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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Facilitating Design Knowledge Reuse Through Relationships

Wahid, Shaikh Shahtab 03 March 2011 (has links)
Design reuse is an approach in which the creation of new designs is based on the identification of previously employed solutions and the incorporation of those into new contexts. This notion has been extensively studied especially by software engineers. This research seeks to support the reuse of design knowledge in the Human-Computer Interaction (HCI) community in creating new designs as it is generally argued that reuse has the potential to reduce development time and costs. Efforts to reuse design elements in HCI, often in the form of design patterns, are slowly emerging. This work seeks to facilitate the reuse of design knowledge in the form of claims. To achieve this goal, the notion of claim relationships—descriptions of connections between claims that emerge in design—is introduced as a mechanism to facilitate reuse. Claims relationships can be used to connect a collection of reusable claims so that they can be searched, understood, tailored, and integrated into new designs. A method for how to use the relationships is presented to aid in the creation of scenarios. Through a series of studies starting from the use of relationships to locate and reuse claims to the use of cards sets incorporating images and rationale for storyboards, the potential for relationships is demonstrated. These works inform the design and evaluation of a storyboarding tool called PIC-UP. PIC-UP is introduced as an example of how relationships can be utilized in the creation of storyboards made of reusable artifacts in the form of claims. Studies of PIC-UP position the tool as one that enables the reuse through the use of a storyboarding guide and social navigation by collecting and sharing claims. It shows potential in aiding novice and non-designers and can serve as a communication tool. / Ph. D.
2

A Case Study Using Scenario-Based Design Tools and Techniques in the Formative Evaluation Stage of Instructional Design: Prototype Evaluation and Redesign of a Web-Enhanced Course Interface

Turner, Sherri Guilliams 15 December 1998 (has links)
A Case Study Using Scenario-based Design Tools and Techniques in the Formative Evaluation Stage of Instructional Design: Prototype Evaluation and Redesign of a Web-Enhanced Course Interface. The main purpose of this study was to augment the formative evaluation process of instructional design through the incorporation of scenario-based design tools and strategies that focus on interface design. The test population was students from undergraduate "human development" courses at Virginia Tech, approximately 250 students. One prototype of a course web interface was tested and revised based on data collected during the formative evaluation process. The scenario data provided rationale for redesign considerations. / Ph. D.
3

Towards Exploring Future Landscapes using Augmented Reality

Feuerherdt, Craig Nigel, craigfeuerherdt@gmail.com January 2008 (has links)
With increasing pressure to better manage the environment many government and private organisations are studying the relationships between social, economic and environmental factors to determine how they can best be optimised for increased sustainability. The analysis of such relationships are undertaken using computer-based Integrated Catchment Models (ICM). These models are capable of generating multiple scenarios depicting alternative land use alternatives at a variety of temporal and spatial scales, which present (potentially) better Triple-Bottom Line (TBL) outcomes than the prevailing situation. Dissemination of this data is (for the most part) reliant on traditional, static map products however, the ability of such products to display the complexity and temporal aspects is limited and ultimately undervalues both the knowledge incorporated in the models and the capacity of stakeholders to disseminate the complexities through other means. Geovisualization provides tools and methods for disseminating large volumes of spatial (and associated non-spatial) data. Virtual Environments (VE) have been utilised for various aspects of landscape planning for more than a decade. While such systems are capable of visualizing large volumes of data at ever-increasing levels of realism, they restrict the users ability to accurately perceive the (virtual) space. Augmented Reality (AR) is a visualization technique which allows users freedom to explore a physical space and have that space augmented with additional, spatially referenced information. A review of existing mobile AR systems forms the basis of this research. A theoretical mobile outdoor AR system using Common-Of-The-Shelf (COTS) hardware and open-source software is developed. The specific requirements for visualizing land use scenarios in a mobile AR system were derived using a usability engineering approach known as Scenario-Based Design (SBD). This determined the elements required in the user interfaces resulting in the development of a low-fidelity, computer-based prototype. The prototype user interfaces were evaluated using participants from two targeted stakeholder groups undertaking hypothetical use scenarios. Feedback from participants was collected using the cognitive walk-through technique and supplemented by evaluator observations of participants physical actions. Results from this research suggest that the prototype user interfaces did provide the necessary functionality for interacting with land use scenarios. While there were some concerns about the potential implementation of
4

Prototyping Tools for the Early Stages of Web Design

Anggreeni, Irene January 2006 (has links)
<p>There is a gap between low-fidelity prototyping using paper and high-fidelity prototyping using computers in web design. Both serve well in different stages of web design, but are not well integrated. Prior studies have examined the practice of web designers. The studies resulted in a number of alternative prototyping tools, which focus on informal representation and try to prolong sketching in the design process.</p><p>The thesis proposes a design of a prototyping tool that makes use of existing paper sketches. In paper prototyping, a human who acts as the “computer” makes the sketches interactive. In the prototyping tool put forward in the thesis, the interactivity of the sketches is instead created on the computer. The novel prototyping tool needs to support the interactions and behaviours used in web design, and it must be easy to use so that the web designers do not have to invest too much time learning it.</p><p>The prototype of the tool is a sketch-and-scan interface, thus allowing the use of paper the way it is. The functionality supports both documentation and computer interactivity. Usability tests and expert reviews were conducted, involving students, lecturers and researchers in human-computer interaction.</p><p>The results elaborate previous research on prototyping practice, and a designers’ wish list was formulated. A prototyping tool is expected to support communication between users, designers and developers; as well as to reduce a designer’s need to change his work practice when using the tool.</p>
5

Integrating scenario-based usability engineering and agile software development

Lee, Jason Chong 03 May 2010 (has links)
Agile development methodologies are becoming increasingly popular because they address many risks of software development through things such as quick delivery of working software and responsiveness to change. As agile organizations have begun to develop more user interface-intensive systems, they understand the value and need to design more usable systems. The fields of usability engineering and human-computer interaction are focused on exploring how people interact with computer systems. However, much of this work is inaccessible to agile practitioners because it does not align with core agile values and because there has not been adequate transfer of knowledge between practice and academia. This motivated my creation of the eXtreme Scenario-Based Design (XSBD) process, an integrated agile usability approach. XSBD provides key usability benefits of the scenario-based design (SBD) approach (an established usability engineering process) and is compatible with an agile development framework modeled on leading agile processes like XP and Scrum. XSBD was designed for use in projects in which a large part of the overall system quality is determined by system usability. This requires close communication and coordination of the disparate usability and agile development work practices. A core aspect of XSBD is the central design record (CDR), which is the shared design representation that guides usability design. It tightly couples usability evaluation results to design features and high level project goals, allowing the usability engineer to leverage key benefits of traditional SBD while working in an agile framework. I began developing XSBD at Virginia Tech, evaluating it through several student-led development efforts. To improve and demonstrate the applicability of XSBD in practice, I partnered with Meridium, Inc., a software and services company. Using an action research case study method, I worked with several development teams there who used XSBD to develop products. This directly linked usability and HCI research to practice, allowing me to demonstrate XSBD's utility in practice while evaluating it from a theoretical perspective. The results of this work suggest several avenues for further work both to increase its adoption in practice and to link to existing HCI research efforts such as design rationale and knowledge reuse. / Ph. D.
6

A Case Study in the Participatory Design of a Collaborative Science-Based Learning Environment

Chin, George 22 October 2004 (has links)
Educational technology research studies have found computer and software technologies to be underutilized in U.S. classrooms. In general, many teachers have had difficulty integrating computer and software technologies into learning activities and classroom curricula because specific technologies are ill-suited to their needs, or they lack the ability to make effective use of these technologies. In the development of commercial and business applications, participatory design approaches have been applied to facilitate the direct participation of users in system analysis and design. Among the benefits of participatory design include mutual learning between users and developers, envisionment of software products and their use contexts, empowerment of users in analysis and design, grounding of design in the practices of users, and growth of users as designers and champions of technology. In the context of educational technology development, these similar consequences of participatory design may lead to more appropriate and effective education systems as well as greater capacities by teachers to apply and integrate educational systems into their teaching and classroom practices. We present a case study of a participatory design project that took place over a period of two and one half years, and in which teachers and developers engaged in the participatory analysis and design of a collaborative science learning environment. A significant aspect of the project was the development methodology we followed - Progressive Design. Progressive Design evolved as an integration of methods for participatory design, ethnography, and scenario-based design. In this dissertation, we describe the Progressive Design approach, how it was used, and its specific impacts and effects on the development of educational systems and the social and cognitive growth of teachers. / Ph. D.
7

Supporting Requirements Reuse in a User-centric Design Framework through Task Modeling and Critical Parameters

Montabert, Cyril 14 August 2006 (has links)
Many software systems fail as a direct consequence of errors in requirements analysis. Establishing formal metrics early in the design process, using attributes like critical parameters, enables designers to properly assess software success. While critical parameters alone do not have the potential to drive design, establishing requirements tied to critical parameters helps designers capture design objectives. For the design of interactive systems, the use of scenario-based approaches offers natural user centricity and facilitates knowledge reuse through the generation of claims. Unfortunately, the requirements-analysis phase of scenario-based design does not offer sufficient built-in and explicit techniques needed for capturing the critical-parameter requirements of a system. Because success depends heavily on user involvement and proper requirements, there is a crucial need for a requirements-analysis technique that bridges the gap between scenarios and critical parameters. Better establishing requirements will benefit design. By adapting task-modeling techniques to support critical parameters within the requirements-analysis phase of scenario-based design, we are able to provide designers with a systematic technique for capturing requirements in a reusable form that enables and encourages knowledge transfer early in the development process. The research work presented concentrates on the domain of notification systems, as previous research efforts led to the identification of three critical parameters. Contributions of this work include establishment of a structured process for capturing critical-parameter requirements within a user-centric design framework and introduction of knowledge reuse at the requirements phase. On one hand, adapting task models to capture requirements bridges the gap between scenarios and critical parameters, which benefits design from user involvement and accurate requirements. On the other hand, using task models as a reusable component leverages requirements reuse which benefits design by increasing quality while reducing development costs and time-to-market. / Master of Science
8

Supporting Collaborative Design through Risk Analysis: Benefits of Calculated Risk in the Design of Interactive Systems

Smith, Jamie Laine 14 June 2005 (has links)
As software systems continue to grow, and as project teams become larger and more distributed, support for project management in collaborative environments is critical. Management tasks include maintaining team coordination, monitoring progress, and, of particular interest for this work, managing risk tasks often add significant overhead to a project. To reduce overhead, management tasks must be integrated, whenever possible, directly into the software design and development process. Additionally, to prevent common problems from reoccurring in different projects, developers must focus on reusing the knowledge gained and the lessons learned through previous projects to guide future endeavors. The overall goals of the work contained within this thesis are to define reusable, project-related knowledge as project risks and to utilize that knowledge in the development of a risk-driven management model to be integrated within a human-computer interaction (HCI) design process. Existing risk management techniques typically involve process-related knowledge, such as project planning and client involvement. However, HCI as a discipline is more concerned with product-related design knowledge. Claims structure product-related knowledge for reuse by explicitly stating the positive and negative tradeoffs of incorporating a particular feature in the design of a system. By managing these negative tradeoffs as design risks, HCI designers can identify and focus on the most critical design issues throughout the course of a project. This systematic approach to solving design issues helps to ensure that designers make informed design decisions rather than following an ad hoc design process. Building upon existing risk management techniques from other domains, this thesis delivers a risk-driven, claims-based management model for HCI design. In doing so, this work transfers techniques traditionally used in managing process-related knowledge into a new domain for use in managing product-related design risks. The need for risk management in software design is argued through a review of existing collaborative tools, resulting in a series of guidelines for providing project management support. An initial risk model is then presented, along with the results of a user evaluation conducted to determine not only the accuracy of risk prioritization, but also the overall benefit of applying risk management within the context of HCI design. Following a discussion of these results, several directions for future work are mentioned both to further the quest for a true design science and to improve the standards by which software projects are managed. / Master of Science
9

VaDeR: Visualizing a Development Record A Study of Claims-Centric Scenario-Based Design

Berry, Brandon 15 July 2004 (has links)
The scenario-based design process, particularly with an emphasis on claims, captures and shares design knowledge that has promise in teaching design. However, the best methods are not fully understood yet. This thesis examines the areas of scenario-based design, claims relationships, and learning through cases with the goal of learning what can be improved to better support these processes. In investigating those areas, an information visualization tool is created for learning design through case studies. The tool combined claims from multiple visualization techniques to create an approach for supporting problem-based learning goals. In creating the tool, scenario-based design was used, with a particular emphasis on claims for driving the development and evaluation. All design rationale was captured in claims to create a tool that addressed the current problem issues identified. A recently developed claims relationship framework, used for the first time in development efforts, aided in structuring the design rationale. Using these relationships, the design was tracked from requirements analysis to problem claims to design claims and finally to claims that formed the basis of an evaluation. This thesis presents a case study of using claims relationships to drive the development and evaluation of a tool for supporting problem-based learning through case studies of scenario-based design. In creating a novel tool for learning about cases, a unique example of claims-centric scenario based design emerges, presenting as open questions new directions for merging scenarios, claims, and cases in knowledge storage, access, and learning systems. / Master of Science
10

Input Methods for Notification Systems: A design analysis technique with a focus on input for dual-task situations

Holbrook, Chuck 22 July 2003 (has links)
Design and evaluation of input methods for secondary tasks in dual-task systems presents specific challenges not covered by traditional human-computer interaction design techniques. Emerging trends in the fields of mobile, ubiquitous, and in-vehicle information systems demonstrate a desire for users to interact with information systems while engaging in other tasks. Research on interaction within these various fields has revealed input methods that perform well for a particular task. However, few focus on the tradeoffs of attention that must be made to react to this notification information. A design analysis technique for input methods is proposed focusing on the design objectives of interruption, reaction, and comprehension for the secondary task made at the cost of primary task attention. Through a study conducted using a reusable usability test platform constructed for this thesis, a typical in-vehicle information system is analyzed using the proposed design analysis. Three input methods were designed and compared: a graffiti character recognizer, a touch screen, and a remote control for their proficiency at selecting an item from a list while operating a driving simulator. The results of the study revealed similar task performance between the varied input methods; however, the design analysis enabled recommendations about future design directions, confirming the viability of the technique for notification systems research. / Master of Science

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