Creation Process for a Technology Design Model Promoting Active Participation of End Users with Neurodevelopmental Disorders: Achievements and Pitfalls

Author(s):  
Dany Lussier-Desrochers ◽  
Marie-Ève Dupont ◽  
Yves Lachapelle ◽  
Line Massé ◽  
Annie Martineau ◽  
...  
Author(s):  
S. Johan Coetzee ◽  
Alistair Smart

From this case study a process was developed that the instructional designer can easily upscale or downscale for use during consultations with lectures who want to use the LMS: depending on the time available, intended outcomes and students involved.


Author(s):  
Omar A. Shalan

Risk management is a very crucial aspect in contracting; it has been an issue since the early days. This is becoming more and more challenging as new dimensions have entered the arena. With a lot of stakeholders working together to produce value, this includes contracts, providers, customers, and end users. The risk management paradigm has shifted and transformed multiple times in the recent years. This chapter is trying to touch on the risks associated with traditional contracts, then move ahead to suggest a design model for risks in innovative contracts. In between, the chapter is touching on points related to outsourcing and governance.


Information ◽  
2021 ◽  
Vol 12 (6) ◽  
pp. 244
Author(s):  
Felipe Besoain ◽  
Liza Jego ◽  
Ismael Gallardo

Virtual reality technology has grown significantly in recent years. The arrival of Head Mounted Displays (HDM) on the market for end-users has positioned these technologies as a new channel to promote new simulated or contextualized experiences. We have used the design and creation strategy to develop a virtual reality experience for the Oculus GO and Quest HDM. We digitized 30 pieces from nine local museums to provide an experience guided by a character that represents the main artisan work of the local region. A usability test was performed, showing that participants felt a high degree of immersion and realism. They were able to complete the assigned tasks, and results suggest that the software meets the main objective. Furthermore, the creation of this virtual reality (VR) experience has shown how important it is to make users a part of the creation process, as well as to develop a process to make the software useful to them and other users. Some recommendations are made based on the experience of the development, and comments are given on each step of the design and creation strategy.


2021 ◽  
pp. 93-104
Author(s):  
Fiona Eva Bakas ◽  
Tiago Vinagre de Castro ◽  
Ana Osredkar

Abstract This chapter discusses how the principles of usercentred design and emotional mapping can be used to help tourism and culture practitioners design prototypes of creative tourism experiences. Creative tourism is a novel interpretation of cultural tourism that incorporates within the tourism experience the dimensions of active participation, creative self-expression, learning, and community engagement (Duxbury and Richards, 2019), underlined by an immersive connection to place. On one hand, to create successful creative tourism experiences, it is important that the tourism experience designers empathize with the end users/participants and identify with their needs and motivations. By adopting a user-centred design approach, this empathy can be achieved in practical ways and then included in the design of the final tourism experience. On the other hand, emotional mapping deepens engagement with places, fostered by a multisensorial immersive exploring exercise that challenges participants to link places to their own emotions and feelings.


2018 ◽  
Vol 8 (4) ◽  
pp. 143 ◽  
Author(s):  
Amando, Jr. Pimentel Singun

Heuristics refer to the specific “rules-of-thumb” discovered from knowledge or experience which can simplify the complexity of making judgments. Heuristics are mental shortcuts to draw conclusions when evaluating interactive systems. In this study, a set of heuristics had been discovered by end-users while developing a series of prototypes of a test blueprint system. This study suggests that the design process of an interactive system should cater to the following two (2) components, namely: technical heuristics and specialized domain heuristics. Heuristics from these components should be the emphasis during the evaluation of the interactive system that has been designed using a user-centered paradigm of development called the Interaction Design Model (IDM).


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