Therefore, stakeholder and user involvement during Requirements Engineering (RE) are essential in order to establish a collaborative environment with constant feedback loops. The aim of this study is to capture the current state of the art of the literature related to Agile RE with focus on stakeholder and user involvement. In particular, we investigate what approaches exist to involve stakeholder in the process, which methodologies are commonly used to present the user perspective and how requirements management is been carried out. We conduct a Systematic Literature Review (SLR) with an extensive quality assessment of the included studies. We identified 27 relevant papers. After analyzing them in detail, we derive deep insights to the following aspects of Agile RE: stakeholder and user involvement, data gathering, user perspective, integrated methodologies, shared understanding, artifacts, documentation and Non-Functional Requirements (NFR). Agile RE is a complex research field with cross-functional influences. This study will contribute to the software development body of knowledge by assessing the involvement of stakeholder and user in Agile RE, providing methodologies that make ASD more human-centric and giving an overview of requirements management in ASD.Ministerio de EconomĂ­a y Competitividad TIN2013-46928-C3-3-RMinisterio de EconomĂ­a y Competitividad TIN2015-71938-RED

    Development of augmented reality application for chemical bond

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    Chemical bond in Chemistry for secondary school education is one of the subjects in science courses that are difficult to understand by most students. There are many factors that can cause this problem such as from the learning method, the use of education tools and understanding level among students. Some of the problems are such as it is difficult to understand the concepts and processes in chemical bonds. The lack of use of learning tools also creates less interest among the students. This snidy also about the use of augmented reality technology and how to implement it in learning. Augmented reality is a technology that allows users to interact with virtual object in real situation. Thus, an application Augmented Reality for Chemical Bond is developed as one of the solutions to solve the situation. The objective of this snidy is to create and develop the application and to test the functionality of the application. This application is combined with multimedia elements such as text, graphic and animation in providing explanation about the process of chemical bond. User Centered Design (UCD) development model is used as a guideline in the development of the snidy. Application of 3D Max Studio, Unity 2017.1.2, Adobe Photoshop CS6 and Vuforia will be use in the process of creating this product. It will be developed in the form of an android application to make it more user friendly. The Augmented Reality for Chemical Bond has gone through the evaluation process by using feedback form and based on the data analysis from the evaluation, it has been shown that this application can be used by users with some improvement

    Agile values and their implementation in practice

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    Today agile approaches are often used for the development of digital products. Since their development in the 90s, Agile Methodologies, such as Scrum and Extreme Programming, have evolved. Team collaboration is strongly influenced by the values and principles of the Agile Manifesto. The values and principles described in the Agile Manifesto support the optimization of the development process. In this article, the current operation is analyzed in Agile Product Development Processes. Both, the cooperation in the project team and the understanding of the roles and tasks will be analyzed. The results are set in relation to the best practices of Agile Methodologies. A quantitative questionnaire related to best practices in Agile Product Development was developed. The study was carried out with 175 interdisciplinary participants from the IT industry. For the evaluation of the results, 93 participants were included who have expertise in the subject area Agile Methodologies. On one hand, it is shown that the collaborative development of product-related ideas brings benefits. On the other hand, it is investigated which effect a good understanding of the product has on decisions made during the implementation. Furthermore, the skillset of product managers, the use of pair programming, and the advantages of cross-functional teams are analyzed.Ministerio de Ciencia e InnovaciĂłn TIN2013-46928-C3-3-
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