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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.
131

Eco Kids - Developing a learning game for children with the aspects of user-centered design, social behavior and reward systems

Runesvall, Jonna, Sahlström Gren, Kajsa, Truncale, Lenna January 2010 (has links)
This paper focuses on how to design a childrens game to help them realize that they can have a positive influence on the environment. We present a detailed description and analysis of our work process from brainstorming to the discussions after playtesting our prototype. Playing while learning has been the motivation of our work which is divided into three specific topics: How to involve the users in the design process, what type of social aspects exist in our game, and the importance of a feedback and reward system in the game. We look upon earlier research and examples within these three areas. We designed our game from a user centered perspective to make the users influence and encourage a discussion and awareness about environmental questions in a way that isnʼt negative. While designing our game we wanted to shed a positive light upon a serious issue and bring the environment into the topics of play and fun. In our research we discoverd that focusing on small subjects and tasks the children started to discuss the complex theme of the environment. We focus on the interaction with the children and using their influence to make decisions in our design process. Involving them helped us to see that there is not only one way of learning. In this game, the users learned from engagement and discussion, which ended up being the most important part of the game play.
132

Re-designing prototyping tools: A study about how to facilitate visualizing ideas and building prototypes

Haag, Jonas January 2014 (has links)
This paper investigates how physical prototyping modules can be designed to facilitate for interactiondesigners to visualize their ideas early on in a design process. As technology is getting cheaper andeasier to use, it has opened up the possibility for others than just engineers to build with technology.We see technology being more and more used by designers for building prototypes and testing ideas.A setback with using technology is that it is time consuming and error occurs easily. By testing a set ofthree prototypes I will investigate the problems at hand for interaction designers and come up with adesign solution to facilitate their design process. I will come to conclusion about making the modulesflexible, functional and user friendly to meet the user’s demands.
133

Utveckling av användargränssnitt med användbarhet i fokus

Pasic, Moris January 2016 (has links)
Vi lever i spännande tider, där vi har tillgång till olika användargränssnitt som hjälper oss att kommunicera med andra människor i realtid, oavsett var i världen de befinner sig. Ricoh är ett globalt IT företag som har utvecklat ett kompakt videokonferenssystem för dessa ändamål som heter ”P3500M”. Utveckling av mjukvara för denna typ av teknologi kan medföra olika tekniska utmaningar. Samtidigt håller organisationer viktiga möten via videokonferens och ställer ofta höga krav på kvalitén. Att skapa ett användbart gränssnitt som beaktar alla dessa aspekter kan bli en utmanande uppgift. Denna studie syftar till att utveckla ett nytt konceptgränssnitt som effekti- viserar utveckling, samt användning av videokonferenssystem och P3500M används som en ut- gångspunkt. Genom att utnyttja framväxande webbaserade teknologier och riktlinjer från tidigare studier inom produktutveckling med användbarhet i fokus, har man i denna studie resulterat i skapandet av en designlösningen som heter ”Cloud Vision”. Studien föreslår ett nytt sätt att ut- veckla användbara gränssnitt för videokonferenssystem, genom utveckling av en central webbap- plikation som tillhandahåller gränssnittet. Med gränssnitt som kan appliceras på olika videokon- ferenssystem som en separat modul, oberoende av plattform, kan det bli lättare att underhålla utvecklingen och hålla fokus på användbarhetsperspektiven. / We live in exciting times, where we have access to different user interfaces that help us commu- nicate with other people in real-time, regardless of where they are in the world. Ricoh is a global IT company that has developed a compact videoconferencing system for these purposes, called ”P3500M”. Development of software for this type of technology can lead to various technical challenges. At the same time, organizations have important meetings through videoconferencing and often make high demands on the quality. To create a useful interface that takes all these aspects into account can be a challenging task. This study aims to develop a new concept interface that streamlines the development and use of videoconferencing systems, where P3500M is used as a starting point. By making use of emerging web technologies and guidelines from previous studies in product development with usability in mind, this study results in the creation of a new design called ”Cloud Vision”. The study proposes a new way to develop usable interfaces for videoconfe- rencing systems, through the development of a central web application that provides the interface. With interfaces that can be applied to various videoconferencing systems as a separate module, regardless of platform, it can be easier to maintain the development and keep focus on usability perspectives.
134

Designing Local Navigation for Chinese Populations : A qualitative study about how Chinese users’ local navigation preferences differ from the preferences of European users / Att designa lokal navigering för kinesiska befolkningar : En kvalitativ studie om hur kinesiska användares lokala navigeringspreferenser skiljer sig från europeiska användares preferenser

Chen, Julia Anna, Oudeh, Yousef Modar January 2022 (has links)
The international communities of user interface, user experience and interaction designers are in an increasing need of considering Chinese users’ experiences when designing websites. China, along with other mandarin speaking populations, consists of a huge market. Almost one-fifth of global Internet users used Chinese as preferred language in 2020. Additionally, more and more companies worldwide are interested in doing business with the Chinese market.  Targeting the needs of internet users coming from a different cultural background requires a special approach as cultural characteristics may influence the users’ expectations. Even though there have been attempts to characterise user interface menus suitable for Chinese users, as of 2022, it is still challenging to access a study on explicitly navigation. The purpose of this qualitative study is to investigate how local navigation can be adapted to the needs of Chinese users. This study also aims to examine the differences between Chinese and European users’ local navigation preferences. During the study, 2 Chinese subjects and 2 European subjects tested three versions of a web prototype that been developed according to the already established research on designing user interface (UI) for Chinese users. Each prototype alternative presented one of the three local navigation alternatives: inverted L, horizontal and embedded vertical. The data has been collected through conducting contextual inquiry in the form of semi-structured interviews and observations. The gathered information was then analysed through thematic analysis. The two themes: Accessibility of content and Interpreting functionality emerged from the coded data. This study acknowledged that differences between local navigation for Chinese and European users arise in cognitive traits. The Chinese users tend to categorise based on interdependence and relationship (thematic cognitive style) rather than to classify by functions, analyse components and infer common features (functional cognitive style). Furthermore, it has been recognised that Chinese population performs better with horizontal menu layouts with English interfaces. Results from this study show that the horizontal local navigation gained the biggest amount of positive feedback from Chinese interviewees, whereas vertical one the least. Even though, the findings illustrate that both Chinese and European subjects considered horizontal local navigation to be the most effective solution, interviewed Chinese users represented the least homogeneity in preferences. This study suggests that in order to develop guidelines for a fully functioning navigation system with English interfaces suitable for Chinese users, more studies on not solely local but also global and contextual navigation should be carried out. / Interaktionsdesigners samt UI/UX-designers över hela världen världen är i ett ökande behov av att ta hänsyn till kinesiska användares erfarenheter när de designar webbplatser. Kineserna, tillsammans med andra mandarintalande befolkningar, består av en enorm marknad. Nästan en femtedel av de globala internetanvändarna använde kinesiska som sitt föredragna språk i 2020. Dessutom, fler och fler företag globalt blir mer intresserade av att göra affärer med den kinesiska marknaden. För att se till att behoven hos internationella internetanvändare tillgodoses, krävs det ofta ett speciellt tillvägagångssätt. Detta eftersom kulturella egenskaper möjligtvis kan påverka användarnas förväntningar. Syftet med denna kvalitativa studie är att undersöka hur lokal navigering kan anpassas till kinesiska användarnas behov. Även om det redan finns några studier som satsar på att känneteckna användargränssnittsmenyer lämpliga för kinesiska användare, saknas det fortfarande studier som undersöker möjliga anpassningar av just navigering. Denna studie syftar vidare till att undersöka skillnaderna mellan kinesiska och europeiska användarnas lokala navigeringspreferenser. Under studien testade 2 kinesiska och 2 europeiska deltagare, tre versioner av en webbprototyp. Prototypen utvecklades enligt den redan etablerade forskningen kring design av användargränssnitt (UI) för kinesiska användare. Varje version av prototypen innehöll ett av de tre lokala navigeringsalternativen: inverted L, horizontal och embedded vertical. Data samlades in genom kontextuella undersökningar i form av semistrukturerade intervjuer och observationer. Den insamlade informationen analyserades sedan genom en tematisk analys. De två teman som framkom ur den kodade datan var: Tillgänglighet av innehåll och Tolkning av funktionalitet. Denna studie erkände att skillnader mellan lokal navigering för kinesiska och europeiska användare uppstår i kognitiva egenskaper. De kinesiska användarna tenderar att kategorisera baserat på ömsesidigt beroende och relation (tematisk kognitiv stil) snarare än att klassificera efter funktioner, analyskomponenter och härleda gemensamma drag (funktionell kognitiv stil). Dessutom har det insetts att den kinesiska befolkningen presterar bättre med horisontella menylayouter med engelska gränssnitt. Resultat från denna studie visar att den horisontella lokala navigeringen fick den största mängden positiv feedback från kinesiska intervjupersoner, medan den vertikala minst. Även om resultaten illustrerar att både kinesiska och europeiska ämnen ansåg horisontell lokal navigering vara den mest effektiva lösningen, representerade intervjuade kinesiska användare minst homogenitet i preferenser. Denna studie föreslår att för att utveckla riktlinjer för ett fullt fungerande navigationssystem med engelska gränssnitt lämpliga för kinesiska användare, bör fler studier om inte bara lokal utan även global och kontextuell navigering genomföras.
135

Designing a ergonomic shelf system for Vermland

Engblom, Nils January 2022 (has links)
No description available.
136

A User-Centric Investigation into Self-Checkout Usability Improvements

Lindoff, Johanna January 2024 (has links)
This report examines usability shortcomings of a self-checkout (SCO) and subsequently explores improvement suggestions for these issues using the double diamond design process. Shortcomings are identified through a heuristic evaluation against Jakob Nielsen’s ten usability heuristics and through a user study conducted in a retail environment. After prioritizing the identified problems, two issues are addressed: members missing to input their membership information and the checkout process slowing down due to the bag selection and payment method screens. After studying how other SCOs operate and gathering user opinions on SCO experiences, improvement proposals are presented. A new step for inputting membership information is proposed and a redesign of the screens for bag selection and payment method is suggested. To verify if the new design contributes to increased usability, a test is conducted; however, the results are not significant enough to demonstrate an improvement.
137

Promoting Universal Access to E-government Services --- A Comprehensive Conceptual Framework from Citizens' Perspective

Al Drees, Asma Ayed S. 26 June 2023 (has links)
The world moves toward the era of a smart society that is human-centered, sustainable, and inclusive. Countries employed new information and communication technologies to deliver services and engage citizens in the decision-making process. These services are evolving and in the near future, we can expect a plethora of new services related to Smart Society 5.0 and Industry 4.0, in addition to more traditional services. The possibility of these new technologies to foster sustainable development can only be obtained when all target users have fair access to the offered services. In the e-government context, ensuring service quality is crucial for success. While many factors contribute to service quality, user experience is becoming increasingly important. Governments need to put citizens at the center of the design process of their services and ensure that all target users have an enhanced experience with the offered e-services. Moreover, e-government constantly changes over time and continues to drive opportunities and open new possibilities for potential developments. Therefore, it is highly recommended that government agencies regularly evaluate citizens' experience with the offered services and investigate the factors that significantly influence their adoption behavior. However, numerous research efforts investigated the user experience of e-government from the lens of specific government services in an individual or specific range of countries. There has been a lack of a global e-government adoption framework to evaluate users' adoption behaviors of e-government services. Despite successful efforts to formalize certain aspects of user experience, there remains a need for a comprehensive and systematic framework for user experience evaluation. Therefore, the main objective of this thesis is to conduct a comprehensive study of the state of the art in user experience evaluation and develop a unified framework that integrates existing knowledge on the topic. It provides a systematic approach for enhancing user experience by providing guidelines on how to evaluate users' adoption behaviors of e-government services efficiently as a reference for future investigations. The research approach was conducted through two main phases. The first phase aims to design the proposed conceptual framework to evaluate users' adoption behaviors of e-government services. Hence, we have conducted a systematic literature review on user experience towards e-government services and cover all different aspects to better understand target users and enhance their overall experience. This systematic review informed the design of a holistic conceptual framework by investigating factors that significantly affect users' adoption of e-government services globally. The proposed framework provides a standard overarching process for future research in the e-government domain by providing an established methodology for evaluating users' adoption behaviors of e-government services. This framework is global, it is used to evaluate users' adoption behaviors of e-government in any country to ensure that citizens have a good experience with e-government services in that country. The framework includes the most common significant factors influencing users' adoption behaviors of e-government that represent the necessary steps to enhance citizen experience and boost their adoption behavior. The second phase implies the utilization of the proposed framework to evaluate users' adoption behaviors of e-government by developing a reference implementation of e-government adoption based on the proposed framework. The quantitative research methodology was employed using a web-based questionnaire to evaluate the e-government adoption behavior. The questionnaire contains a set of measurement items pertaining to each factor that existed in the proposed framework to investigate their potential relationships. The questionnaire underwent an iterative process of testing and validation to ensure the reliability and credibility of the measurement items. Then, the multivariate statistics, including the structural equation modeling, have been adopted to analyze and examine the framework relationships. Preliminary results of this thesis include two user studies investigating user experience towards specific e-government services to support the development of the conceptual framework. Then, the proposed framework alongside the reference implementation were applied to evaluate the Saudi e-government adoption by evaluating the adoption behavior and developing an explanatory model for the adoption behaviors of Saudi citizens. The contributions of this thesis can be summarized by conducting a systematic literature review on user experience towards e-government services to inform the design of the proposed framework. Then, developing a global conceptual framework for evaluating users' adoption behaviors of e-government. Overall, this thesis provides valuable insights into enhancing citizen experience and increasing their adoption of e-government services, which supports government agencies, practitioners, and policymakers. / Doctor of Philosophy / Governments employed new technologies that are dynamic and smart to deliver services to citizens and ensure they are engaged while using these services. Nowadays, the phenomenon of 'smart society' refers to systems that are human-centered, sustainable, and accessed by all target users. Universal access to government services is the pillar to achieving sustainable development goals as expressions of a smart society. In the electronic government context, ensuring service quality is crucial for success. While many factors contribute to service quality, user experience is becoming increasingly important. Governments need to put citizens at the center of the design process of their services and ensure that all target users have an enhanced experience with the offered e-services. Moreover, e-government constantly changes over time and continues to drive opportunities and open new possibilities for potential developments. Therefore, it is highly recommended that government agencies regularly evaluate citizens' experience and investigate the factors that influence their adoption behavior. In the literature, there has been a lack of a comprehensive review of user experience towards e-government services globally. In addition, many research efforts focused on developing e-government adoption frameworks based on government services in a specific country or a limited range of countries. There has been a lack of a global e-government adoption framework to evaluate users' adoption behaviors of e-government services. Despite successful efforts to formalize certain aspects of user experience, there remains a need for a comprehensive and systematic framework for user experience evaluation. Therefore, the main objective of this thesis is to conduct a comprehensive study of the state of the art in user experience evaluation and develop a unified framework that integrates existing knowledge on the topic. It provides a systematic approach to enhance the user experience by providing guidelines on how to evaluate users' adoption behaviors of e-government services efficiently as a reference for future investigations. This comprehensive review informed the design of a holistic conceptual framework by investigating significant factors influencing users' adoption behaviors of e-government services globally. Hence, the proposed framework includes the most common significant factors influencing users' adoption behaviors of e-government imported from the comprehensive review's results. This framework provides a standard overarching process for future research in the e-government domain by providing an established methodology for evaluating users' adoption behaviors of e-government services. It is used to evaluate the e-government adoption behaviors in any country to ensure the efficiency of e-government services and enhance the citizen experience in that country. The quantitative research methodology was employed using a web-based questionnaire to evaluate the e-government adoption behavior based on the proposed framework. The questionnaire was tested and validated to ensure the reliability and credibility of the questionnaire items. After that, specific statistical techniques, including structural equation modeling, were used to examine and refine the framework relationships. Preliminary results of this thesis include two user studies investigating users' experience towards specific e-government services to support the development of the conceptual framework. Hence, the proposed framework alongside the developed questionnaire and implemented analysis techniques were applied to evaluate the Saudi e-government adoption by evaluating the adoption behavior and developing an explanatory model for the adoption behaviors of Saudi citizens. This thesis supports the e-government by providing valuable insights to government practitioners and policymakers on enhancing citizen experience and increasing their adoption of e-government services.
138

User-Centered Design in Agile software development for in-house enterprise tools

Farebo, Samuel January 2015 (has links)
The Agile software development model is driven by "learning by doing" and rejects Big Design Up Front (BDUF) for that reason. User-Centered Design (UCD) on the other hand requires a more holistic view to be able to create a usable user interface and in the end create a good user experience. Finding a balance between the incremental development and the need for a more comprehensive view of the user interface is therefore the key to usability in Agile software development. The objective of this master thesis was to construct a framework on how to combine UCD and Agile development in general, and specifically for the web based tool, called Alo, at the IS/IT department of Com Hem AB, Sweden. The results of this thesis was that the process of integrating User-Centered Design in Agile software development first of all needs a familiar starting point for both usability experts and developers. This can be achieved with what Desirée Sy describes as “Cycle Zero”, to let usability experts perform initial research ahead of implementation. Designing one sprint ahead should later converge to a more synchronized process where requirements and sketches of the interface are put together, with the help of developers, just in time for the implementation. This does not only prevents waste in the form of documentation and miscommunication associated with hand-offs, but also makes the implementation more purposeful and fun for developers.Secondly, build prototypes early in the process to create a holistic vision of the finished product and to test concepts in usability tests early. Thirdly, create shared understanding (within the development team as well as with outside stakeholders) of user needs by involving the entire team in usability testing. Critical to the success of all the above is that all outside stakeholders understands the Agile process and respects that the team is a self-organizing unit that solves problems within a set of given boundaries, rather than a code factory that feeds on specification documents.
139

Human Factors Design and Evaluation of Augmented Reality for Mass Casualty Incident Triage

Nelson, Cassidy Rae 09 September 2024 (has links)
Augmented reality (AR) is an emerging technology with immense potential for enhancing human-to-human interaction tasks, particularly in high-risk environments such as mass casualty incident (MCI) tri-age. However, developing practical and effective AR tools for this purpose necessitates a meticulous user-centered design (UCD) process, thoughtfully crafted and validated through iterative testing with first responders in increasingly contextually relevant simulations. In academic circles, the perceived complexity and time requirements of such a process might discourage its adoption within the constraints of traditional publishing cycles. This is likely due, in part, to a lack of representative applied UCD examples. This work addresses this challenge by presenting a scholarly UCD framework tailored specifically for MCI triage, which progresses seamlessly from controlled, context-free laboratory settings to virtual patient simulations and finally to realistic patient (actor) scenarios. Moreover, MCIs and triage are under-served areas, likely due to their high intensity and risk. This means developers need to 'get it right' as quickly as possible. UCD and evaluation alone are not an efficient means to developing these complex and dangerous work domains. Thus, this research also delves into a cognitive work analysis, offering a comprehensive breakdown of the MCI triage domain and how those findings inform future AR sup-ports. This analysis serves to fortify the foundation for future UCD endeavors in this critical space. Finally, it is imperative to recognize that MCI triage fundamentally involves human-to-human interaction supported by AR technology. Therefore, UCD efforts must encompass a diverse array of study stimuli and participants to ensure that the technology functions as intended across all demographic groups. It is established that racial bias exists in emergency room triage, creating worse outcomes for patients of color. Consequently, this study also investigates the potential impact of racial biases on MCI triage efficacy. This entire body of work has implications for UCD evaluation methodology, the development of future AR support tools, and the potential to catch racially biased negative performance before responders ever hit the field. / Doctor of Philosophy / Augmented reality (AR) is uniquely situated to make work within high-risk work environments, like mass casualty incident (MCI) response, safer and more effective. This is because AR augments the user's reali-ty with context-relevant information, like by providing a temperature gauge for firefighters that is always in their visual field. Development of such AR tools for a sensitive arena like MCIs requires several rigor-ous steps before those tools can be deployed in the field. It is crucial to engage in a user-centered design (UCD) process in partnership with actual emergency responders so they can help us understand what help they need. We outline that UCD process in Chapter 2. Once we understand what responders say they need help with, we then need to evaluate those pinch points in the broader context of their work. This means that we evaluate how their job process creates the situation where responders need the kind of help they are asking for. Understanding this helps us create solutions that address the responder's needs while we minimize any new problems created with implementing a new tool into the job. What we learned from examining the work domain is described in Chapter 3. Once we have this firm foundational understanding of responder needs and work and we have designed an AR support tool, we need to evaluate that tool for effectiveness. It is too dangerous to put the AR tool straight into the field, so Chapter 4 explores how we can create simulations of an MCI scenario to study our AR support tool. Finally, after evaluating our AR tool within the scenarios and the scenarios themselves, we evaluate (in Chapter 5) other facets of the job that may be impacting MCI response. In our case, we explore how racial bias may be impacting patient care. It is important to study bias as it has implications for future MCI training and AR tool development. Perhaps future work can explore an AR tool that offsets bias-based performance, or a training that helps catch bias before responders ever get to the real field.
140

A Phenomenological Approach to User-Centered Design: Conceptualizing the Technology Design Space to Assist Military Veterans with Community Reintegration

Haskins Lisle, Alice Catherine 17 October 2017 (has links)
The current best practices of user-centered design (UCD) may not be optimal with respect to eliciting information from representative users from special populations. This research extended elicitation approaches traditional focus on user needs and context to include criteria describing obstacles users encounter. Military veterans were selected for this research effort as representative users for a use case in technology design that addresses the difficulties associated with community reintegration. This work provides several contributions to the UCD field. First, different elicitation methods were compared by the depth and breadth of design space criteria elicited. Guidelines were generated for designer use of phenomenology in practice. Obstacles were added as an important facet of design, with corresponding grammar rules for construction. Finally, an algorithm was applied as a method for generating personas. Additionally, this dissertation contributes to the field of veteran research. Some example contributions include a set of design space criteria for designers to consider when designing for veterans, and two veteran personas grounded in data procured from the analysis. This research effort was conducted in three phases: elicitation, first-cycle analysis, and second-cycle analysis. The elicitation process engaged 40 military veterans to complete an interview session and a design session. These sessions explored the lived experience of veterans as they reintegrate into communities, and gathered their ideas for technology to assist with veteran reintegration. The researchers who conducted first-cycle coding focused on categorizing the most important participant statements (meaning units) using a codebook. This analysis resulted in over 3,000 meaning units. Additionally, the meaning unit corpus was subjected to systematic second-cycle analyses, using standardized linguistic structures to generate design space criteria. In total, over 6,000 design space criteria were discovered, and these criteria were synthesized to create personas using a situated data mining (SDM) algorithm. Results suggest that the interview session was crucial to elicit higher quantity and broader coverage of design space criteria. It is recommended that designers conduct and analyze interviews that focus on understanding the lived experience of users (not on their technology ideas) as part of a UCD approach. / Ph. D. / User-centered design (UCD) is a design philosophy that emphasizes the needs and other considerations of the end user of a technology when creating that technology. Current UCD practices may not be optimal with respect to obtaining information from representative users from special populations. This research extended elicitation approaches traditional focus on user needs and context to include criteria describing obstacles users encounter. Military veterans were selected for this research effort as representative users for a use case in technology design that addresses the difficulties associated with adjusting to civilian life after service and reintegrating into the civilian community. This work provides several contributions to the UCD field. First, different elicitation methods were compared by the depth and breadth of design space criteria elicited. Guidelines were generated for designer use of phenomenology (study of the lived experience of a population with a phenomenon) in practice. Obstacles were added as an important facet of design, with corresponding grammar rules for construction. Finally, an algorithm was applied as a method for generating personas, which are user profiles created to help designers understand their users. Additionally, this dissertation contributes to the field of veteran research. Some example contributions include a set of design space criteria for designers to consider when designing for veterans, and two veteran personas grounded in data procured from the analysis. This research effort was conducted in three phases: elicitation, first-cycle analysis, and second-cycle analysis. The elicitation process engaged 40 military veterans to complete an interview session and a design session. These sessions explored the lived experience of veterans as they reintegrate into communities, and gathered their ideas for technology to assist with veteran reintegration. The researchers who conducted first-cycle coding focused on categorizing the most important participant statements (meaning units) using a codebook. This analysis resulted in over 3,000 meaning units. Additionally, each meaning unit was examined in second-cycle coding. Standardized linguistic structures and syntax were applied to generate design space criteria. In total, over 6,000 design space criteria were discovered, and these criteria were synthesized to create personas using a situated data mining (SDM) algorithm. Results suggest that the interview session was crucial to elicit higher quantity and broader coverage of design space criteria. It is recommended that designers conduct and analyze interviews that focus on understanding the lived experience of users (not on their technology ideas) as part of a UCD approach.

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