A Wizard-of-Oz Experiment to Demonstrate Water Reduction and User Training With an “Autonomous” Faucet

Author(s):  
William Jou ◽  
Samantha M. Beaulieu ◽  
Adrienne K. Lim ◽  
Erin F. MacDonald

Abstract Resource-conserving products and commercial smart products abound in the market, but the intersection of the two is largely unexplored from the human-centered-design community. Research has shown that people (users) have different cognitive styles that influence their methods of approaching challenges and how they interpret the world. Utilizing this knowledge of cognitive styles, energy conserving products could (1) reduce resource consumption of its users and (2) increase user satisfaction with interacting with those products. Passive products — such as a flow-limiting showerhead — do not seek to change the user behavior and solely change the behavior of the product to conserve water. In this work, we design and test an “active smart” product to see if it can change users through product interaction. A custom faucet was designed and built to conduct an experiment with the Wizard of Oz (WoZ) technique of remotely operating a device to create the impression of autonomy/smartness. Participants were asked to wash multiple sets of dishes to test if: (1) participants use less water when washing dishes with a smart faucet and (2) participants remember this behavior change and use less water in a alter interaction with a normal faucet. Results confirmed the hypotheses and showed that those interacting with the faucet reduced their consumption by 26.5% during WoZ treatment and, importantly, 10.9% while washing after interacting with the WoZ treatment. Limitations include the implementation of the smart algorithm and the willingness-to-pay for a smart faucet in the home. This study demonstrates that smart products can conserve resources and train for further conservation even when the user is not using the smart product.

Author(s):  
Maryam Rezaie ◽  
Hamid Eslami Nosratabadi ◽  
Hamed Fazlollahtabar

Many projects fail due to lack of product development to meet customer needs, leading to a waste of organizational resources and non systematic creation of products. Understanding user behavior and the effective management are key elements in the competitive knowledge-based economy. One of the outlets for knowledge-based economy is e-learning, facilitating education using information technology (IT) infrastructure, which plays an important role in today’s virtual world breaking distance and time obstacles. The purpose of this study is to probe e-learning users’ satisfaction attributes having noticeable impacts on enhancing instruction paradigm. Therefore, using two concepts of asynchronous learning and KANO model, the authors conduct a survey on user satisfaction in e-learning educational centers in Iran via interviews. Five satisfaction factors are pedagogical regulation, user characteristics, user interface, ICT infrastructures, group interactivity, and content. A questionnaire is proposed based on KANO concept and samples are collected. The statistical analyses are worked out on questionnaires applying Statistical Package for the Social Sciences (SPSS) software package. The results show that group interaction and user interface have high satisfaction level while content and infrastructures are the effective factors of dissatisfaction.


Author(s):  
Bryan Gough Young ◽  
Andrew Wodehouse ◽  
Marion Sheridan

Mapping conventions are a key aspect of user centered design as they present users with familiar interactions in unfamiliar products. Conventions evolve over time and are slow to be adopted, requiring a high percentage of acceptance within a society, ensuring that conventions exhibit a sufficient level of usability. However this paper argues that while usability is a necessary condition for good interactions it is not a sufficient one. Therefore user centered design which accents individuals bias towards conventions my in fact be hindering the innovation of product interactions. This paper argues that a cognitive approach should be adopted in order understand and reassess product interactions. An experiment was carried out that demonstrates the influence that simple mappings can have on cognitive load. The results showed that basic mappings of the types that are found throughout product conventions can have a substantial impact on mental load and subsequently product interaction.


Author(s):  
Abinew Ali Ayele

<span>The purpose of this empirical study was to examine e-health readiness, acceptance and use in hospitals and health centers in Ethiopia. In this study, 900 samples were taken using a simple random sampling method from 10 Hospitals and 20 health centers in northwestern Ethiopia. SmartPls software was used for the structural equation modeling and path analysis techniques. All of the e-health readiness indicators, except employees’ attitudes showed that hospitals and health centers were not ready to implement and use e-health systems. The intentions of users to accept and use e-health systems were evaluated and determinants were identified. Service quality from the technological factors, self-efficacy from the human factors and user training from the organizational factors were found to be significant determinants of user satisfaction, individual performance, and organizational performance respectively. Major determinants were an organizational performance with a contribution of 37.6% influence followed by an individual performance with 28.2% contribution (together accounted for about 65.8% influence) of the users’ behavioral intentions to use e-health systems. The model, which explained 47.6 % of the variances in the data, was found to be significant.</span>


2020 ◽  
Vol 11 (12) ◽  
pp. 6125-6140 ◽  
Author(s):  
Raquel Justo ◽  
Leila Ben Letaifa ◽  
Cristina Palmero ◽  
Eduardo Gonzalez-Fraile ◽  
Anna Torp Johansen ◽  
...  

AbstractThe EMPATHIC project develops and validates new interaction paradigms for personalized virtual coaches (VC) to promote healthy and independent aging. To this end, the work presented in this paper is aimed to analyze the interaction between the EMPATHIC-VC and the users. One of the goals of the project is to ensure an end-user driven design, involving senior users from the beginning and during each phase of the project. Thus, the paper focuses on some sessions where the seniors carried out interactions with a Wizard of Oz driven, simulated system. A coaching strategy based on the GROW model was used throughout these sessions so as to guide interactions and engage the elderly with the goals of the project. In this interaction framework, both the human and the system behavior were analyzed. The way the wizard implements the GROW coaching strategy is a key aspect of the system behavior during the interaction. The language used by the virtual agent as well as his or her physical aspect are also important cues that were analyzed. Regarding the user behavior, the vocal communication provides information about the speaker’s emotional status, that is closely related to human behavior and which can be extracted from the speech and language analysis. In the same way, the analysis of the facial expression, gazes and gestures can provide information on the non verbal human communication even when the user is not talking. In addition, in order to engage senior users, their preferences and likes had to be considered. To this end, the effect of the VC on the users was gathered by means of direct questionnaires. These analyses have shown a positive and calm behavior of users when interacting with the simulated virtual coach as well as some difficulties of the system to develop the proposed coaching strategy.


2012 ◽  
Vol 20 (3) ◽  
pp. 84-108 ◽  
Author(s):  
Wei-Hsi Hung ◽  
Li-Min Chang ◽  
Mei-Hui Lee

By extending the updated D&M IS success model, this study examines the multi-dimensional aspects to identify influential factors and construct a suitable model for explaining NHSS success in Taiwan. Through the empirical results from the perspective of 1215 public healthcare workers, this study has arrived at several findings. First, eight salient factors were found which influenced NHSS success from the dimensions of user characteristics, organizational context, and system characteristics. Second, the factors of user experience, user training, information quality, service quality, and user satisfaction have a strong positive effect on system use, whereas user attitude and facilitating conditions have a significant and negative effect. Further, user attitude, user training, top management support, system quality, information quality, and service quality are also significantly correlated to user satisfaction. The results of this study can assist governments in other countries in developing more effective NHSS and better e-Government practices.


2018 ◽  
Vol 59 (1) ◽  
pp. 25-30
Author(s):  
Daniel Gentner ◽  
Birgit Stelzer ◽  
Thomas Mahnke ◽  
Marc Oßwald ◽  
Leo Brecht

Abstract Das Produktmanagement als Funktion zur Führung von Produkten entlang ihres Lebenszyklus erhält in der verarbeitenden Industrie durch den Einsatz sogenannter Smart Product-Service Systems (Smart PSSs) neue Möglichkeiten der Wertgenerierung für den Kunden. Ziel der Forschungsarbeit ist es, Anforderungen an das Produktmanagement zu identifi zieren und daraus Handlungsempfehlungen für das Management von Smart PSSs abzuleiten. Bisherige Modelle aus Forschung und Praxis weisen keine Prozesslösungen auf. Ausgehend von einer Beschreibung der Eigenschaften intelligenter Produkte und Dienstleistungen wird ein vorhandener Produktmanagementprozess auf notwendige Anpassungen hin untersucht, die aus dem Einsatz von Smart PSSs resultieren. Wesentliches Ergebnis ist ein detaillierter Maßnahmenkatalog, dessen Realisierung entlang des Produktmanagementprozesses aufgezeigt wird. Product management as a function for managing products along their life cycle faces new ways of generating value for customers through the offer of so-called Smart Product-Service Systems (Smart PSSs). The main objective is to provide a detailed catalog of measures for managing Smart PSSs throughout the product management process. Starting from a description of the characteristics of smart products and E-services, an existing product management process is examined for requirements and necessary adjustments resulting from the offer of Smart PSSs. Keywords: prozessmodell, produktlebenszyklus, industrielles produktmanagement, industrie 4 0, digitalisierung


2003 ◽  
Vol 9 (1_suppl) ◽  
pp. 7-9 ◽  
Author(s):  
E M Brebner ◽  
J A Brebner ◽  
H Ruddick-Bracken ◽  
R Wootton ◽  
J Ferguson

summary The importance of appropriate training in the use of videoconferencing equipment for clinical purposes is often underestimated when telemedicine projects are established. We developed a user training programme which was delivered via videoconferencing to a group of 130 nurses. Training was delivered on a one-to-one basis. A questionnaire was developed to evaluate user satisfaction and the effectiveness of training. One hundred and two fully completed questionnaires were returned (a 79% response rate). High levels of satisfaction were obtained but the level of user competence reached 100% only when training was supported by a training manual and at least weekly practice. Before establishing a telemedicine service, the following steps appear to be important: identify the required training competencies; deliver a ‘hands on’ training programme based on the required training competencies; back up the training programme with an instruction booklet; ensure that trainees have at least weekly practice; measure the level of user competence.


2016 ◽  
Vol 25 (1) ◽  
pp. 41-52 ◽  
Author(s):  
Mohammed Taha Elhariri Essamlali ◽  
Aicha Sekhari ◽  
Abdelaziz Bouras

The trend of smart products is now changing the world and transforming the life of customers. People tend to be more tied to smart, connected products seeking to ease and improve quality of life and find new ways to make things such as daily tasks differently. In this context, the world of clothing has noticed a big advance targeting various applications: sport, gaming, and health monitoring and rehabilitation. Wearable smart products are intelligent hybrid products made of garments, sensor networks, and applications, interacting with users and the environment capable of real-time data processing and storage, with capabilities to extend functionalities by communicating with other things. The multi-functionality property of smart products needs the integration of various electronic parts. High variety of parts with different interfaces makes the development of smart products complex than generic products and requires the involvement and close collaboration of multidisciplinary team (garment designers, sensor networks designers, and application developers). A high number of alternative designs can be considered at the beginning of the design process due to this variety and high availability of parts. The smart product development team needs then to explore multiple candidate solutions before finding the best smart product design that complies with the requirements. This work proposes the set-based concurrent engineering to deal efficiently with the alternatives. Therefore, this article provides a novel approach to shift from set-based concurrent engineering theoretical principles toward a pragmatic (practical) application to wearable smart products taking advantage of product lifecycle management system capabilities for the implementation. The use of product lifecycle management system to support the set-based concurrent engineering process will contribute for a better understanding of the approach avoiding confusions, simplify the architecture of the solution in view of integration with other systems, and enable the stakeholders to focus on the level of innovation of the smart product.


Author(s):  
Kenneth Owen ◽  
Robert Willis

This chapter examines three important aspects of folksonomies; common design factors found in folksonomies, developmental patterns of mature folksonomies, and the identification of knowledge consumer behaviors that can act as metrics for the evaluation of a small-scale folksonomy. In identifying desirable design elements, a comparative examination of tags and objects was made using a study conducted at Lakehead University. From this project, an exemplar of an effective folksonomical data structure was derived. User behavior was examined and categorized to identify behaviors that can be monitored and measured as indicators of user satisfaction. The authors analyze the structures of a folksonomy and synthesize a practical model of an effective folksonomy in the context of knowledge management.


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