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Thanatosensitively Designed Technologies for Bereavement SupportMassimi, Michael 30 August 2012 (has links)
Increasingly, technology impacts how we communicate and behave following the death of a loved one. However, little is known about technology use by the bereaved. This thesis contributes to understanding this phenomenon through three linked studies. These studies establish an appreciation of how technology engages with human mortality, and proposes "thanatosensitive design" (TSD) as an approach for developing such systems. An exploratory study fi rst examines technology use by the bereaved through a survey with follow-up interviews. Findings show that systems for inheriting data and devices are lacking, despite widespread use of technology for remembrance and communication. Using digital assets in social support is selected as a domain for further inquiry. The second study consists of focus groups with bereaved parents at two community organizations complemented by the perspectives of professional bereavement workers. Based on this fieldwork, 6 considerations concerning interpersonal communication, new ways of being, and materiality are presented. These considerations suggest that systems should permit connections with peers, support storytelling activities, and avoid tendencies to "fix" grief, among others. In the final study, I present Besupp - a website that permits bereaved users to engage in online peer-support groups. Besupp applied these design considerations and was deployed in a 10-week study. Nineteen bereaved individuals met in 3 support groups for bereaved parents, partners/spouses, and young adults. Based on system logs/data, questionnaires, and interviews, the study identified barriers to using digital mementos, preferences for online support systems, and issues concerning timing of use. In the discussion, I reflect on the three studies through four thematic lenses: temporality, materiality, identity, and research ethics/methods. I remark on how systems should consider the varying emotional needs of the bereaved over time. In the conclusion, I summarize and reflect on the status of TSD and identify areas for future work concerning social support for the bereaved, and computing's role at the end of life more broadly.
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Thanatosensitively Designed Technologies for Bereavement SupportMassimi, Michael 30 August 2012 (has links)
Increasingly, technology impacts how we communicate and behave following the death of a loved one. However, little is known about technology use by the bereaved. This thesis contributes to understanding this phenomenon through three linked studies. These studies establish an appreciation of how technology engages with human mortality, and proposes "thanatosensitive design" (TSD) as an approach for developing such systems. An exploratory study fi rst examines technology use by the bereaved through a survey with follow-up interviews. Findings show that systems for inheriting data and devices are lacking, despite widespread use of technology for remembrance and communication. Using digital assets in social support is selected as a domain for further inquiry. The second study consists of focus groups with bereaved parents at two community organizations complemented by the perspectives of professional bereavement workers. Based on this fieldwork, 6 considerations concerning interpersonal communication, new ways of being, and materiality are presented. These considerations suggest that systems should permit connections with peers, support storytelling activities, and avoid tendencies to "fix" grief, among others. In the final study, I present Besupp - a website that permits bereaved users to engage in online peer-support groups. Besupp applied these design considerations and was deployed in a 10-week study. Nineteen bereaved individuals met in 3 support groups for bereaved parents, partners/spouses, and young adults. Based on system logs/data, questionnaires, and interviews, the study identified barriers to using digital mementos, preferences for online support systems, and issues concerning timing of use. In the discussion, I reflect on the three studies through four thematic lenses: temporality, materiality, identity, and research ethics/methods. I remark on how systems should consider the varying emotional needs of the bereaved over time. In the conclusion, I summarize and reflect on the status of TSD and identify areas for future work concerning social support for the bereaved, and computing's role at the end of life more broadly.
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Research And Product Design To Minimize Food Waste In Western Domestic KitchensBektes, Ahmet 01 September 2010 (has links) (PDF)
The aim of this thesis is to explore design directions to minimize a food wastage problem in western domestic kitchens. Central to the thesis is an understanding of people&rsquo / s behavior towards the food waste phenomenon. Three interconnected studies and one design project are included. In Study I, 18 participants were interviewed to explore their perceptions and attitudes towards food waste, revealing the most wasted food types and reasons for food wastage. The findings of Study I are clustered under four phases of food handling: acquisition, preparation, consumption and storage. Study II comprised a generative session with three users and two designers, devised to explore latent and tacit knowledge regarding food wastage. Study II resulted in user-generated ideas for minimizing food waste, which were analyzed so as to reveal possible design directions. From these results, a set of criteria for a &lsquo / perfect&rsquo / kitchen appliance, which could minimize food waste, was drawn-up. The design project took the research findings of Study I and II and devised a collection of design concepts as possible ways to help reduce domestic food waste. Two concepts &ndash / Philips Dispense and Canvas - are taken further because they relate to the most wasted food types: &lsquo / bread&rsquo / and &lsquo / vegetables and fruits&rsquo / . In Study III, Philips Dispense and Canvas were evaluated with a questionnaire. According to the results, in households containing busy couples without children, Philips Dispense is valued highest (it takes the food waste responsibility away from
users) whereas Philips Canvas was valued lower (it gives feedback on current stocks and persuades homeowners not to waste food).
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User-centred redesign of a business systemusing the Star Life Cycle methodAhlström, Martin January 2008 (has links)
<p>The purpose with this thesis was to study user activities in a business system, MediusFlow. The overall objective was to identify user related problems and to analyse which of the usability data gathering methods to use in the future development process of the company Medius.</p><p>The outcome of this study indicated that a cognitive related user problem was the most important problem to solve. A Star Life Cycle method was preferred. Two low-fidelity prototypes were developed to exemplify an alternative design solution to the identified cognitive user problem. Furthermore, the two best methods to use when gathering user related requirements were heuristic evaluation and expert review.</p><p>In addition a company specific Style Guide was created with generic guidelines as a foundation for development of future applications within Medius.</p>
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Designing Work Support Systems – For and With Skilled UsersOlsson, Eva January 2004 (has links)
Computer users often suffer from poorly designed support systems that hinder them from performing their work efficiently and with satisfaction. The evidence is found in observations of users at work, interviews, evaluations of systems, and numerous reports of systems with poor usability that fail from start. Those who use the systems are proficient in their work, and those who develop systems are proficient in software engineering. These two groups have often little knowledge and understanding of each other’s worlds and their vocabularies are quite different. In systems development projects, users are often confronted with representations of their work that they hardly recognize. Systems designers compose these representations in an attempt to reduce the complexity of the work practices in a way that is appropriate for systems development. It is very difficult for users to appreciate the consequences fully on their future work situation from such representations, since they are removed from the social setting and often describe work in a fragmentized way. The unfamiliar view of their work may make the users less inclined to participate in the forthcoming design process. This thesis presents research performed to increase the usability of systems in working life and to explore conditions that facilitate the design of systems that really support the users work. The research comprises field studies in different work contexts, e.g. health care, dentistry, public service, and transportation. Information on the essentials of work has been gathered and analyzed to learn how such findings can be translated into systems design. Another goal has been to explore how to make the most of users’ experiences and skills to assure systems that better fit their work. Along with a growing awareness of the importance of user involvement in design, a participatory design process including the analysis and design of work has evolved.
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Designing Work and IT Systems : A Participatory Process that Supports Usability and SustainabilityHardenborg, Niklas January 2007 (has links)
Since the use of computers and IT systems has become an essential part of many people’s daily work, the quality of IT systems’ is becoming more important for efficient, healthy and sustainable work. It has often been argued that the full potential of a new, supportive IT system seldom is achieved, because – despite implementation of the new system - outdated work procedures are still being preserved. We can also see an increase in occupational health problems that are related to the use of poorly designed IT systems. This thesis addresses the questions of how to create a process for developing a sustainable, IT- supported work for the future and how to provide a solid foundation for the development of IT systems. What underlying perspectives should be applied and how can such a process be carried out in practice? Utilizing an action research approach inspired by participatory design methods, a user-centred seminar process called the Vision Seminar Process (VSP) has been developed to address these questions. Observations are presented from three cases in which the VSP has contributed to the organizations’ development and during which the Vision Seminar Process itself continued to evolve. The process provides a framework where practitioners and designers cooperate in the design of both sustainable work and usable IT systems. It is of central importance that a reflective in-depth analysis of users’ work practices is carried out, that their entire work situation and organization is questioned and discussed, and that the design process is carried out with a focus on healthy and sustainable work. Underlying perspectives that advocate a focus on a future work are essential for the successful implementation of the process, in that IT should be the engine that drives the development of work and creates the conditions for a healthy, sustainable work.
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USE OF ACCEPTABILITY AND USABILITY TRIALS TO EVALUATE VARIOUS DESIGN ITERATIONS OF THE PERSONAL LIFT ASSISTIVE DEVICE (PLAD)FICK, JOSHUA DAVID 28 September 2011 (has links)
The purpose of this research is twofold: 1) to apply a user-centred approach to examine the usability and acceptability of an on-body ergonomic aid called the Personal Lift Assistive Device (PLAD) in a variety of industrial work environments and 2) to utilize subjective user acceptability data on discomfort, pain and overall PLAD assessment by participants to identify design features that need improvement in the next PLAD iteration. Case studies took place in four different industrial work environments: two distribution centre environments, one retail store environment and one automotive assembly plant environment. These environments were selected to represent different industrial work environments. In total, 20 industrial workers were selected to wear the PLAD and provide their feedback. Results were obtained using subjective questionnaires through verbal and written comments as well as through direct observation of the participants. Three major design changes occurred to the original PLAD iteration tested at the first industrial location. These included: 1) using different stiffness levels of springs for different sizes of individuals in an attempt to decrease discomfort and optimize the effectiveness of the PLAD, 2) an increase in pelvic spacer size and surface area contacting the user’s body to reduce discomfort and 3) modification to the shoulder harness including; shape, dimensions and amount of cushioning to reduce discomfort. Currently, three major design changes were identified and still need to be addressed. These include: 1) reduction of thermal discomfort caused by wearing the PLAD, 2) validation of selecting the appropriate spring stiffness for small, medium and large users of the PLAD (male and female) under various working postures and 3) simplification of the donning and doffing process. Additionally, a simple PLAD spring stiffness sizing chart was created to aid potential manufacturers of the PLAD to select the appropriate spring stiffness for various users of the PLAD. This sizing chart was designed to maintain an average lumbar moment reduction of 15%, while taking discomfort of the shoulders caused by the spring stiffness and overall cost into consideration. / Thesis (Master, Kinesiology & Health Studies) -- Queen's University, 2011-09-28 09:03:01.463
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Co-creating the Green Streets Game. A collaborative research project with the members of Street Transformation GroupDelgado Avila, Natalia 21 August 2014 (has links)
This study began with questions about of the impact of co-design on my professional identity as a designer and researcher as well as the impact of this dual role on the research and its implications for innovations in design practice and education. My study conceptualized a new approach to participatory research, by combining design, participation and research in a co-design based methodology aimed to assist the members of the Street Transformation Group to collectively develop a visual communication strategy for their facilitation of co-design, providing a space for reflection about group process and project development as well as the impact
The Street Transformation Group was formed in 2011 by three Vancouverites: Maya McDonald, Adam Kebede and Julien Thomas. Inspired by the City of Vancouver’s Neighbourhood’s Greenway initiative (City of Vancouver, 2011), a city policy that looks to turn streets into parks, the group created an educational and planning tool: The Green Streets Game, a board game that allows participants to discuss their ideas for a preferred community design in a collaborative, role-play scenario, leading them through a process of reflection, dialogue, and design, in order to produce a shared vision for the future of their neighbourhood.
My study conceptualized a new approach to participatory research, by combining design, participation and research in a co-design based methodology aimed to assist the members of the Street Transformation Group to collectively develop a visual communication strategy for their facilitation of co-design, providing a space for reflection about group process and project development, as well as the impact of these findings on my professional identity as a designer and researcher and the implications of this dual role design practice, research and education. My conclusions focus on collaboration as a classroom strategy and the importance of personality balance and conflict management, as well as the role of designers as reflective researchers. I introduce a new model for co-design that combines elements from action research and other participatory practices with traditional design stages and conceptualizes design as a complex, multi-layered process in a state of constant transformation. The model emphasizes flexibility, allowing the process to develop and change over time and looks to provide a deeper understanding and appreciation for elements like intuition, improvisation, emotion and tacit knowledge within the design process. / Graduate
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Mobile methods : eliciting user needs for future mobile productsMitchell, Valerie A. January 2005 (has links)
The research reported in this thesis had two aims. To investigate how the variability and complexity of the mobile context of use should be addressed when capturing user needs for mobile products and to explore the role of indirect methods of data capture as tools for eliciting user needs in a form appropriate for informing the scenario based design of mobile products during the. earliest stages of product development. This research presents a novel scenario-based approach to eliciting and representing user needs in a form suitable for informing the earliest exploratory stages of mobile product design. Within this approach scenarios are used to provide snapshots of actual or envisaged product use that can be used to find a starting point for design when there is no clearly defined focus for innovation. Scenarios are organized into sets using scenario tables to structure consideration of key variables within the mobile context of use. These key variables are identified as: mobility, emotion, social relationship and communication purpose. Three user studies were conducted using UK undergraduate students as the study population. Study One explored use of schematic representations ('maps') of each participant's social communications and mobility as tools for eliciting user needs, both in relation to existing mobile product use and in relation to projected use of future mobile product concepts. Study Two used a diary study method to explore existing mobile communications use. Ways of structuring consideration of the mobile context of use were explored and the effectiveness of the diary as a tool for eliciting user needs and for scenario generation was assessed. Study Three extended the diary study approach to include consideration ofthe emotional context of product use and to include pictorial feedback of diary entries to study participants. These personal representations of product use were used to further explore user needs and to prompt participants to generate narratives describing motivations for product use suitable for presentation in scenario form.
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Situated Reflexive Change : User-Centred Design in(to) PracticeEriksson, Elina January 2013 (has links)
Technology used in the Swedish workplace is perceived to be controlling, gener- ally still difficult to use, and with a low degree of usability. Even though the field of Human-Computer Interaction (HCI) has been concerned with researching different ways of developing usable systems for at least half a century, there seem to be problems with the diffusion of the results into practice. One of the possible approaches to developing usable systems is user-centred design, and in this thesis I am concerned with the issue of introducing user-centred design and usability work in public authorities and institutions. I will present work done in two different research projects with a focus on change, where the aim has been to introduce or enhance usability work. Through a lens of social construction- ism and reflexivity I will explore the outcome of the projects and the implica- tions for the introduction of user-centred design in practice. Furthermore, I will explore whether the focus on the introduction of usability work might hinder the formation of a sustainable change in the organizations interested in devel- oping usable systems. The research question then becomes; can we introduce usability work in organizations? The answer to this question is no. Instead, we need to change our perspective from introduction to situated reflexive change: focusing on sensemaking and a situated process of ongoing change, where the stakeholders in the organization themselves must play an active and responsible part. This entails a shift from dualism to duality and a reconsideration of what our usability methods can con- tribute with. Furthermore, I will explore possible approaches to working with situated reflexive change with tools that are familiar in the field of HCI, but with an expanded scope. In particular I will discuss field studies conducted by system developers as a tool for making sense of usability issues, personas as a tool for inducing reflexivity in and on practice, and usability coaching as a sensemaking tool for both organizational stakeholders and researchers in order to understand and reflect upon change. / <p>QC 20130118</p>
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