Constructing End-User Design Environments

1997 ◽  
pp. 537-541
Author(s):  
Richard B. Beeby ◽  
John G. Gammack ◽  
Malcolm K. Crowe
Author(s):  
John G. Gammack

The philosophy of end user design proposes an approach to information systems provision where those involved in the human activity context are central to establishing the relevant requirements for their information systems. In this paper we develop the case for centering definitions and process flows on end users in their active situations. We examine the potential for basing integrated IS development upon the constructive and evolutionary processes in the client context. Provision of enterprise-wise IS design environments in which this approach becomes realistic implies a systemic reappraisal of the role of software engineering methods and their place in IS design. With reference to case studies we consider some organisational characteristics in which evolution of specific information systems can be achieved through provision of such design environments. Representative situations at the level of full application design and customisation, workflow definition and enterprise-wide development are considered.


2020 ◽  
pp. 030936462096394
Author(s):  
Quinn A Boser ◽  
Michael R Dawson ◽  
Jonathon S Schofield ◽  
Gwen Y Dziwenko ◽  
Jacqueline S Hebert

Background: Powered hand exoskeletons are an emerging technology that have shown promise in assisting individuals with impaired hand function. A number of hand exoskeleton designs have been described in the literature; however, the majority have not been supported by patient-oriented criteria. Objective: The aim of this study was to define preliminary end-user needs and expectations for an assistive hand exoskeleton. Study design: Explorative interview and case series. Methods: Six clinicians and eight individuals with impaired hand function were interviewed in small groups or individually. A standardized list of questions was used to elicit feedback on specific design criteria or promote the discovery of new criteria. In addition, three participants with impaired hand function returned for a second session where hand characteristics, such as range of motion and force required to flex/extend fingers, were recorded to further quantify design requirements. Results: Interview responses indicated that there was general consensus among participants on criteria relating to important grasp patterns, grip strength, wear time, and acceptable bulk/weight. However, interview responses and hand characteristics also revealed important differences between individuals with impaired hand function. Conclusion: Qualitative and quantitative data were collected to develop an understanding of end-user design requirements for assistive hand exoskeletons. Although the data collected were helpful in identifying some preliminary criteria, differences between participants exist and identifying a universal set of criteria applicable across individuals with impaired hand function is challenging. This work reinforces the importance of involving users of rehabilitation technology in the device development process.


2016 ◽  
Vol 76 (6) ◽  
pp. 9073-9098 ◽  
Author(s):  
Telmo Zarraonandia ◽  
Paloma Diaz ◽  
Ignacio Aedo
Keyword(s):  
End User ◽  

Author(s):  
Katieanna Wolf ◽  
Rebecca Fiebrink

In this paper, we explore the potential for everyday Twitter users to design and use soundscape sonifications as an alternative, “calm” modality for staying informed of Twitter activity. We first present the results of a survey assessing how 100 Twitter users currently use and change audio notifications. We then present a study in which 9 frequent Twitter users employed two user interfaces— with varying degrees of automation—to design, customize, and use soundscape sonifications of Twitter data. This work suggests that soundscapes have great potential for creating a calm technol ogy for maintaining awareness of Twitter data, and that sound scapes can be useful in helping people without prior experience in sound design think about sound in sophisticated ways and engage meaningfully in sonification design.


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