scholarly journals Heuristic Evaluation of Ambient Devices Using Smart Materials

Author(s):  
Lucas Marques-Lima ◽  
Jenny Faucheu

AbstractTeaching “calm technology” and “smart materials” as prospective trends in product design is the motivation of the educational workshop presented in this paper. Materials can trigger creative thinking. Indeed, concepts can be generated ideas that come from the encounter with a material showing the material's unexpressed potential. However, a smart material is a complex hybrid object. It is a highly technical matter that requires years of R&D to be developed and matured. It is also a highly social matter, that blurs the traditional boundary between matter and function in a product, creates an experience, and enhances sensations. The workshop presented in this paper is an opportunity for the students to analyze the complexity of user experience related to ambient devices using smart materials. In order to provide a guideline to perform this analysis, an approach based on heuristic evaluation is proposed to the students.

2021 ◽  
Vol 13 (6) ◽  
pp. 168781402110284
Author(s):  
Weiwei Wang ◽  
Ting Wei ◽  
Suihuai Yu ◽  
Jian Chen ◽  
Binhong Guo ◽  
...  

To solve the problem of the fuzzy and dynamics of requirement caused by users’ cognitive bias, a dynamic requirement and priority capture method based on user scenarios is proposed, aiming at effectively improving user experience. The method consists of the following steps: Firstly, users with similar characteristics are filtered to form a user cluster, then obtain the user’s product experience in different usage scenarios and acquire preliminary requirements by using service design methods. Secondly, the requirement path model tree will be designed and the requirement path matrix will be constructed through the evaluation of the user cluster. Then the pathfinder algorithm will be used to calculate the required correlation of user clusters and prioritize the requirements. Finally, the direction of the product design will be provided. Taking the design of the intelligent office chair as an example, the effectiveness of the method is verified by evaluating the satisfaction of user experience.


2021 ◽  
Vol 13 (14) ◽  
pp. 7871
Author(s):  
Dwayne Jefferson ◽  
Frederick Paige ◽  
Philip Agee ◽  
France Jackson

To improve the construction industry’s capacity to deliver sustainable infrastructure, guidance on delivering green building systems needs to be more usable. Green buildings have certifications and ratings in place that ensure that projects are environmentally responsible and meet standards in resource efficiency. EarthCraft Multifamily (ECMF), an evolving green building certification, has been successful in increasing the delivery of energy-efficient affordable housing, and this study leverages user experience (UX) methodologies to understand how to further improve ECMF and replicate its success. This study identifies the impact ECMF tools and resources, such as the program manual, worksheet, and technical guidelines, have on enhancing project delivery for architects. This study conducted data analysis on project specifications, heuristic evaluation data, and stakeholder interview data. As the strengths and weaknesses of ECMF were identified, knowledge on the usability of the green building certification program was unveiled. Heuristic evaluations data show that accessibility and usability issues are present in ECMF resources. Interview data show that architects’ experiences with ECMF resources were affected by some of the usability issues identified in the heuristic evaluation data. Coded interview transcripts show the most prominent participant-identified improvements represented within the data. Resources need appropriate visual representation such as readability and hierarchy to improve their usability. Understanding how ECMF resources are utilized during project delivery allows for the appropriate content and options to be strategically framed to improve accessibility and enhance user decision making. ECMF resources can allow for the inclusion of a broader set of stakeholders by lowering the level of expertise required for sustainable infrastructure delivery.


Arts ◽  
2018 ◽  
Vol 8 (1) ◽  
pp. 4
Author(s):  
Marinella Ferrara

During the last decade, smart materials and systems have increasingly impacted several niches, including ‘one-off/limited edition experimental fashion’. As the traditional boundaries between what is art and what was not supposed to be art are now turning into osmotic membranes, we will speculatively focus on how ‘smart material systems’ are highly contributing to outline a new creative landscape full of interesting and compelling issues. Introducing three different sub-niches of experimental fashion—multi-sensory dresses, empathic dresses, and bio-smart dresses—this article outlines the emergence of a new smart design scenario. Then, we critically discuss some of the implications of the developing research in terms of design thinking and design aesthetics. This paper aims to contribute to the topic of next design scenario, demonstrating how design research is increasingly affecting the extension of human perception, emotions, and the concept of ‘almost-living’ entities, projecting towards the redefinition of relationships with materials and objects.


2018 ◽  
Vol 5 (2) ◽  
pp. 270-277
Author(s):  
Yemima Monica Geasela ◽  
Pranchis - Ranting ◽  
Johanes Fernandes Andry

AbstrakDengan berkembangnya teknologi informasi, meningkat pula cara pembelajaran yang semakin modern salah satunya dengan menggunakan e-learning. E-learning adalah suatu model pembelajaran yang menggunakan website sebagai media dasarnya. Dengan adanya e-learning, pembelajaran dapat dilakukan dimanapun dan kapanpun. E-learning yang baik adalah e-learning yang dapat meningkatkan kemampuan pengguna yang menggunakannya. Desain antarmuka menjadi salah satu elemen paling penting yang dapat mendukung kualitas edukasi di dunia maya. Oleh karena itu, penelitian ini bertujuan mengevaluasi desain antarmuka suatu website berbasis e-learning menggunakan human factors dan pendekatan interpretasi ergonomik, untuk meningkatkan usability dan usefulness sebuah sistem. Metode yang dipakai dalam penelitian ini adalah evaluasi heuristik yang terdiri atas 10 aturan prinsipnya yang terkenal dalam melakukan penilaian atas suatu desain antarmuka. Hasil penelitian menunjukkan secara umum penilaian terhadap desain interface dan ketermudahan penggunaan suatu website yang memiliki basis e-learning ditemukan telah cukup baik, akan tetapi masih terdapat beberapa hal yang perlu ditingkatkan, terutama yang bersesuaian dengan karakteristik dalam ketermudahan penggunaan. Kata Kunci: website, e-learning, heuristic, usability AbstractWith the development of information technology, studying process is one of the affected aspect by technology and becoming a new modern studying method called e-learning. E-Learning is a studying model that use website as it basis. With the help of e-learning, studying process can be done anywhere and anytime. A good E-Learning is one that can increase the overall skill of the user. Visual design becoming one of the support element that can help the education quality in cyberspace. Therefore, this research purposes aims is to design an e-learning website using human factor and ergonomi interpretation approaches, to improve the usefulness for user and the usefulness for system. The method used in this research is a method that consist of ten rule that was famous for designing. The result of general research about user interface design and the content about e-learning with a basis of website was good enough, but there is still some problem that must be fixed especially those relating with user experience. Keywords: website, e-learning, heuristic, usability


Author(s):  
I Made Agus Oka Wijaya . ◽  
I Ketut Resika Arthana, S.T., M.Kom . ◽  
Gede Aditra Pradnyana, S.Kom., M.Kom .

Penelitian ini bertujuan untuk menganalisis tingkat user experience pada web based digital library Jurusan Pendidikan Teknik Informatika Universitas Pendidikan Ganesha yang diukur menggunakan metode heuristic evaluation dengan menggunakan 10 Variabel. Tahapan penelitian dimulai dari analisis masalah yaitu penyebaran kuisioner secara online maupun offline. Hasil survey berupa kuisioner yang peneliti sebarkan ke mahasiswa Pendidikan Teknik Informatika Populasi penelitian ini adalah mahasiswa pendidikan teknik informatika angkatan 2013 dan mahasiswa pendidikan teknik informatika angkatan 2014. Sampel dalam penelitian ini terdiri dari 60 orang mahasiswa, Teknik analisis data yang digunakan analisis deskriptif dengan persentase kemudian dideskripsikan untuk mengukur tingkat usability pada website digilib. Hasil penelitian menunjukkan tingkat user experience pada web based digital library pada responden mahasiswa 47% yang masuk dalam kategori sedang. Dari hasil analisa kuisioner didapat hasil bahwa tampilan (layout) dari website digilib PTI sudah mampu memenuhi kriteria usability sebuah website. Sehingga dalam penelitian ini rekomendasi berdasarkan hasil kuisioner yang memiliki persentase rendah. Saran dari hasil kuisioner antara lain, perlu adanya tambahan menu login untuk mahasiswa agar mempermudah mahasiswa dalam mengakses web digilib, informasi pada website sebaiknya disajikan secara lengkap dan terbaru, design pada web digilib PTI sebaiknya ditingkatkan kembali karena masih kurang interaktif dan masih monoton, perlu adanya perbaikan pada halaman detail mahasiswa karena informasi yang disediakan masih terjadi kesalahan, perlu adanya menu bantuan untuk mempermudah pengguna dalam mencari informasi pada web digilib. Kata Kunci : analisa, usability, heuristic evaluation, Web Digilib This study attempts to analyzed levels of user experience in the web based digital library of Jurusan Pendidikan Teknik Informatika Universitas Pendidikan Ganesha measured in a heuristic evaluation by using 10 variables .Stage of the research commenced of the problem analysis that is spreading survey online or offline .The survey who researchers spread to students Pendidikan Teknik Informatika Population research this is a student Pendidikan Teknik Informatika 2013 generation and college students Pendidikan Teknik Informatika 2014 generation .Sample in this research are 60 students , technique analysis the data used descriptive analysis with the then described for measuring the degree of usability at the website digilib . The research results show the user experience in the web based digital library among respondents students 47 % in medium category with the design. From the analysis shows that survey obtained display ( layout ) website digilib PTI are able to meet the criteria usability of a website. So in this study recommendations based on the survey that having low percentage. Advice from survey among others, need to the additional menu logins for students to simplify students in access web digilib, information on the website should be presented a complete and latest, design to the web digilib PTI should be increased back as weak and still monotonous interactive, need of an improvement on page detail students because information provided still error occurred, it needs the help menu to ease users in seeking information to the web digilib keyword : analyze, usability, heuristic evaluation, Web Digilib


2016 ◽  
Vol null (53) ◽  
pp. 283-296
Author(s):  
Hyun Duk Suh ◽  
Jun, Soo-Jin ◽  
Sun-gu Cho ◽  
Young-mi Shin ◽  
Eun-soo Cha

2009 ◽  
Vol 131 (9) ◽  
Author(s):  
Yuehao Luo ◽  
Parsaoran Hutapea

The ultimate goal of our research is to develop a wireless, remotely activated, and implantable bone transport (lengthening) device. Our device is subcutaneously mounted on the periosteal surface of the tibia. Smart materials such as temperature-driven nitinol and magnetostrictive terfenol-D were investigated to be used as actuators to provide the required forces for the bone transport process. It was found that an actuator based on terfenol-D with a magnetic field applied transversely (along the material’s magnetic moment) was the more appropriate technology. Design concepts and proof-of-concept work of both smart material technologies are presented.


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