scholarly journals Participatory Design in the Development of Animated Comic on Website

2020 ◽  
Vol 188 ◽  
pp. 00001
Author(s):  
Abdi Prasetyo ◽  
Hestiasari Rante ◽  
Dwi Susanto ◽  
Aliv Faizal Muhammad ◽  
Michael Lund

Participatory design is a method that involves stakeholders in each design process, from the beginning to the end of the process. This method focuses on the opinions expressed by the participants. This method refers to Scandinavian method of participatory design. This paper presents how to build an animated comic website that fits the needs of end user. The main participants are the 11th grade students of SMAN 3 Lamongan in East Java, Indonesia, and supported by the history teacher and an IT expert.

2021 ◽  
Author(s):  
◽  
Jahmayne Robin-Middleton

<p>Observations over recent years of New Zealand architectural practice indicate that there is growing interest in tikanga Māori in architecture and design practice.  With significant opportunities now available to support Māori in realising their housing and infrastructural aspirations, there is much discussion surrounding the role of the architect, and how they conduct themselves when working with mana whenua (partisan identifiable tribal groups who hold customary authority over Māori freehold land).  Most agree that working with mana whenua requires a collaborative approach, added to that, an approach that sees significant end user engagement.  To this affect, end user engagement within the design process is the primary subject of the research.  The largely Māori settlement of Kohupātiki is the proposed site for this research. Given the interests of this research and its focus on Māori communities, it is quite appropriate that Kohupātiki be the selected site to drive this research.  The community is made up of 4 main families; the Rapanas, Chadwicks, Punas, and Broughtons, all of whom have a vested (customary) interest in the site as it is potentially about to undergo significant transformations over the next 10-20 years.  Some of these transformations include the improvement of road access to the site, the development of a series of Papakāinga (housing developments on Māori land), and a number of refurbishments to significant communal facilities located on the site’s Marae settlement.  These developments offer significant opportunities for architectural and landscape intervention, and will serve as a vehicle to drive a participatory design process.</p>


2021 ◽  
Author(s):  
◽  
Jahmayne Robin-Middleton

<p>Observations over recent years of New Zealand architectural practice indicate that there is growing interest in tikanga Māori in architecture and design practice.  With significant opportunities now available to support Māori in realising their housing and infrastructural aspirations, there is much discussion surrounding the role of the architect, and how they conduct themselves when working with mana whenua (partisan identifiable tribal groups who hold customary authority over Māori freehold land).  Most agree that working with mana whenua requires a collaborative approach, added to that, an approach that sees significant end user engagement.  To this affect, end user engagement within the design process is the primary subject of the research.  The largely Māori settlement of Kohupātiki is the proposed site for this research. Given the interests of this research and its focus on Māori communities, it is quite appropriate that Kohupātiki be the selected site to drive this research.  The community is made up of 4 main families; the Rapanas, Chadwicks, Punas, and Broughtons, all of whom have a vested (customary) interest in the site as it is potentially about to undergo significant transformations over the next 10-20 years.  Some of these transformations include the improvement of road access to the site, the development of a series of Papakāinga (housing developments on Māori land), and a number of refurbishments to significant communal facilities located on the site’s Marae settlement.  These developments offer significant opportunities for architectural and landscape intervention, and will serve as a vehicle to drive a participatory design process.</p>


Author(s):  
Konstantin Aal ◽  
Anne Weibert ◽  
Kai Schubert ◽  
Mary-Ann Sprenger ◽  
Thomas Von Rekowski

The case study presented in this chapter discusses the design and implementation of an online platform, “come_NET,” in the context of intercultural computer clubs in Germany. This tool was built in close cooperation with the children and adult computer club participants. It was designed to foster the sharing of ideas and experiences across distances, support collaboration, and make skills and expertise accessible to others in the local neighborhood contexts. In particular, the participatory-design process involving the children in the computer clubs fostered a profound understanding of the platform structure and functionalities. The study results show how younger children in particular were able to benefit, as the closed nature of the platform enabled them to gather experience as users of social media, but in a safe and controlled environment.


Author(s):  
Yannick van Hierden ◽  
Timo Dietrich ◽  
Sharyn Rundle-Thiele

In recent years, the relevance of eHealth interventions has become increasingly evident. However, a sequential procedural application to cocreating eHealth interventions is currently lacking. This paper demonstrates the implementation of a participatory design (PD) process to inform the design of an eHealth intervention aiming to enhance well-being. PD sessions were conducted with 57 people across four sessions. Within PD sessions participants experienced prototype activities, provided feedback and designed program interventions. A 5-week eHealth well-being intervention focusing on lifestyle, habits, physical activity, and meditation was proposed. The program is suggested to be delivered through online workshops and online community interaction. A five-step PD process emerged; namely, (1) collecting best practices, (2) participatory discovery, (3) initial proof-of-concept, (4) participatory prototyping, and (5) pilot intervention proof-of-concept finalisation. Health professionals, behaviour change practitioners and program planners can adopt this process to ensure end-user cocreation using the five-step process. The five-step PD process may help to create user-friendly programs.


2021 ◽  
Vol 12 (02) ◽  
pp. 251-258
Author(s):  
Brianne MacKenzie ◽  
Gabriel Anaya ◽  
Jinwei Hu ◽  
Arlen Brickman ◽  
Peter L. Elkin ◽  
...  

Abstract Objective This study aimed to develop an institutional approach for defining data migration based on participatory design principles. Methods We outline a collaborative approach to define data migration as part of an electronic health record (EHR) transition at an urban hospital with 20 ambulatory clinics, based on participatory design. We developed an institution-specific list of data for migration based on physician end-user feedback. In this paper, we review the project planning phases, multidisciplinary governance, and methods used. Results Detailed data migration feedback was obtained from 90% of participants. Depending on the specialty, requests for historical laboratory values ranged from 2 to as many as 145 unique laboratory types. Lookback periods requested by physicians varied and were ultimately assigned to provide the most clinical data. This clinical information was then combined to synthesize an overall proposed data migration request on behalf of the institution. Conclusion Institutions undergoing an EHR transition should actively involve physician end-users and key stakeholders. Physician feedback is vital for developing a clinically relevant EHR environment but is often difficult to obtain. Challenges include physician time constraints and overall knowledge about health information technology. This study demonstrates how a participatory design can serve to improve the clinical end-user's understanding of the technical aspects of an EHR implementation, as well as enhance the outcomes of such projects.


Author(s):  
A.N. Belikov ◽  
◽  
S.A. Belikova

The existing approach to requirements extraction is that the requirements are formed by the system developer through direct interaction with the customer using a number of methods (for example, interviewing; prototyping; analysis of use cases; user stories; seminars, etc.). In this case, most often the requirements are formed by the developer himself, taking into account the opinion of the customer’s representative. The disadvantage of the existing approach is the problem of loss of knowledge transferred from the customer’s representatives to the developer, which results in the failure of projects, which is recorded by the existing statistics. As statistical studies show, more than half of projects for the creation of information systems (IS) are failures or require changes (in terms of budget, time and customer satisfaction). In modern research in the field of__ design and development of information systems, there is a tendency to involve the end user (customer) in the design process. To develop this idea, an approach is proposed to involve the user in the process of extracting requirements, where the developer will no longer be the person forming the requirements. The main idea of the approach is to develop special tools that allow you to independently transform the customer’s natural language into such a form of representation of the model of the process of solving professional problems, from which an interface will be built, which will allow extracting functional requirements from the unity (process model and interface).


Work ◽  
2012 ◽  
Vol 41 ◽  
pp. 5099-5107
Author(s):  
Conne Mara Bazley ◽  
Annelise De Jong ◽  
Peter Vink

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