scholarly journals 25 Getting rid of stupid stuff: addressing system inefficiency through end user feedback

2021 ◽  
Author(s):  
Jason Connelly ◽  
Lisa Gilley ◽  
Anna Sinclair
Keyword(s):  
2020 ◽  
Vol 185 (9-10) ◽  
pp. e1787-e1793 ◽  
Author(s):  
Stephen Krauss ◽  
Sarah Sanjakdar ◽  
Andrew Wilson ◽  
Brian Dacanay ◽  
Louis Jasper ◽  
...  

Abstract Introduction Gathering end-user feedback about candidate technologies in the operational environment prior to fielding helps to ensure that far-forward medical teams receive the most suitable technology. It is therefore a crucial step in the defense medical acquisition process. The current article reviews the methodology and provides an illustrative example of how end-user feedback was collected to evaluate the current suitability and future promise of two FDA-approved devices, the BrainScope One and Infrascanner 2000, that could potentially aid in the field evaluation of head injuries by far-forward medical teams. Materials and Method The BrainScope One and Infrascanner 2000 end-user evaluation is used as an example to illustrate how to collect end-user feedback from the field in order to rapidly assess the candidate technology. In this evaluation of whether and how to implement FDA-approved technology candidates for head injury assessment by far-forward medical teams, end-user feedback was collected from 158 medical personnel at 8 bases in Afghanistan, Iraq, and Kuwait using focus groups and interviews. Results The end users reported consistent concerns about the operational efficacy and suitability of the current versions of the devices as well as the areas where the devices showed promise for the Department of Defense (DoD). End-user feedback is shown in detail to demonstrate the depth and richness of feedback that can be gathered using this methodology. Conclusion Overall, the BrainScope One and Infrascanner 2000 end-user evaluation shows the necessity and value of gathering end-user field efficacy and suitability feedback during the medical acquisition process. Limitations and best practices for this approach are discussed.


2017 ◽  
Vol 13 (4) ◽  
pp. 366-372 ◽  
Author(s):  
Susan Koch Fager ◽  
Tabatha Sorenson ◽  
Susanne Butte ◽  
Alexander Nelson ◽  
Nilanjan Banerjee ◽  
...  

2015 ◽  
Vol 43 (4) ◽  
pp. 189-198 ◽  
Author(s):  
Mark M England ◽  
Liza Weisbrod ◽  
Christy Jarvis

Purpose – This paper aims to update information on ReadCube Access and briefly reviews its history. The study also reports on the use of ReadCube Access by five US academic libraries. Design/methodology/approach – A series of questions was distributed to selected academic libraries using ReadCube Access. Survey recipients were asked to describe the library and the institution served, how long ReadCube Access has been in use, how many journals from Nature Publishing Group (NPG) were licensed and how many journals were being provided using ReadCube Access. Participating libraries were also asked to provide information about the purchase options offered to end-users, were asked to report on ReadCube Access usage and were requested to compare that usage to interlibrary loan (ILL) requests for NPG journals. Finally, the libraries were asked to share any comments about ReadCube Access they wished, including end user feedback and comments from library staff. Findings – ReadCube Access is shown to be cost-effective and more heavily used than interlibrary loan. End-users are enthused by the instantaneous delivery of articles, and most libraries are generally pleased with the sustainability of this unmediated service. Some end-users are confused and annoyed by the differences in using ReadCube Access compared with the familiar use of subscriptions. A failing of ReadCube Access is that it only offers content from one publisher. Originality/value – This paper fulfils an identified need for an update on ReadCube Access and a study on the experiences of various libraries using it.


1986 ◽  
Vol 30 (1) ◽  
pp. 19-23 ◽  
Author(s):  
Elisa M. del Galdo ◽  
Robert C. Williges ◽  
Beverly H. Williges ◽  
Dennis R. Wixon

A technique to determine end-users' perception of the documentation of a system can help documenters understand users' needs. Documenters can reflect this understanding in their documentation design, thereby increasing communication between designers and users. This study investigates the use of critical incidents as a mechanism to collect end-user reactions to software documentation, the presentation of this information to systems designers, and the effectiveness of critical incidents as a tool in an iterative process of online and hardcopy documentation design. The principle purpose of this study was the development and validation of critical incidents as an effective tool for the incorporation of end-user feedback into the simultaneous design and evaluation of both online and hardcopy documentation.


Author(s):  
Tiago Pereira da Silva

Gamification is a very well-known design technique in software development that applies the principles of gaming to non-gaming contexts and environments to increase the user adaptation and engagement of applications. Examples of gamified applications can be seen across all kinds of software categories from health to finance, always with the same goal: provide a better experience to the end-user. This chapter reflects upon the user feedback of gamified applications, especially on health sector, and concludes that gamification is not a solution that can be successfully applied to every context. In the end, industry standard alternatives to gamification are analyzed in order to produce high quality non-gamified applications.


2019 ◽  
Vol 25 (9) ◽  
pp. 552-558 ◽  
Author(s):  
Madeline Raatz ◽  
Elizabeth C Ward ◽  
Jeanne Marshall ◽  
Clare L Burns

Introduction Telepractice systems should be acceptable to users and meet end-user needs. Whilst the system requirements to conduct adult dysphagia assessments via telepractice are established, key differences exist between adult and paediatric swallowing assessments. This study was conducted to develop the system architecture required to conduct paediatric feeding assessments in patient homes via telepractice. Methods The study used a four-phase iterative design, informed by human-centred design principles. In Phase 1, two telepractice researchers and two paediatric feeding clinicians identified assessment tasks and explored potential system design solutions. Initial system testing was completed using clinical simulations (Phase 2). Live trials with 10 typically developing children were then conducted (Phase 3). Phase 4 involved user-centred feedback from clinicians and parents. Feedback from the development team, clinicians and parents was used to continuously refine the model. Results A combination of synchronous and asynchronous methods enabled all assessment components to be successfully completed. Clinician and parent feedback established the optimal technology (e.g. phone, tablet) and key camera positions necessary to optimise visual/auditory information for the online clinician. End-user feedback identified greater time efficiencies could be achieved through collecting some data (e.g. intra-oral pictures) via asynchronous methods prior to the session. Information sheets were deemed necessary to enhance the user experience. Clinicians and parents responded positively to the final system design. Discussion Modifications to standard videoconferencing were necessary to develop a clinically viable process for conducting paediatric feeding assessments in the home via telepractice. End-user feedback was integral to the design of the final model.


Machines ◽  
2019 ◽  
Vol 7 (4) ◽  
pp. 70
Author(s):  
Nima Alaei ◽  
Emil Kurvinen ◽  
Aki Mikkola

Digital tools have become indispensable for the testing and modification of prototypes in mobile and industrial machine manufacturing. Data that are extracted from virtual experimentation and analysis are both affordable and valuable, due to their repeatability and because they are close to real-world observations. Expert knowledge is a prerequisite for full deployment of computer aided engineering tools in the design phase and concomitant stages of product development. Currently, such knowledge, for the most part, is provided by the product development team and the manufacturer. Yet, it is important that manufacturers and designers receive end-user feedback throughout the product development process. However, end-users often lack sufficient know-how about the technical and engineering background of the product development, and this lack of understanding can become a barrier to user-designer communication. The aim of this article is to present an alternative to traditional design approaches that is based on customized real-time multibody simulation. This simulation-based approach can be seen as a platform that has the potential to improve knowledge management systems for product development. End-user feedback to the designer is given in a systematic manner throughout the design process using a multipurpose XML-based multibody environment.


10.2196/24652 ◽  
2021 ◽  
Vol 9 (1) ◽  
pp. e24652
Author(s):  
Caitlin Horsham ◽  
Ken Dutton-Regester ◽  
Jodie Antrobus ◽  
Andrew Goldston ◽  
Harley Price ◽  
...  

Background Public health sun safety campaigns introduced during the 1980s have successfully reduced skin cancer rates in Australia. Despite this success, high rates of sunburn continue to be reported by youth and young adults. As such, new strategies to reinforce sun protection approaches in this demographic are needed. Objective This study aims to develop a virtual reality (VR) game containing preventive skin cancer messaging and to assess the safety and satisfaction of the design based on end user feedback. Methods Using a two-phase design approach, we created a prototype VR game that immersed the player inside the human body while being confronted with growing cancer cells. The first design phase involved defining the problem, identifying stakeholders, choosing the technology platform, brainstorming, and designing esthetic elements. In the second design phase, we tested the prototype VR experience with stakeholders and end users in focus groups and interviews, with feedback incorporated into refining and improving the design. Results The focus groups and interviews were conducted with 18 participants. Qualitative feedback indicated high levels of satisfaction, with all participants reporting the VR game as engaging. A total of 11% (2/8) of participants reported a side effect of feeling nauseous during the experience. The end user feedback identified game improvements, suggesting an extended multistage experience with visual transitions to other environments and interactions involving cancer causation. The implementation of the VR game identified challenges in sharing VR equipment and hygiene issues. Conclusions This study presents key findings highlighting the design and implementation approaches for a VR health intervention primarily aimed at improving sun protection behaviors. This design approach can be applied to other health prevention programs in the future.


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