Overcoming fuzzy design practice: revealing potentials of user-centered design research and methodological concepts related to user involvement

Author(s):  
Anne Wallisch ◽  
Olga Sankowski ◽  
Dieter Krause ◽  
Kristin Paetzold
2021 ◽  
Author(s):  
Jan Thomas Meyer ◽  
Selina Weber ◽  
Lukas Jäger ◽  
Roland Sigrist ◽  
Roger Gassert ◽  
...  

Abstract Background: Advanced assistive technologies (AAT) aim to exploit the vast potential of technological developments made in the past decades to improve the quality of life of people with disabilities. Combining complex robotic technologies with the unique needs of people with disabilities requires a strong focus on user-centered design to ensure that the AAT appropriately addresses the daily life struggles of target users. The CYBATHLON aims to promote this mindset by empowering the AAT target users (“pilots”) to compete on race tracks that represent daily life obstacles. The objective of this work was to investigate the influence of the CYABTHALON on AAT technology development, acceptance, and user involvement (i.e., application of user-centered design).Methods: With an online survey targetting the pilots and technical leads of teams preparing for the CYBATHLON 2020 Global Edition, we investigated to what extent the pilots were involved in device development and how this influences the perceived daily life usability of the showcased AAT. Furthermore, the effects of user-centered design variables on the individual race performances were analyzed.Results: A total of 81 responses from 35 pilots and 46 technical leads were collected in the two weeks prior to the event. Of all teams partaking in the included disciplines of the CYBATHLON 2020 Global Edition, 81.8% (36 of 44) were included in the study. User-centered design appeared to be a prevalent practice among the teams, as 85.7% of all pilots reported a certain level of involvement. However, only 25.5% of the pilots reported daily life usage, despite QUEST usability scores of both respondent groups showing moderate to high satisfaction with the respected AAT across all investigated disciplines. An explorative linear mixed model indicated that daily life usage (p < 0.05) and prolonged user involvement (e.g. more than 2 years, p < 0.001) have a significant positive effect on the race performance at the competition.Conclusions: We conclude that the CYBATHLON positively fullfills its conceptual goals of promoting active participation and inclusion of people with disabilities in the design and evaluation of AAT, thereby stimulating the development of promising novel technological solutions. Also, our data could underline the value of the competition as a benchmark, highlighting remaining usability limitations or technology adoption hurdles.


2020 ◽  
Author(s):  
Åsa Revenäs ◽  
Ann-Christin Johansson ◽  
Maria Ehn

BACKGROUND User-centered design (UCD) aims at understanding the users’ perspective and shape new solutions thereafter. UCD gives access to users’ needs and requirements and thereby improves solutions design. However, involving users in the development process does not per se guarantee that feedback from different sub-groups of users are equally shaping the development, and therefore resulting in solutions that are useful for the whole intended population. OBJECTIVE The aim of this study is to describe a protocol to integrate key characteristics of user sub-groups in collection and analysis of feedback in User-centered design (UCD) of a digital motivation support for fall preventive physical activity (PA) in seniors (older adults, 65 years of age or older). METHODS This study follows a UCD model, with early user involvement as one key principle. The protocol describes a method for systematic collection and prioritization of user feedback during the iterative development of two digital applications. For each of the four cycles in the iterative development, the aim is to recruit a group of at least 8 seniors (65 years or older, independent living) with equal distribution of men and women and a variation in both PA level and technology use. Procedures for collecting data during and after the user tests are mainly qualitative. RESULTS This paper describes a novel approach for integrating key characteristics of users sub-groups in UCD. We have developed a protocol for ensuring that feedback from both genders, persons with varied activity level and technology use are considered in the iterative development of a digital motivation support for seniors’ PA. The method has been applied in a study that has been approved by the regional ethics committee in Uppsala (Dnr 2018/044). Data collection and iterative development of the digital support has been conducted during Spring-Summer 2018 and the result is expected to be published during 2020/2021. CONCLUSIONS User involvement is the golden standard in systems design. However, it does not per se guarantee that feedback from different user sub-groups are equally shaping the development, and hence resulting in a solution that is useful for the whole intended population. Methods for systematic collection, analysis and prioritization of feedback from sub-groups might be particularly important in heterogenous groups, such as seniors. This protocol can contribute to identify and improve our understanding of potential differences in use and experiences of technical support systems for fall preventive PA among user-subgroups of seniors. This knowledge can be relevant for developing technology support that is appropriate, useful and attractive to the users and for enabling design of technology targeting specific user sub-groups, i.e. tailoring of the support. The protocol needs to be further used and investigated to understand its potential value.


2005 ◽  
Vol 48 (3) ◽  
pp. 105-109 ◽  
Author(s):  
Ji-Ye Mao ◽  
Karel Vredenburg ◽  
Paul W. Smith ◽  
Tom Carey

2019 ◽  
Author(s):  
Charlotte Hemingway ◽  
Emmanuel S Baja ◽  
Godafreda V Dalmacion ◽  
Paul Mark B Medina ◽  
Ernest Genesis Guevara ◽  
...  

BACKGROUND Opportunities in digital distribution place mobile games as a promising platform for games for health. However, designing a game that can compete in the saturated mobile games market and deliver persuasive health messages can feel like an insurmountable challenge. Although user-centered design is widely advocated, factors such as the user’s subject domain expertise, budget constraints, and poor data collection methods can restrict the benefits of user involvement. OBJECTIVE This study aimed to develop a playable and acceptable game for health, targeted at young key populations in the Philippines. METHODS Authors identified a range of user-centered design methods to be used in tandem from published literature. The resulting design process involved a phased approach, with 40 primary and secondary users engaged during the initial ideation and prototype testing stages. Selected methods included participatory design workshops, playtests, playability heuristics, and focus group discussions. Subject domain experts were allocated roles in the development team. Data were analyzed using a framework approach. Conceptual frameworks in health intervention acceptability and game design guided the analysis. In-game events were captured through the Unity Analytics service to monitor uptake and game use over a 12-month period. RESULTS Early user involvement revealed a strong desire for online multiplayer gameplay, yet most reported that access to this type of game was restricted because of technical and economic constraints. A role-playing game (RPG) with combat elements was identified as a very appealing gameplay style. Findings guided us to a game that could be played offline and that blended RPG elements, such as narrative and turn-based combat, with match-3 puzzles. Although the game received a positive response during playtests, gameplay was at times perceived as repetitive and predicted to only appeal to casual gamers. Knowledge transfer was predominantly achieved through interpretation of the game’s narrative, highlighting this as an important design element. Uptake of the game was positive; between December 1, 2017, and December 1, 2018, 3325 unique device installs were reported globally. Game metrics provided evidence of adoption by young key populations in the Philippines. Game uptake and use were substantially higher in regions where direct engagement with target users took place. CONCLUSIONS User-centered design activities supported the identification of important contextual requirements. Multiple data collection methods enabled triangulation of findings to mediate the inherent biases of the different techniques. Game acceptance is dependent on the ability of the development team to implement design solutions that address the needs and desires of target users. If target users are expected to develop design solutions, they must have adequate expertise and a significant role within the development team. Facilitating meaningful partnerships between health professionals, the games industry, and end users will support the games for health industry as it matures.


Author(s):  
Barbara Millet

Firefighters are potentially exposed to many carcinogens in their work. Collection of occupational hazard exposure data offers firefighters greater awareness of their health and wellness and analysis of the data provides researchers opportunities to identify firefighters’ specific health risks. The University of Miami’s Firefighters’ Cancer Initiative conducted user-centered design research with 450 Florida firefighters to develop and implement the Personal Exposure Reporter system for firefighters. Responses after product launch suggest that the system is well received and allows firefighters to successfully submit incident exposure information. The Personal Exposure Reporter will help both firefighters and cancer researchers better understand and address cancer risks.


2005 ◽  
Vol 33 (2) ◽  
pp. 51-51
Author(s):  
Ji-Ye Mao ◽  
K. Vrendenburg ◽  
P.W. Smith ◽  
T. Carey

Author(s):  
Amy Hardy ◽  
Anna Wojdecka ◽  
Jonathan West ◽  
Ed Matthews ◽  
Christopher Golby ◽  
...  

BACKGROUND Real-world implementation of psychological interventions for psychosis is poor. Barriers include therapy being insufficiently usable and useful for a diverse range of people. User-centered, inclusive design approaches could improve the usability of therapy, which may increase uptake, adherence, and effectiveness. OBJECTIVE This study aimed to optimize the usability of an existing psychological intervention, Thinking Well, which targets reasoning processes in paranoia using a basic digital interface. METHODS We conducted inclusive, user-centered design research characterized by purposive sampling of extreme users from the margins of groups, ethnographic investigation of the problem context, and iterative prototyping of solutions. The UK Design Council’s double diamond method was used. This consisted of 4 phases: discover, including a case series of Thinking Well, stakeholder interviews, desk research, user profiling, system mapping, and a mood board; define, consisting of workshops to synthesize findings and generate the design brief; develop, involving concept workshops and prototype testing; and deliver, in which the final minimal viable product was storyboarded and iteratively coded. RESULTS Consistent with our previous work, the Thinking Well case series showed medium to large effects on paranoia and well-being and small effects on reasoning. These were maintained at follow-up despite some participants reporting difficulties with the therapy interface. Insights from the discover phase confirmed that usability was challenged by information complexity and poor accessibility. Participants were generally positive about the potential of technology to be enjoyable, help manage paranoia, and provide tailored interpersonal support from therapists and peers, although they reported privacy and security concerns. The define phase highlighted that the therapy redesign should support monitoring, simplify information processing, enhance enjoyment and trust, promote personalization and normalization, and offer flexible interpersonal support. During the develop phase over 60 concepts were created, with 2 key concepts of thoughts visualized as bubbles and therapy as a journey selected for storyboarding. The output of the deliver phase was a minimal viable product of an innovative digital therapy, SlowMo. SlowMo works by helping people to notice their worries and fast thinking habits, and encourages them to slow down for a moment to find ways of feeling safer. A Web app supports the delivery of 8 face-to-face sessions, which are synchronized to a native mobile app. CONCLUSIONS SlowMo makes use of personalization, ambient information, and visual metaphors to tailor the appeal, engagement, and memorability of therapy to a diversity of needs. Feasibility testing has been promising, and the efficacy of SlowMo therapy is now being tested in a multicentered randomized controlled trial. The study demonstrates that developments in psychological theory and techniques can be enhanced by improving the usability of the therapy interface to optimize its impact in daily life.


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