Cultural User Experience in the Car—Toward a Standardized Systematic Intercultural Agile Automotive UI/UX Design Process

Author(s):  
Rüdiger Heimgärtner ◽  
Alkesh Solanki ◽  
Helmut Windl
2021 ◽  
Vol 6 (1) ◽  
pp. 49-60
Author(s):  
Isnan Nugraha ◽  
Agung Fatwanto

User Experience (UX) is a term that has received a lot of attention in the last decade. The number of industries whose consider the importance of implementing the UX design process within their development cycle has increased. Therefore, we think it is  important to investigate how UX design processes are implemented in the industries. In this research, we take a qualitative approach with descriptive methods by investigating six information technology companies in Indonesia. As a result, we found that most of these information technology companies implement the UX design process as part of their operation and consider that the UX design process is an important part of software development. Each company has its order and priorities in regard to the UX design processes and only follows their established UX design process framework in order to meet their product development requirements. We also found that there are different UX design process approaches from these six companies.


2021 ◽  
pp. 004728162110419
Author(s):  
Gustav Verhulsdonck ◽  
Tharon Howard ◽  
Jason Tham

Technical and professional communication (TPC) and user experience (UX) design are often seen as intertwined due to being user-centered. Yet, as widening industry positions combine TPC and UX, new streams enrich our understanding. This article looks at three such streams, namely, design thinking, content strategy, and artificial intelligence to uncover specific industry practices, skills, and ways to advocate for users. These streams foster a multistage user-centered methodology focused on a continuous designing process, strategic ways for developing content across different platforms and channels, and for developing in smart contexts where agentive products act for users. In this article, we synthesize these developments and draw out how these impact TPC.


2021 ◽  
Author(s):  
◽  
Jessica Saul

<p>Stroke is a medical condition causing disability worldwide (Feigin et al., 2014; Murray et al., 2012; National Heart Lung and Blood institute, 2016). It can leave people with physical and cognitive deficits. The individual’s function in everyday activities following a stroke depends on the severity of the stroke and the amount of therapy available to them. Rehabilitation for the physical impairments, such as upper limb deficits, can promote recovery and is delivered by physiotherapists and occupational therapists. Therapy takes place predominantly in the clinical environment. It is manual, task based, delivered one on one, and can be time intensive. Self-management methods for patients’ stroke rehabilitation are gaining attention from healthcare professionals (Taylor, Monsanto, Kilgour, Smith, & Hale, 2019). Rehabilitation that can be done at home has benefits for the individual, the family or caregiver, the therapist and the healthcare system. Independent rehabilitation at home reduces pressure on healthcare resources and can be beneficial for stroke patients recovery. So, medical interventions and products are shifting from clinical to community and home environments.   The use of robotics for rehabilitation has the potential to support recovery of function and assist with everyday tasks in a variety of ways. This paper explores the design of a robotic device for the hand. By involving stroke patients, clinicians and carers in the design process, this research aims to improve the user experiences of a robotic device for hand rehabilitation. Designing for the user experience has the potential to improve the engagement and acceptance of the robotic device for independent home therapy.   A combination of methods have been used to include users in the design process and gather qualitative data to inform the design. The methodologies include research through design and human-centred design. Research through design includes methods such as a literature review, using and adapting design criteria, prototyping, iteration, user-testing, and thematic analysis. Human-centred design is about involving users in the development process and include methods such as surveys, semi-structured interviews, observations, and user testing. There were four clinicians and seven stroke patients that met inclusion criteria and participated in the testing. Three patients and three clinician participants were involved in the interviews. Personas were used to understand user wants and needs, and to inform criteria for the design process.  By using these methods we gain a better understanding of the users’ needs in order to improve the design of the pre-existing robotic upper limb stroke rehabilitation device. The purpose of the design is to meet the needs of the stroke patient in his or her own home. This design study focuses on developing the user experience by addressing usability. Interactions considered during the iterative design process are putting on and taking off the device. It is found through testing and iterations that comfort, cleaning and safety were necessary for this wearable robotic upper limb stroke therapy device to be easily worn and used in the home.</p>


Author(s):  
Matthias Teine

Our economies and societies are changing, with significant effects on each individual, as they have to cope with increasingly complex and unpredictable working lives. Therefore, innovative digital learning applications that respond to their end user's needs and desires become inevitable. Whilst relying on user-centered design structures, the participatory design methodology provides a promising approach towards the creation of such a new generation of digital learning applications. After thoroughly outlining the research undertaking's rationale and following to a theoretical discussion, the author gives insights into the results of problem-centered interviews with digital learning and user experience experts that build the basis for the creation for a prototypical participatory design process. These findings primarily confirm the recent literature and provide, complemented by the created process, a sound basis for further theory-oriented, scientific discussions but application in practice as well.


Author(s):  
Bruno Giesteira ◽  
Joana Silva ◽  
Teresa Sarmento ◽  
Paulo Abreu ◽  
Maria Teresa Restivo

Developed within the scope of a SciTech research project, this chapter records in a procedural way the design centred on senior users for a set of three serious games for the eHealth field, designated by the authors as “Carnival.” The chapter, having as its leitmotif the project aforementioned, looking at its motivation, breaks down the systems augmented feedback interfaces—BodyGrip and SHaRe—to evaluate, rehabilitate, and monitor dexterity and manual strength. Topics related to empathy and well-being in the user experience design process, namely guidelines for empathy in different project phases, participatory design, inclusiveness, and amusement are identified. Withal listed the development phases of three games dynamics inherent to the “Carnival” set —“High Striker,” “Claw Machine,” “HotDog Sauce”—punctuating with the discussion and contributions to the e-health area describing its potential for Evaluate, rehabilitate, and monitor dexterity and manual strength.


2018 ◽  
Vol 2 (4) ◽  
pp. 74
Author(s):  
Stavros Tasoudis ◽  
Mark Perry

This study reports on the empirical findings of participatory design workshops for the development of a supportive automotive user experience design system. Identifying and addressing this area with traditional research methods is problematic due to the different user experience (UX) design perspectives that might conflict and the related limitations of the automotive domain. To help resolve this problem, we conducted research with 12 user experience (UX) designers through individual participatory prototyping activities to gain insights into their explicit, observable, tacit and latent needs. These activities allowed us to explore their motivation to use different technologies; the system’s architecture; detailed features of interactivity; and to describe user needs including efficiency, effectiveness, engagement, naturalness, ease of use, information retrieval, self-image awareness, politeness, and flexibility. Our analysis led us to design implications that translate participants’ needs into UX design goals, informing practitioners on how to develop relevant systems further.


2013 ◽  
Vol 318 ◽  
pp. 174-176 ◽  
Author(s):  
Ren Qiang Lin ◽  
He Li ◽  
Meng Ma ◽  
Wen Wang

At present, many domestic and international products' design are promoted the design concept based on the user experience or user awareness. It has been generally aware of the industrial design is no longer just belong to the narrow shape and design areas, therefore a correct understanding of user experience and user awareness is very necessary, whereas in the study of design theory, a lot of people have user experience mixed with user awareness as one concept, it's a truth that the both are closely linked, while there are certain differences between them, if they are mixed together, it will not only narrow us thinking play space, but also disable to achieve greater breakthroughs in the design process of innovation, on the contrary if the correct understanding and reasonable use of the both and furthermore transplanted into the design of the product, for the current field of industrial design, it is a huge reform and innovation.


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