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1 – 10 of over 103000Sampsa Hyysalo and Mikael Johnson
“User” is the lingua franca term used across IT design, often critiqued for giving a reductionist portrayal of the human relationship with technologies. The purpose of this paper…
Abstract
Purpose
“User” is the lingua franca term used across IT design, often critiqued for giving a reductionist portrayal of the human relationship with technologies. The purpose of this paper is to argue that equating “user” with flesh and blood “people out there” is naïve. Not only that, it closes important options in conducting human-centered design.
Design/methodology/approach
The authors conceptually elaborate a relational understanding of the user and integrate research findings on user representations found at the intersection of human-centered design and social studies of technology.
Findings
The user is best understood as a relational term that bridges between people out there and renditions of them relevant for design. A distinction between “user representations” and “engaged use” is a key distinction to clarify this further. Research to date demonstrates that R & D organizations have a wide range of user representations and positioning human-centered design to these would advance its likely yield.
Research limitations/implications
The strategic positioning of user studies and other human-centered design within R & D organizations is a growing research area that merits further research.
Practical implications
Descriptions of users would benefit from being more strategic in order to become viable amidst other design concerns. This can be aided by, for instance, visualizing the “users” that different fractions in the company rely on and compare these to the users indicated by human-centered design.
Originality/value
The paper makes an original reconceptualization of the user and integrates literature on user representations to open new options for conducting human-centered design.
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Lia Patrício, Daniela Sangiorgi, Dominik Mahr, Martina Čaić, Saleh Kalantari and Sue Sundar
This paper explores how service design can contribute to the evolution of health service systems, moving them toward people-centered, integrated and technology-enabled care; the…
Abstract
Purpose
This paper explores how service design can contribute to the evolution of health service systems, moving them toward people-centered, integrated and technology-enabled care; the paper develops a research agenda to leverage service design research for healthcare transformation.
Design/methodology/approach
This conceptual study starts by analyzing healthcare challenges in terms of demographic trends and economic constraints, along with the problems of lack of people-centricity, dispersion of care and slowness in incorporating emerging technologies. Then, it examines the theoretical underpinnings of service design to develop a framework for exploring how a human-centered, transformative and service systems approach can contribute to addressing healthcare challenges, with illustrative cases of service design research in healthcare being given.
Findings
The proposed framework explores how a human-centered service design approach can leverage the potential of technology and advance healthcare systems toward people-centered care; how a transformative service design approach can go beyond explanatory research of healthcare phenomena to develop innovative solutions for healthcare change and wellbeing; and how a service systems perspective can address the complexity of healthcare systems, hence moving toward integrated care.
Originality/value
This paper systematizes and develops a framework for how service design can contribute to healthcare transformation. It identifies key healthcare application areas for future service design research and pathways for advancing service design in healthcare by using new interdisciplinary bridges, methodological developments and theoretical foundations.
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The purpose of this paper is to connect two discourses, the discourse of cybernetics and that of design.
Abstract
Purpose
The purpose of this paper is to connect two discourses, the discourse of cybernetics and that of design.
Design/methodology/approach
The paper takes a comparative analysis of relevant definitions, concepts, and entailments in both discourse, and an integration of these into a cybernetically informed concept of human‐centered design, on the one hand, and a design‐informed concept of second‐order cybernetics, on the other hand. In the course of this conceptual exploration, the distinction between science and design is explored with cybernetics located in the dialectic between the two. Technology‐centered design is distinguished from human‐centered design, and several axioms of the latter are stated and discussed.
Findings
This paper consists of recommendations to think and do things differently. In particular, a generalization of interface is suggested as a replacement for the notion of products; a concept of meaning is developed to substitute for the meaninglessness of physical properties; a theory of stakeholder networks is discussed to replace the deceptive notion of THE user; and, above all, it is suggested that designers, in order to design something that affords use to others, engage in second‐order understanding.
Originality/value
The paper makes several radical suggestions that face likely rejection by traditionalists but acceptance by cyberneticians and designers attempting to make a contribution to contemporary information society.
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Ana Kustrak Korper, Stefan Holmlid and Lia Patrício
The purpose of this paper is to introduce the concept of meaning as a relevant but missing link in understanding the building blocks of service innovation informed by…
Abstract
Purpose
The purpose of this paper is to introduce the concept of meaning as a relevant but missing link in understanding the building blocks of service innovation informed by service-dominant (S-D) logic. In exploring the role of meaning in service innovation, especially related to new value propositions, resource integration and new value cocreation, the authors suggest using the conceptualization of meaning within human-centered design, which has an established body of knowledge on addressing how actors engage and interact.
Design/methodology/approach
The paper builds an actionable conceptual framework that relates meaning to central tenets of service innovation, such as resource integration, value propositions and cocreation of value. It delineates the central building blocks of service innovation and conceptually integrates them with meaning to explain the underlying mechanisms of service innovation related both to its development and adoption.
Findings
The findings highlight how and why meaning precedes value creation and directs resource integration. Indicating that meaning is driven by experience of earlier interactions it delineates its relationships with new value formation and positions resource interpretation as a driver of this process.
Originality/value
This paper extends the understanding of service innovation in relation to S-D logic, with meaning as a conceptual link to aspects of S-D logic that claim a phenomenological nature. Meaning contributes to S-D logic by providing an understanding of how beneficiaries form intentions to engage in value creation and resource integration. Additionally, by integrating service and design research domains, this paper suggests possibilities for multidisciplinary contributions in future research.
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The purpose of this paper is to understand how designers and engineers practice design while Making. Motivated by their roots in constructionist learning principles, Makerspaces…
Abstract
Purpose
The purpose of this paper is to understand how designers and engineers practice design while Making. Motivated by their roots in constructionist learning principles, Makerspaces are increasingly used as sites to learn design, especially in undergraduate engineering education programs. However, there has been little work on how trained designers Make and how design emerges in their Maker practices.
Design/methodology/approach
In this paper, a conceptual framework is constructed to identify design practices within Making informed by theories of human-centered design and designerly ways of knowing. The framework is used to analyze narratives of ten experienced designers and Makers to understand how they enact design while they Make.
Findings
The rich and compelling narratives of the participants support the proposed conceptual framework, providing qualitative evidence for how designers practice and know design while Making. This study also reports on a strong theme of realizing purpose and personal meaning while Making across the participants’ narratives that sheds light on the unique and educationally meaningful value of Making, as in Making being a venue for agentive constructivist learning.
Research limitations/implications
As an educationally meaningful practice, Making can be explored from several lenses, and this research solely uses a design lens.
Practical implications
The motivations of the study are twofold. First, to understand how designers practice human-centered design and use design knowledge while Making. Second, to support the epistemological legitimacy of Maker knowledge by establishing connections with design knowledge.
Originality/value
This paper contributes to the limited body of scholarly work to conceptualize experienced designers’ Maker practices. Work in this area can inform learning outcomes and performance expectations in educational settings.
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Yumiao Chen, Jianping Wang and Zhongliang Yang
– The purpose of this paper is to provide an overview of the human factors/ergonomics (HFE) studies for respirator.
Abstract
Purpose
The purpose of this paper is to provide an overview of the human factors/ergonomics (HFE) studies for respirator.
Design/methodology/approach
This review paper describes and discusses the various factors and methodologies of HFE, for the purpose of better considering human factors, used in respirator studies and further human-centered product development.
Findings
Many attempts have been made to study human factors for respirators mainly including fit, human performance, comfort, and mood. Physical, psychological, and physiological indices of people are extremely valuable to HFE studies for respirator. Objective and subjective measures were methodologies widely used. Quantitative and qualitative approaches were adopted to illustrate the human performance and well-being influenced by respirators. A summary table presented with major methods used for indices of respirators in the field of HFE. According to the current researches, this review indicated three particular challenges facing HFE studies of respirators now.
Practical implications
With the ever increasing role of protection from air pollution in society, respirator has become an increasingly important part of our daily lives. HFE intervene in optimizing the relationships between respirators and the human using them. Plenty of efforts have been dedicated for the development of protection capability, but HFE studies for respirators are lacking. In recent years, there has been a tremendous interest in introducing HFE research methods that can evaluate respirators from the perspective of human and translate them into constraints for designing human-centered respirators.
Originality/value
This is a first paper in the field of HFE studies for respirator, which will remain helpful to the scientific community to start further human-centered research work and product development.
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Andy Nguyen, Joni Lämsä, Adinda Dwiarie and Sanna Järvelä
Self-regulated learning (SRL) is crucial for successful learning and lifelong learning in today’s rapidly changing world, yet research has shown that many learners need support…
Abstract
Purpose
Self-regulated learning (SRL) is crucial for successful learning and lifelong learning in today’s rapidly changing world, yet research has shown that many learners need support for SRL. Recently, learning analytics has offered exciting opportunities for better understanding and supporting SRL. However, substantial endeavors are still needed not only to detect learners’ SRL processes but also to incorporate human values, individual needs and goals into the design and development of self-regulated learning analytics (SRLA). This paper aims to examine the challenges that lifelong learners faced in SRL, their needs and desirable features for SRLA.
Design/methodology/approach
This study triangulated data collected from three groups of educational stakeholders: focus group discussions with lifelong learners (n = 27); five teacher interviews and four expert evaluations. The groups of two or three learners discussed perceived challenges, support needs and willing-to-share data contextualized in each phase of SRL.
Findings
Lifelong learners in professional development programs face challenges in managing their learning time and motivation, and support for time management and motivation can improve their SRL. This paper proposed and evaluated a set of design principles for SRLA.
Originality/value
This paper presents a novel approach for theory-driven participatory design with multistakeholders that involves integrating learners, teachers and experts’ perspectives for designing SRLA. The results of the study will answer the questions of how learners’ voices can be integrated into the design process of SRLA and offer a set the design principles for the future development of SRLA.
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Jeremiah D. Still, Ashley Cain and David Schuster
Despite the widespread use of authentication schemes and the rapid emergence of novel authentication schemes, a general set of domain-specific guidelines has not yet been…
Abstract
Purpose
Despite the widespread use of authentication schemes and the rapid emergence of novel authentication schemes, a general set of domain-specific guidelines has not yet been developed. This paper aims to present and explain a list of human-centered guidelines for developing usable authentication schemes.
Design/methodology/approach
The guidelines stem from research findings within the fields of psychology, human–computer interaction and information/computer science.
Findings
Instead of viewing users as the inevitable weak point in the authentication process, this study proposes that authentication interfaces be designed to take advantage of users’ natural abilities. This approach requires that one understands how interactions with authentication interfaces can be improved and what human capabilities can be exploited. A list of six guidelines that designers ought to consider when developing a new usable authentication scheme has been presented.
Research limitations/implications
This consolidated list of usable authentication guidelines provides system developers with immediate access to common design issues impacting usability. These guidelines ought to assist designers in producing more secure products in fewer costly development cycles.
Originality/value
Cybersecurity research and development has mainly focused on technical solutions to increase security. However, the greatest weakness of many systems is the user. It is argued that authentication schemes with poor usability are inherently insecure, as users will inadvertently weaken the security in their efforts to use the system. The study proposes that designers need to consider the human factors that impact end-user behavior. Development from this perspective will address the greatest weakness in most security systems by increasing end-user compliance.
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The purpose of this paper is to present a framework applicable to interactive video retrieval. The objective of the framework is so that it can be applied conceptually for…
Abstract
Purpose
The purpose of this paper is to present a framework applicable to interactive video retrieval. The objective of the framework is so that it can be applied conceptually for understanding users and use of video digital libraries, and also practically for designing retrieval components like user interfaces.
Design/methodology/approach
The framework was developed through a user-centered and analytical approach, and serves as an initial attempt at generalizing how users interact when searching and browsing digital video, throughout different situations, along with the general designs that can be supportive.
Findings
The framework is two-fold, yet, together, comprises one set of conceptual findings. The first component of the framework depicts generalized user interactions throughout varying contexts of an interactive video retrieval process, followed by a second component, an illustration of the resulting supportive interface designs or sets of features. Cautions from previous studies not to over generalize the interactive process were heeded.
Research limitations/implications
The implications for such research are based on the understanding that video retrieval will benefit from the advancement of user-centered foundations, which can guide and support design decisions for resources like digital libraries.
Originality/value
The need for this study is rather straightforward: there is currently not enough conceptual research of interactive video retrieval from a user-centered perspective, which contrasts with other areas of information retrieval research where the interaction process has been thoroughly examined for a variety of domains and contexts with implications for different retrieval tools like OPACs, search engines, and article databases.
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Weizhen Wang, Yukari Nagai, Yuan Fang and Masami Maekawa
The purpose of this paper is to bridge the gap between human emotions and wearable technologies for interactive fashion innovation. To consider the reasons why smart clothing…
Abstract
Purpose
The purpose of this paper is to bridge the gap between human emotions and wearable technologies for interactive fashion innovation. To consider the reasons why smart clothing should satisfy the internet of things (IoT) technical functions and human emotional expression simultaneously, to investigate the manner in which artistic design perspectives and engineering methods combined effectively, to explore the R&D elements of future smart clothing based on the IoT technology.
Design/methodology/approach
This study combines artistic design perspectives with information-sensing engineering methods as well as kansei evaluation method. Micro-sensors and light-emitting diodes (LEDs) embedded in couples clothing prototype. The first experiment step in the design and production of prototype clothing, and do the initial emotional evaluation. The second experiment is the comparative evaluation of the prototype and other typical smart clothing.
Findings
The interactive clothing prototype was proven to correlate well with human emotional expressive patterns. The evaluation I indicated the prototype can stimulate the emotional response of the participants to achieve a higher score in the activate sensor state. Evaluation II revealed that in the process of interactive clothing design, the technical functionality should synchronize with the requirements of human emotional expression.
Originality/value
This study builds the research and development theoretical model of interactive clothing that can be integrated into daily smart clothing life design, and analyze the methods and means of blending IoT smart information-sensing technology with emotional design. By means of this experimental demonstration of human-centered interactive clothing design, the authors provide smart clothing 3.0 evolutionary roadmap and propose a new concept of internet of clothes (IoC) for further research reference.
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