343 research outputs found

    A hermeneutic inquiry into user-created personas in different Namibian locales

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    Persona is a tool broadly used in technology design to support communicational interactions between designers and users. Different Persona types and methods have evolved mostly in the Global North, and been partially deployed in the Global South every so often in its original User-Centred Design methodology. We postulate persona conceptualizations are expected to differ across cultures. We demonstrate this with an exploratory-case study on user-created persona co-designed with four Namibian ethnic groups: ovaHerero, Ovambo, ovaHimba and Khoisan. We follow a hermeneutic inquiry approach to discern cultural nuances from diverse human conducts. Findings reveal diverse self-representations whereby for each ethnic group results emerge in unalike fashions, viewpoints, recounts and storylines. This paper ultimately argues User-Created Persona as a potentially valid approach for pursuing cross-cultural depictions of personas that communicate cultural features and user experiences paramount to designing acceptable and gratifying technologies in dissimilar locales

    Towards reusable personas for everyday design

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    Personas are artificial character based representations of user goals, attitudes, motivations and abilities which enable designers to focus their design efforts on key, targeted users. The success of personas in design is due to their capacity to enable designers to empathize with users and understand user goals. Persona development is rooted in the rigorous collection and analysis of data specifically related to the design project being undertaken. New design projects thus require the development of new personas. Since redevelopment is not always achievable attention has turned towards reuse of personas and the underlying data. This paper reports on ongoing research into the development of reusable personas for use by non-expert, everyday designers. Such designers are regularly faced with small scale but diverse design challenges for which they cannot carry out user research and modelling. They can, however, make use of general, reusable personas developed independently of their current design project

    The changing face of human-computer interaction in the age of ubiquitous computing

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    HCI is reinventing itself. No longer only about being user centered, it has set its sights on pastures new, embracing a much broader and far-reaching set of interests. From emotional, eco-friendly, embodied experiences to context, constructivism and culture, HCI research is changing apace: from what it looks at, the lenses it uses and what it has to offer. Part of this is as a reaction to what is happening in the world; ubiquitous technologies are proliferating and transforming how we live our lives. We are becoming more connected and more dependent on technology. The home, the crèche, outdoors, public places and even the human body are now being experimented with as potential places to embed computational devices, even to the extent of invading previously private and taboo aspects of our lives. In this paper, I examine the diversity of lifestyle and technological transformations in our midst and outline some 'difficult' questions these raise together with alternative directions for HCI research and practice

    The future of enterprise groupware applications

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    This paper provides a review of groupware technology and products. The purpose of this review is to investigate the appropriateness of current groupware technology as the basis for future enterprise systems and evaluate its role in realising, the currently emerging, Virtual Enterprise model for business organisation. It also identifies in which way current technological phenomena will transform groupware technology and will drive the development of the enterprise systems of the future

    The unseen and unacceptable face of digital libraries

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    The social and organizational aspects of digital libraries are often overlooked but this paper reviews how they can affect users' awareness and acceptance of digital libraries. An analysis of research conducted within two contrasting domains (Clinical and Academic) is presented which highlights issues of user interactions, work practices and the organizational social structures. The combined study comprises an analysis of 98 in-depth interviews and focus groups with lecturers, librarians and hospital clinicians. The importance of current and past roles of the library, and how users interacted with it, are revealed. Web-based digital libraries, while alleviating most library resource and interaction problems, require a change in librarians' and DL designers' roles and interaction patterns if they are to be implemented acceptably and effectively. Without this role change, users will at best be unaware of these digital resources and at worst feel threatened by them. The findings of this paper highlight the importance on DL design and implementation of the social context and supporting user communication (i.e. collaboration and consultation) in their information search and usage activities

    Next Steps for Human-Computer Integration

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    Human-Computer Integration (HInt) is an emerging paradigm in which computational and human systems are closely interwoven. Integrating computers with the human body is not new. however, we believe that with rapid technological advancements, increasing real-world deployments, and growing ethical and societal implications, it is critical to identify an agenda for future research. We present a set of challenges for HInt research, formulated over the course of a five-day workshop consisting of 29 experts who have designed, deployed and studied HInt systems. This agenda aims to guide researchers in a structured way towards a more coordinated and conscientious future of human-computer integration

    Innovation for an inclusive future

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    This workshop will focus on setting the agenda for research, practice and policy in support of inclusive design for third generation computer-based products. The next generation of technology represents an unprecedented opportunity to improve the quality of life for groups of users who have previously faced exclusion, such as those with impairments and older citizens. At the same time it risks creating a greater digital divide and further exclusion. How we approach design for this new generation will determine whether or not the third wave will provide positive advances towards an inclusive digital world. We therefore need to put forward both a rationale for inclusive design and provide pointers towards technical development and design practice in support of inclusion. It is our belief that there is not only a strong moral case for design for inclusion but also significant commercial incentive, which may be key to persuading influential players to focus on inclusion. Therefore one of our key objectives is to describe and promote the advantages of designing ‘in from the edges’ of the user population rather than designing for a notional ‘average’ user
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