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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.
31

Developing a persona-based user-centred design model in relation to idea generation that will both manage the product design processes and solve design problems

Nivala, Wen Cing-Yan January 2013 (has links)
User-Centred Design (UCD) was proposed in the 1980s and, since then, its philosophy has helped to solve design problems, regardless of the advances in technology over time. The standard ISO 9241:210 (2010), formerly ISO 13407, provides guidance in human-centred design principles and activities undertaken throughout the design lifecycle to further support UCD. In addition, since it was mentioned in ISO 9241:210, UCD has also utilised User Experience Design (UXD) in recent years. There are many approaches that support UCD to ensure it is more attainable when designing. In addition, large firms, such as HP, IBM and Microsoft, use anthropologists in their user research in order to make products more user-centred. However, the concept of UCD should, theoretically, be more widely used in all product design and it is intriguing as to why it is not as popular as it should be. As noticed in the real world, imperfect designs still frustrate us everywhere. The aims of this thesis were to investigate the difficulties of practicing a UCD approach in idea generation and to design solutions for idea generation that would encourage further practice of UCD/UXD. In the first part of the thesis, there is an exploration of the problems encountered when practicing UCD idea generation. When examining the process, a multitude of problems were found, with most blamed as being costly, time consuming and requiring complex skills. In addition, it was suggested that a systematic solution was required to overcome such difficulties. Therefore, later in this research, a systematic model is proposed and evaluated using participants (both designers and target users). Due to the fact that design practitioners are not usually researchers, further help to implement the model in the form of persona application software is needed. Hence, the concept of service design was employed to further assist with the use of the model. In the end, computer-aided development was introduced, together with the integration of the systematic UCD model. The UCD model and the software have been evaluated as effective from both the responses of product design practitioners and end-users. Future recommendations and the research limitations are also discussed in each chapter and the overall results are given in the last chapter. This thesis successfully provided the complete process during the exploration of the low usage problems of UCD, and solutions were presented to assist designers with their UCD/UXD in the future.
32

Using mobile personalisation to enhance the user experience at large sporting events

Sun, Xu January 2010 (has links)
At large sporting events (LSEs), e.g. football matches and athletics events, the user experience has been shown to be highly variable (Nilsson, 2004; Nilsson et al. 2004). Reported problems include a lack of social interaction with fellow spectators, and insufficient relevant information on the events or the sporting action taking place (Nilsson, 2004; Nilsson et al. 2004; Esbjornsson et al. 2006; Jacucci et al. 2005). A possible solution is personalisation, making the mobile application adapt to the user, ensuring that only relevant information is retrieved and presented in a way that is suitable. This thesis is devoted to studying the user experience related to mobile personalization at LSEs. It aims to investigate how personalized mobile applications at LSEs can render the user experience more active and engaging in a contextually, socially and culturally relevant way. The thesis reviews different theoretical approaches to help to understand the concepts of interest e.g. personalization and user experience (Chapter 2). Research methods are also discussed including the challenge of adapting user-centred methods into the Chinese culture (Chapter 3). This thesis investigates the user experience of mobile personalization at LSEs by following the circle of user-centred research: It starts to consider user requirements and user experience at LSEs and derives the usage patterns that personalized mobile applications could usefully support (Chapter 4). Then it explores the relevant contextual factors at LSEs which could be used to prescribe the behaviour of a personalizable mobile application (Chapter 5). Next, it describes the user-centred process used to design personalizable interfaces for mobile applications used at LSEs. Four key elements of design are considered: content, conceptual, interaction and presentation design (Chapter 6). The final outputs of the design process were two personalized mobile prototypes for Chinese users at LSEs. These included versions based on either (1) user-initiated or (2) system-initiated personalisation. Finally it investigates the impact on user experience of mobile personalization at LSEs in two empirical studies (a field experiment and a lab-based experiment) with these prototypes (Chapters 7 and 8). Mobile personalization is shown to result in an enriched user experience across a range of activities that a spectator would undertake at a large sporting event. The thesis discusses primarily the effective design of mobile personalization, the design implications at LSEs, user experience design, and research methods for Chinese users (Chapter 9). In conclusion (Chapter 10), specific contributions and avenues for future work are highlighted.
33

The design of a playground toy

Brown González, Lorena, Palacios Certucha, Rodrigo January 2019 (has links)
The report describes the design of a safe (within EU regulations), ergonomic, attractive, sustainable, versatile and interactive playground toy for children from ages 7 to 11. The product aims to help children develop in different aspects: physical, emotional, social and mental, in a sustainable environment. This was developed from the identification and exploration of the factors that influence the design of playground toys. The design process was divided in the following main stages: an initial research of information, the interpretation of this data, the development of a concept, a test stage and the results. During the research, teachers and parents were interviewed and children were observed. Relevant information was also gathered. For the development, a set of creative techniques were applied and finally tested. Modifications based on the test were made to reach an accurate design. The work done was successful to the extent established initially; although, it can be subject to improvement. The main limit was that no tests were performed on a physical prototype, therefore, there is information not yet gathered and tests that would prove if some of the assumptions were true or false.
34

Towards the full inclusion of people with severe speech and physical impairments in the design of Augmentative and Alternative Communication software

Prior, Suzanne January 2011 (has links)
User Centred Design is accepted as being essential to good software design, only by involving the users throughout the development process can the developers understand what the end users really want (Sharp et al., 2007). One area which has in the past had little experience of User Centred Design is Assistive Technology, and in particular Augmentative and Alternative Communication software (Waller et al., 2005a). Augmentative and Alternative Communication (AAC) offer the possibility of being able to access communication for people with Severe Speech and Physical Impairments.This thesis describes a software development study which investigated methods currently used in software development and how they could be adapted for use with this population. The way difficulties cited in the literature when working with this population were tackled are also discussed. The study involved four adults with Severe Speech and Physical Impairments in the User Centred Development of a piece of assistive software.The study found that with careful planning it was possible to conduct User Centred Design with participants with Severe Speech and Physical Impairments, the lessons from this study were translated into recommendations and provided to a second developer who wished to work with adults with Severe Speech and Physical Impairments. The second study found similar levels of contribution to the features of the software were found in the pilot study. This work has demonstrated the potential for adults with Severe Speech and Physical Impairments to be actively involved (i.e. contribute a high proportion of the features) in the development of Augmentative and Alternative Communication software. A number of areas for further investigation have been identified including the differences found in usability of devices developed using User Centred Design compared to traditional methods, and also how adults with Severe Speech and Physical Impairments can be more actively included in a range of research fields.
35

User-centred design: the investigation, design and evaluation of an information handbook for coeliac patients

Walkinshaw, Rosemary January 2008 (has links)
Coeliac disease is an intestinal disorder, requiring patients to maintain a life-long gluten-free diet to ensure better health and reduce the risks of osteoporosis, intestinal lymphoma and other associated diseases. Patients must have access to clear information about the disease and about what foods are safe to eat, detect foods that contain gluten and make adjustments that need to be made to their diet. There is very little well designed information currently available for Coeliac patients. Eating out and shopping in supermarkets can become a nightmare. A User-centred design approach was used to generate information and insights on the Coeliac disease and patients' needs to conceptualise, design and evaluate an information handbook that is both functional and pleasurable to use. Questionnaires, interviews and focus groups were used to generate empirical data that guided a participative design process before the evaluation of the handbook. This project consists of a handbook as practical work that represents the main body of applied research. The practical work and the exegesis constitute 50% each of the thesis value.
36

Visuality and tacit knowledge the application of multiple intelligences theory to the design of user expeience in interactive multimedia contexts

Huang, Chi, n/a January 2006 (has links)
The major challenge for multimedia designers is to create user experiences that enrich the reception of content, designer�s traditional reliance on intuition not ensuring audience�s interest or understanding. The developing philosophy of user-centred design argues that designers should begin from an appreciation of their audience. In design there are various positions on how to achieve this, ranging from traditional market research through psychological, ethnographic, anthropological and sociological research to the direct involvement of users in the design process. This study draws on established knowledge about the cognitive processes, psychological motivations and preferences of user groups to advance a model for better-targeted and more effective design. In particular, it uses Howard Gardener�s multiple intelligences theory to extend design thinking. Where a specific audience is apparent multiple intelligences theory implies that (1) the interface should match user�s perceptual tools, cognitive styles and responses and (2) there is far greater scope than presently recognized to vary the design of the graphical user interface. The research explores how interactive multimedia can harness the �language of vision� (Johannes Itten) for certain audiences, in this case Taiwanese drawing students aiming to enter tertiary art and design programs where high academic drawing skills are an important selection criterion. The high �visual intelligence� of the target audience indicates their heightened capacity to process visual concepts and elements. The application of Gardner�s ideas is a speculative one, based on hypothesis and the formulation of an experimental graphical user interface environment built around predominantly visual cues. The designed outcome incorporates knowledge and understanding that is widely applicable to GUI design, challenging designers to develop multimedia products with innovative, imaginative design approaches that cater for the different needs and interests of users where the audience is a specific and identifiable one.
37

A participatory design approach in the engineering of ubiquitous computing systems

Timothy Cederman-Haysom Unknown Date (has links)
Ubiquitous computing aims to make human-computer interaction as naturalistic and functionally invisible as possible through embedding computing potential within a particular context to support human activity. However, much of ubiquitous computing research is focussed on technical innovation due to the challenges involved with deploying embedded computing, thereby reducing the commitment to the philosophical ideals of ubiquitous computing in research. This dissertation describes the investigation of a participatory approach to technically-complex research in order to understand how our view of the engineering and human challenges changes when the two are approached hand-in-hand. The domain chosen for this system was a dental surgery. Dentistry involves a complex workspace with computer interaction constrained by surgery hygiene. Ubiquitous computing offers a compelling interaction alternative to the keyboard and mouse paradigm in such an environment. A multi-method approach that employed ethnographic research and design prototyping was undertaken with dentists from several different private practices. A series of field studies used ethnographic methods such as observation and interview. Design events explored prototypes with activities such as design games, contextual interviews, role-playing and contextual prototyping. Activities were devised with the aim of providing a level playing field, whereby both designers and participants feel they can contribute equally, with their respective disciplinary knowledge. It was found that methods needed to be carefully chosen, devised and managed, in order to communicate complex concepts with participants and to constrain the design to technically feasible options. The thesis examines the design problem from the perspectives of a variety of different stakeholders within a participatory design framework, reflected upon by means of human-centred action research. Data was gathered through design speculations and observation, and explored using methods such as the Video Card Game and Video Interaction Analysis. Fieldwork was analysed using a multi-stage qualitative analysis process which informed further design collaboration with participants. The analysis of data gathered during design studies with dentists also contributed to the development of a prototype system to validate methodological contributions. The resulting prototype utilised off-the-shelf hardware and software which allowed for innovative customisation and development. In-situ prototyping (defined by the author as “participatory bootstrapping”) and a comprehensive knowledge of the domain afforded the creative application of technology. In addition to contributing to the prototype design, the interpretive understandings drawn from analysis identified how technical ideas were presented and utilised by participants of the studies, and how best to engage busy professionals. The final outcomes of the research were a multimodal ubiquitous computing system for interacting within a dental surgery; the development and implementation of a variety of methods aimed at communicating technical concepts and eliciting user motivations, practices and concerns; and a set of design principles for engineers engaging in design of systems for human use. The research presented within this thesis is primarily part of the field of human-computer interaction, but provides evidence of how engineering development can be influenced by a user-centred participatory approach. The benefits that derive from inclusive methods of design are demonstrated by the evaluation of a prototype that employed such methods. The contribution of this thesis is to demonstrate and delineate methods for developing ubiquitous computing technologies for the context of human use. This led to a set of design principles for the engineering of systems for human use: 1. Technology needs to be robust and simple to appropriate. This allows users to give insights on technology developments and also to allow users to discover for themselves how they would use the technology. 2. An evolving and carefully considered set of methods are needed to elicit communication between practitioners and across disciplines. The gaps in understandings and the different representations that arise across the disciplines provide essential clues to next steps in design. These gaps and differences form tensions that can be exploited productively. 3. Context is important for determining which design steps to take. Rather than abstracting a problem in order to solve it, as is usual in engineering design, the problem should remain grounded in the context of use. It reveals what the real problems are that need to be solved rather than the imagined ones. This requires an appreciation of the situated nature of action and of the variability of work. In turn it also requires an appreciation of what the human can and does do and what the machine should support. 4. Accountability in design is required. There is a fundamental tension between trying to make something work and seeing what really does work; specifically it is necessary to understand when automation is worth it in human machine systems. While engaged in the design process, engineers should ask how much technology should reconfigure human practices because of a useful outcome, rather than attempting to automate and converge devices for its own sake. A clear understanding of the constraints and workings of the work space needs to be balanced with the understandings of the limitations of the technology in order to design a system that improves work practice and empowers the practitioner.
38

Access Barriers - from a user´s point of view

Nilsson, Olof January 2005 (has links)
Abstract The aim of this thesis is to suggest a model to assist in the ability to judge access by private persons to Information Technology, IT, and to Public Information Sys-tems, PIS. It has its starting point in the Swedish Government´s endeavour to turn Sweden into the first information society for all. When the available statistics con-cerning the access to a PC and the Internet in Swedish homes are studied it is easy to think that this vision may soon be realised. Of course, access to the technical equipment is a fundamental condition in order to be able to use the Public Informa-tion Systems, but unfortunately, is not the only one. A number of studies have shown that it is not possible to equate possession and use. A number of access models or frameworks designed to judge whether or not a person has access to the ICTs do exist. However, it is my opinion that there is a de-ficiency in these models; they do not start out from the individual user´s prerequi-sites, but rather judge the external conditions available for possible access. Assisted by four empirical studies, interviews and questionnaires, a number of ac-cess barriers experienced by the users have been identified. The studies show that in addition to the technological hindrances, a series of more elusive ones also exist originating from prevailing norms and values in the environment the user lives in. The barriers are categorised into five groups; to have, to be able, to will, to may and to dare. Together these notions form the User Centred Access Model, UCAM, which is suggested for use in charting and communicating the necessary considera-tions that must be taken into account in the development of Public Information Sys-tems. KeywordsLanguage / PI - Publika Informationssystem
39

Social Awareness Support for Cooperation : Design Experience and Theoretical Models

Sandor, Ovidiu January 2010 (has links)
This thesis addresses the research question of how social awareness support in computer systems for groups and communities can be designed in a successful way. While the field of human-computer interaction has been working with similar questions for more than 20 years, many aspects of people’s cooperation and the way those should be considered in system design still need further consideration and research. The thesis presents a number of projects where systems for cooperation have been designed for different settings and different kinds of use with a particular interest in social awareness. Drawing from the experiences of the different projects, design sensitivities around awareness, as a central prerequisite for collaboration, are suggested. Another contribution of the thesis is the presentation of a theoretical model for awareness, called Aether, introduced by us a number of years ago. We will discuss the theoretical implications of the model as well as a number of applications of it based on our own work as well as based on the work of other researchers who used Aether, by this providing confirmation of our model. Based on the findings around awareness, the thesis argues for a ‘translucent’ approach to the issue of socio-technical balance that one has to consider in the design process. Instead of trying to understand and model human behaviour or the social organization of cooperation, in order to ‘code’ them into the computer system, this approach advocates for systems that mediate information in a ‘translucent’ way so that people can retain the control of the organization of cooperation in their given context. By using a ‘reflective practitioner’ approach, the thesis discusses how people-centred methods have been used throughout these projects and looks into how awareness could be considered by using these methods. The focus of this investigation is twofold: on one hand to understand how the used methods have influenced our discussion about awareness and on the other hand it aims to address the practitioners of the field by questioning some of the common beliefs in the field. By investigating social awareness support in collaborative systems, the thesis contributes to theoretical arguments in the field of humancomputer interaction, and the area of CSCW in particular, while at the same time it provides the interaction design practitioner with a number of considerations for practical use. / QC 20100913
40

Thanatosensitively Designed Technologies for Bereavement Support

Massimi, 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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