79 research outputs found

    How do interactive tabletop systems influence collaboration?

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    This paper examines some aspects of the usefulness of interactive tabletop systems, if and how these impact collaboration. We chose creative problem solving such as brainstorming as an application framework to test several collaborative media: the use of pen-and-paper tools, the ‘‘around-the-table’’ form factor, the digital tabletop interface, the attractiveness of interaction styles. Eighty subjects in total (20 groups of four members) participated in the experiments. The evaluation criteria were task performance, collaboration patterns (especially equity of contributions), and users’ subjective experience. The ‘‘aroundthe-table’’ form factor, which is hypothesized to promote social comparison, increased performance and improved collaboration through an increase of equity. Moreover, the attractiveness of the tabletop device improved subjective experience and increased motivation to engage in the task. However, designing attractiveness seems a highly challenging issue, since overly attractive interfaces may distract users from the task

    A Universalist strategy for the design of Assistive Technology

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    Assistive Technologies are specialized products aiming to partly compensate for the loss of autonomy experienced by disabled people. Because they address special needs in a highly-segmented market, they are often considered as niche products. To improve their design and make them tend to Universality, we propose the EMFASIS framework (Extended Modularity, Functional Accessibility, and Social Integration Strategy). We ïŹrst elaborate on how this strategy conciliates niche and Universalist views, which may appear conïŹ‚icting at ïŹrst sight. We then present three examples illustrating its application for designing Assistive Technologies: the design of an overbed table, an upper-limb powered orthose and a powered wheelchair. We conclude on the expected outcomes of our strategy for the social integration and participation of disabled people

    Assisting Designers in the Anticipation of Future Product Use

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    En ligne sur le site de l'Ă©diteur : http://www.aijstpme.kmutnb.ac.th/index.php?option=com_jdownloads&view=viewcategories&Itemid=1In this paper, we present some theories sover past decades describing interactions between designers and users, and a state of the art of methods and tools to support these interactions in user-centred design. We discuss related methodological issues as a first step toward the introduction of new methods to assist usercentred design, to avoid uses of the product which might have undesirable consequences, while leaving margins allowing users to adapt to the situation and potentially introduce further innovations within the product. Lastly, we discuss the concept of unforeseen use and introduce creativity methods to help designers anticipate these uses

    Tableau de manipulation pour patients atteints de la maladie d'Alzheimer

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    L'invention TIPATSMA (Tableau Interactif pour Patients atteints de Troubles SévÚres de la Maladie d'Alzheimer) se rapporte à un tableau interactif destiné aux patients atteints de la maladie d'Alzheimer

    Creativity in virtual teams: bridging the gap between professional wisdom and scientific insights

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    Following the growing body of scientific literature dedicated to the effects of virtual tools and environments on creative processes, we were interested in examining how professional creativity facilitators perceive these technologies and the extent to which they might support their dissemination. To this end, we conducted a workshop with 19 professional facilitators in which they could experience creativity in a virtual environment. Their ratings of the potential impact of such tools on session facilitation, on sociocognitive processes of creativity and on group motivation were collected twice: before and after the virtual session. The results show that their perception of the potential benefits of virtual environments decreased after the test. They mentioned many limitations of the technology with regard to usual facilitation process. Moreover, their expert perception of the creative process sometimes appeared contradictory to scientific results obtained in the domain. We discuss these results and provide design perspectives to make virtual technologies more acceptable and usable for creativity facilitators, in order to allow more population to benefit from their positive effects on group creativity. Santrauka Remiantis didėjančiu mokslinės literatĆ«ros, skirtos virtualiĆł priemoniĆł ir aplinkos poveikiui kĆ«rybiniuose procesuose, kiekiu, nagrinėjama, kaip profesinės iĆĄminties fasilitatoriai suvokia ĆĄias technologijas ir mastą, kuriuo jie galėtĆł sustiprinti savo veiklos sklaidą. Ć iuo tikslu surengtas seminaras, kuriame dalyvavo 19 profesionaliĆł fasilitatoriĆł. Seminare jie turėjo galimybę ÄŻgyti kĆ«rybiĆĄkumo patirties virtualiojoje aplinkoje. TokiĆł priemoniĆł galimo poveikio vertinimai sesijos palengvinimo, kĆ«rybiĆĄkumo sociokognityviniĆł procesĆł ir grupės motyvacijos aspektais buvo atlikti du kartus – prieĆĄ ir po virtualiosios sesijos. Rezultatai rodo, kad jĆł virtualiosios aplinkos teikiamos galimos naudos suvokimas sumenko po atlikto bandymo. Jie paminėjo daugybę technologijĆł keliamĆł apribojimĆł, susijusiĆł su ÄŻprastine fasilitacija. Be to, jĆł ekspertinis kĆ«rybiĆĄkumo proceso suvokimas kartais atrodė prieĆĄtaraujantis ĆĄioje srityje gautiems moksliniams rezultatams. Rezultatai aptarti ir pateiktos su projektavimu susijusios perspektyvos, kad virtualiosios technologijos taptĆł priimtinesnės ir naudojamos kĆ«rybiĆĄkumo fasilitatoriĆł ir kad didesnė populiacijos dalis gautĆł naudos iĆĄ jĆł pozityvaus poveikio grupės kĆ«rybiĆĄkumui. ReikĆĄminiai ĆŸodĆŸiai: įsisavinimas, kĆ«rybiĆĄkumo fasilitacija, inovacija, priemonė, virtualioji aplinka

    Radical innovation through the extraordinary user method

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    Cet article prĂ©sente la mĂ©thode de l’utilisateur extraordinaire, dont le but est de stimuler l’innovation radicale en permettant aux concepteurs de redĂ©couvrir les besoins fonctionnels liĂ©s Ă  l’usage des produits. Cette mĂ©thode s’inspire des approches centrĂ©es utilisateurs, tout en cherchant Ă  Ă©viter le phĂ©nomĂšne de Dilemme de l’innovateur, nĂ©faste Ă  l’innovation radicale. La mĂ©thode repose sur l’inclusion, dans les toutes premiĂšres Ă©tapes du processus d’innovation, d’utilisateurs extraordinaires qui vont permettre de redĂ©couvrir les besoins fonctionnels fondamentaux, oubliĂ©s, de la population cible. Ces utilisateurs extraordinaires peuvent ĂȘtre trouvĂ©s parmi des Lead users, des enfants, des sĂ©niors, des personnes en situation de handicap, ou des non-utilisateurs. Cette proposition mĂ©thodologique est illustrĂ©e de cas d’applications dans divers secteurs socioĂ©conomiques

    Collaborative design tools in engineering education: Insight to choose the appropriate PLM software

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    The shift from sequential to concurrent engineering has led to changes in the way design projects are managed. In order to assist designers, many effective tools have been developed to support collaborative engineering. Nowadays, industrial scenarios encourage companies to adopt product lifecycle management solutions, even if they may not be able to understand their benefits. Indeed, product lifecycle management roadmap is quite difficult to implement and return on invest can take time. Moreover, many free solutions with comparable functionalities are developed, which have been increasingly successful. In this article, we test different configurations of software to make a comparison between free software and market solutions. In this experiment, 72 students in a Master’s degree course aimed to design mechanical products by using dedicated software to assist collaborative distributed design, using two different configurations: free and commercial solutions. The research question to be solved is: as engineering educators, what is the most efficient way to train our students to collaborative distributed design? This experiment allowed us to compare design functionalities between the two configurations, in order to determine ways to improve efficiency in a collaborative distributed design situation. Finally, the feedback generated in this experiment allowed us to adapt training practices in engineering education

    Conception et Evaluation d’un ModĂšle d’ExpressivitĂ© pour les Gestes des Agents Conversationnels

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    To increase the believability and life-likeness of Embodied Conversational Agents, we introduce a behavior synthesis model for the generation of expressive gesturing. A small set of dimensions of expressivity is used to characterize individual variability of movement. We empirically evaluate our implementation in two separate user studies. The results suggest that our approach works well for a subset of expressive behavior. However, animation fidelity is not high enough to realize subtle changes. Interaction effects between different parameters need to be studied further

    Construire des scénarios d'usage prospectifs dans les projets

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    Prospective ergonomics is concerned with the anticipation of future needs and activities to assist the early stages of user-centered innovation design projects. Few studies have proposed methodologies to assist prospective ergonomics, although this is a key to better integrating user-centered design in innovation projects. Indeed, classical methods of use analysis are of limited relevance when designers must work with ill-defined product concepts, since it may be difficult to describe future uses for these products. In this paper, we argue that some creativity methods, often used to solve technical design problems, can be used to construct speculative scenarios describing the future use of a product. We carried out simulations of design meetings, focusing on anticipating the future uses of various products. In two studies, we assessed the effects of methods borrowed from two creativity paradigms on the ability of a multidisciplinary design team to formulate prospective scenarios of future use. The first study aimed to assess the contribution of methods borrowed from the Creative Problem Solving (CPS) paradigm – brainwriting and the discovery matrix – to the production of prospective scenarios of future use. Results show that these methods allow a more structured exploration of the space of creative ideas, leading to more original ideas. In the second study, we examined the ability of a design team to use multiscreen analysis – a method borrowed from the Theory of Inventive Problem- Solving (TRIZ) – to construct a discourse on the future uses of an innovative product. Results suggest that the team was able to anticipate future evolutions of the technical artifact considered – which is the goal of the method in its classical form – but not to reappropriate this technique to imagine scenarios illustrating future uses of a product. We describe the consequences of these results for developing new methodologies for interventions in prospective ergonomics.L’ergonomie prospective est une modalitĂ© d’intervention ergonomique centrĂ©e sur l’anticipation des besoins et activitĂ©s futurs, visant Ă  assister les premiĂšres Ă©tapes du processus de conception innovante centrĂ©e utilisateurs. À ce jour, peu de propositions mĂ©thodologiques ont Ă©tĂ© formulĂ©es pour assister les interventions en ergonomie prospective, bien que ceci constitue un levier majeur pour une meilleure intĂ©gration de la conception centrĂ©e utilisateurs dans les projets d’innovation. Ainsi, les mĂ©thodes classiques de l’analyse des usages sont d’un intĂ©rĂȘt limitĂ© lorsque le concepteur doit travailler avec des concepts de produit mal dĂ©finis, car il peut s’avĂ©rer difficile de dĂ©crire les usages futurs du produit en question. Dans cet article, nous proposons que certaines mĂ©thodes de crĂ©ativitĂ©, souvent utilisĂ©es pour rĂ©soudre des problĂšmes de nature technique dans le cadre de projets de conception, puissent ĂȘtre utilisĂ©es pour Ă©laborer des scĂ©narios spĂ©culatifs portant sur l’usage futur d’un produit. Nous avons rĂ©alisĂ© des simulations de rĂ©unions de conception portant sur l’anticipation des usages de diffĂ©rents produits et avons Ă©valuĂ©, au travers de deux Ă©tudes, les effets de mĂ©thodes empruntĂ©es Ă  deux paradigmes de crĂ©ativitĂ© sur la capacitĂ© d’une Ă©quipe pluridisciplinaire de conception Ă  formuler des scĂ©narios d’usage futurs. La premiĂšre Ă©tude visait Ă  Ă©valuer les apports de mĂ©thodes empruntĂ©es au paradigme du Creative Problem Solving (CPS) – le brainwriting et la matrice de dĂ©couvertes – Ă  la production de scĂ©narios prospectifs d’usages. Elle fait suite Ă  une Ă©tude qui montrait que ces mĂ©thodes n’avaient pas d’effet sur le nombre de scĂ©narios produits ni sur le nombre d’idĂ©es relatives aux usagers futurs du produit ou Ă  leurs activitĂ©s. Nous montrons ici, cependant, que ces mĂ©thodes permettent de mieux structurer la dynamique d’exploration de l’espace crĂ©atif, et d’aboutir Ă  des idĂ©es plus originales. Dans la seconde Ă©tude, nous avons examinĂ© la capacitĂ© d’une Ă©quipe de concepteurs Ă  exploiter l’analyse multi-Ă©crans – une mĂ©thode empruntĂ©e Ă  la thĂ©orie de rĂ©solution des problĂšmes inventifs (TRIZ) – pour construire un discours sur les usages futurs d’un produit innovant. Les rĂ©sultats suggĂšrent que l’équipe Ă©tait en mesure d’anticiper des Ă©volutions de l’artefact technique – ce qui correspond Ă  la finalitĂ© initiale de la mĂ©thode – mais pas de se rĂ©approprier l’outil pour imaginer des scĂ©narios illustrant les usages futurs possibles du produit. Nous dĂ©crivons enfin les consĂ©quences de ces rĂ©sultats pour Ă©laborer de nouvelles mĂ©thodologies d’intervention en ergonomie prospective

    Tableau de manipulation pour patients atteints de la maladie d'Alzheimer

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    L'invention TIPATSMA (Tableau Interactif pour Patients atteints de Troubles SévÚres de la Maladie d'Alzheimer) se rapporte à un tableau interactif destiné aux patients atteints de la maladie d'Alzheimer
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