Enabling User Centered Design Processes in Open Source Communities

Author(s):  
Mads Bødker ◽  
Lene Nielsen ◽  
Rikke N. Orngreen
2021 ◽  
Vol 11 (8) ◽  
pp. 448
Author(s):  
Katie Aylward ◽  
Joakim Dahlman ◽  
Kjetil Nordby ◽  
Monica Lundh

Maritime user interfaces for ships’ bridges are highly dependent on the context in which they are used, and rich maritime context is difficult to recreate in the early stages of user-centered design processes. Operations in Arctic waters where crews are faced with extreme environmental conditions, technology limitations and a lack of accurate navigational information further increase this challenge. There is a lack of research supporting the user-centered design of workplaces for hazardous Arctic operations. To meet this challenge, this paper reports on the process of developing virtual reality-reconstructed operational scenarios to connect stakeholders, end-users, designers, and human factors specialists in a joint process. This paper explores how virtual reality-reconstructed operational scenarios can be used as a tool both for concept development and user testing. Three operational scenarios were developed, implemented in a full mission bridge simulator, recreated in virtual reality (VR), and finally tested on navigators (end-users). Qualitative data were captured throughout the design process and user-testing, resulting in a thematic analysis that identified common themes reflecting the experiences gained throughout this process. In conclusion, we argue that operational scenarios, rendered in immersive media such as VR, may be an important and reusable asset when supporting maritime design processes and in maritime training and education.


Author(s):  
David R. Danielson

Numerous technical, cognitive, social, and organizational constraints and biases can reduce the quality of usability data, preventing optimal responses to a system’s usability deficiencies. Detecting and appropriately responding to a system’s usability deficiencies requires powerful collection methods and tools, skilled analysts, and successful interaction amongst usability specialists, developers, and other stakeholders in applying available resources to producing an improved system design. The detection of usability deficiencies is largely a matter of analyzing a system’s characteristics and observing its performance in use. Appropriate response involves the translation of collected data into usability problem descriptions, the production of potential design solutions, and the prioritization of these solutions to account for pressures orthogonal to usability improvements. These activities are constrained by the effectiveness and availability of methods, tools, and organizational support for user-centered design processes. The quality of data used to inform system design can, for example, be limited by a collection tool’s ability to record user and system performance, an end user’s ability to accurately recall past interactions with a system, an analyst’s ability to persuade developers to implement changes, and an organization’s commitment to devoting resources to user-centered design processes. The remainder of this article (a) briefly reviews basic usability concepts, (b) discusses common barriers to successfully collecting, analyzing, and reacting to usability data, and (c) suggests future trends in usability research.


i-com ◽  
2012 ◽  
Vol 11 (3) ◽  
pp. 19-23 ◽  
Author(s):  
Hilda Tellioğlu ◽  
Lisa Ehrenstrasser ◽  
Wolfgang Spreicer

AbstractIn this paper we present how we applied and analyzed multimodality in design of tangible communication systems for elderly. First we define six categories of multimodality (aural, visual, tactile, gesture, posture, and space), which we integrate in our design processes and design artifacts. We illustrate how user interaction has been established, especially when multimodality is central to our approach. We also discuss multimodal design in context of user experiences, user-centered design, and participatory design approaches. We show the added value and change of focus through multimodality in design processes. We analyze our findings before we conclude our paper.


2011 ◽  
Vol 32 (5) ◽  
pp. 417-430 ◽  
Author(s):  
Tomasz Miaskiewicz ◽  
Kenneth A. Kozar

Author(s):  
Görkem Çetin ◽  
Mehmet Gokturk

Free and open source software (F/OSS) developers have a tendency to build feature-centric projects rather than following a user-centered design, ignoring the necessity of usability in the resulting product.While there are many reasons behind this, the main cause can be stated as the lack of awareness of usability from developers’ point of view and little interaction of project stakeholders with Human- Computer Interaction (HCI) studies. This chapter examines different types of collaboration methods of usability experts and developers focusing particularly on open source projects, together with potential issues envisaged during the communication phases. The chapter also focuses on the collaboration trends and patterns of HCI experts, developers and users with an emphasis on concerns related to inefficient exploitation of current tools and technologies and provides an open usability engineering method which could be exploited in distributed projects.


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