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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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Tra Huynh, Adrian Madsen, Sarah McKagan and Eleanor Sayre
Personas are lifelike characters that are driven by potential or real users’ personal goals and experiences when interacting with a product. Personas support user-centered design…
Abstract
Purpose
Personas are lifelike characters that are driven by potential or real users’ personal goals and experiences when interacting with a product. Personas support user-centered design by focusing on real users’ needs. However, the use of personas in educational research and design requires certain adjustments from its original use in human-computer interface design. This paper aims to propose a process of creating personas from phenomenographic studies, which helps us create data-grounded personas effectively.
Design/methodology/approach
Personas have features that can help address design problems in educational contexts. The authors compare the use of personas with other common methodologies in education research, including phenomenology and phenomenography. Then, this study presents a six-step process of building personas using phenomenographic study as follows: articulate a design problem, collect user data, assemble phenomenographic categories, build personas, check personas and solve the design problem using personas. The authors illustrate this process with two examples, including the redesign of a professional development website and an undergraduate research program design.
Findings
The authors find that personas are valuable tools for educational design websites and programs. Phenomenography can productively help educational designers and researchers build sets of personas following the process the authors propose.
Originality/value
The use and method of personas in educational contexts are scarce and vague. Using the example contexts, the authors provide educational designers and researchers a clear method of creating personas that are relatable and applicable for their design problems.
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Jessica M. Ray, Rebecca Berg and Stephanie N. Sudikoff
Changes in the physical environments of health care settings have become increasingly common to meet the evolving needs of the health care marketplace, new technologies, and…
Abstract
Changes in the physical environments of health care settings have become increasingly common to meet the evolving needs of the health care marketplace, new technologies, and infrastructure demands. Physical environment change takes many forms including new build construction, renovation of existing space, and relocation of units with little to no construction customization. The interrelated nature of the complex socio-technical health care system suggests that even small environmental modifications can result in system-level changes. Environmental modifications can lead to unintended consequences and introduce the potential for latent safety threats. Engaging users throughout the change lifecycle allows for iterative design and testing of system modifications. This chapter introduces a flexible process model, PROcess for the Design of User-Centered Environments (PRODUCE), designed to guide system change. The model was developed and refined across a series of real-world renovations and relocations in a large multihospital health care system. Utilizing the principles of user-centered design, human factors, and in-situ simulation, the model engages users in the planning, testing, and implementation of physical environment change. Case studies presented here offer exemplars of how to modify the model to support individual project objectives and outcomes to assess at each stage of the project.
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How do you efficiently design a global yet local user experience for Web sites? Arguably, the user-centered design approach has been one of the best methods in designing a…
Abstract
How do you efficiently design a global yet local user experience for Web sites? Arguably, the user-centered design approach has been one of the best methods in designing a successful user experience for Web services in the initial market, but why isn’t this process applied to international markets? This chapter makes a case for applying a user-centered design process to the international expansion of Web sites and discusses issues impacting the creation of a successful user experience for local audiences. Although this chapter primarily focuses on designing large scale Web services, many of the principles can be applied to any sites that undergo internationalization.
Mary M. Somerville and Navjit Brar
Soft systems methodology processes fortified by collaborative evidence‐based librarianship (EBL) principles can guide end‐user involvement in digital library project design and…
Abstract
Purpose
Soft systems methodology processes fortified by collaborative evidence‐based librarianship (EBL) principles can guide end‐user involvement in digital library project design and development. This paper aims to reveal the efficacy of this inclusive human‐focused approach for building systems through user‐generated research examples.
Design/methodology/approach
From 2003 to 2006, user‐centered interaction design guided increasingly complex human‐computer interaction projects at California Polytechnic State University. Toward that end, project planners invite polytechnic students, supervised by computer science professors, to assess peers' information seeking needs. This student‐generated evidence informs creation of paper prototypes and implementation of usability tests. Sustained relationships between planners and beneficiaries permit iterative evaluation and continuous improvement of design concepts and product functionalities.
Findings
Purposeful conversations aimed at learning from user‐generated evidence enrich the planning process for digital library projects. Reflective of the “learn by doing” educational values of the organization, this approach advances learning among both users and planners throughout user‐centered (re)design experiences.
Practical implications
Collaborative design assumes that enabling interfaces, systems, and environments are best designed and developed inclusively, with and for beneficiaries. Toward that end, practical guidelines are offered to enable replication of this approach, which depends on user produced and interpreted evidence, in other organizational settings.
Originality/value
A paucity of literature exists on the relevance of EBL in the digital age. Similarly, too little applied research has adopted a human‐centered focus for design and development of information systems. Finally, too few digital library projects recognize the value of initiating positive user experiences at project inception.
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Holley Long, Kathryn Lage and Christopher Cronin
To provide the results of research to evaluate the usability of a University of Colorado at Boulder Libraries digital initiatives project that provides online access to historical…
Abstract
Purpose
To provide the results of research to evaluate the usability of a University of Colorado at Boulder Libraries digital initiatives project that provides online access to historical Aerial Photographs of Colorado.
Design/methodology/approach
This paper describes usability testing conducted as a part of a user‐centered redesign. The three stages of the evaluation – a requirements analysis, a heuristic evaluation, and user testing – are explained and the findings are discussed.
Findings
The usability testing revealed the needs of the project's target user group and identified issues with the interface that will be addressed in its redesign. It has also contributed to the larger understanding of how researchers use digital Aerial Photographs and their preferred methods of access and desired functionalities.
Practical implications
Results from the study will be used to guide the redesign of the Aerial Photographs of Colorado digital library and can be generalized to add to a broader understanding of the usability requirements for a digital library of geospatial materials. Libraries providing a digital collection of geospatial materials may use these findings to inform design decisions.
Originality/value
Much research has been done on the use and evaluation of digital libraries, but few articles have reported on usability studies of online collections of cartographic materials similar in structure to Aerial Photographs of Colorado. It is hoped that these findings will be instructive to librarians designing and evaluating similar digital libraries.
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Martin Böckle, Jasminko Novak and Markus Bick
The purpose of this paper is to explore user-centered design possibilities at the intersection of gamification and persuasive technology to foster energy saving behavior.
Abstract
Purpose
The purpose of this paper is to explore user-centered design possibilities at the intersection of gamification and persuasive technology to foster energy saving behavior.
Design/methodology/approach
We performed a large-scale empirical study of 480 participants and analyzed how different HEXAD gamification user types perceive selected persuasive strategies embedded in an energy saving prototype. Furthermore, we investigated the role of existing energy saving behaviors (pro-environmental behavior scale–e.g. regularly turning the lights off) and their effect on the perceived persuasiveness of the proposed persuasive strategies, which may has an impact on the overall design process. Furthermore, we applied partial least squares path modeling and conducted a one-way and repeated measure ANOVA.
Findings
Results show that user types play an important role in the design of persuasive systems for energy saving. For instance, people with a high tendency toward the Socializer user type were motivated by almost all of the employed persuasive strategies, whereas Philanthropists and Players only to a limited number of strategies. Furthermore, our study reveals that existing behaviors like the individual level of energy conservation influences the perceived persuasiveness of certain strategies and therefore should be considered in the design of such applications.
Research limitations/implications
Using storyboards to obtain feedback about the perceived persuasiveness of employed strategies has limitations compared to the actual use of a functional prototype. However, to offset that limitation the mock-ups used in the storyboard reflected the actual designs for a real-world prototype.
Originality
This is the first study that explores how HEXAD gamification user types can be used to inform the design of persuasive applications for energy saving (RQ1). Furthermore, and in particular, this study draws on the challenges when using user types within gamified persuasive systems by highlighting the impact and the importance of considering existing energy saving behaviors (RQ2), which has not been addressed so far.
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