Using affinity diagramming to generate a codebook: a case study on young military veterans and community reintegration

2019 ◽  
Vol 20 (4) ◽  
pp. 396-413 ◽  
Author(s):  
Ali Haskins Lisle ◽  
Coleman Merenda ◽  
Joseph Gabbard

Use of a codebook to categorize meaning units is a well-known research strategy in qualitative inquiry. However, methodology for the creation of a codebook in practice is not standardized, and specific guidance for codebook ideation is sometimes unclear, especially to novice qualitative researchers. This article describes the procedure that was utilized to create a codebook, which adapted an affinity diagram methodology (Scupin, 1997), an approach used in user-centered design. For this research, affinity diagramming was applied to a method outlined by Kurasaki (2000) for codebook ideation. Annotations of a subset of military veterans’ transcripts were utilized in congruence with affinity diagramming to create a codebook to categorize the phenomenon of reintegration into the civilian community after service (Haskins Lisle, 2017). This method could be useful in exploratory research that utilizes a codebook generated in vivo from annotations, especially for novice researchers who are overwhelmed by the codebook creation phase.

2021 ◽  
Vol 13 (14) ◽  
pp. 7543
Author(s):  
Carla Pestana ◽  
Luísa Barros ◽  
Sabrina Scuri ◽  
Mary Barreto

The adoption of energy efficiency practices and increased penetration of renewable energy sources in the power system are estimated to play a key role in the decarbonization of the energy sector, helping reduce greenhouse gas emissions and ultimately fight climate change. To foster energy transition, energy education initiatives should primarily target the citizens and be designed adopting a User-Centered Design (UCD) approach and HCI methodologies. This paper describes how UCD/HCI can inform the design of citizens’ energy education initiatives by presenting a case study—the development of an information platform targeting Madeiran citizens. The article describes the design process, from ideation to prototype and validation. Methods used in each phase (card sorting, semi-structured interviews, brainstorming sessions, think-aloud protocol and surveys) are described. Results of each phase and how they have informed the following steps are presented, together with a detailed description of the resulting information platform and initial results in terms of acceptance and interaction with the system. Our initial results support the hypothesis that adopting an HCI perspective can nurture the development of energy education initiatives targeting citizens, bringing a user-centered approach to the design of such initiatives.


Author(s):  
Susan M. Dray

Major changes in the design process are required for Information Systems departments to make the shift from a traditional development life cycle to the user-centered methods required for the development of Client/Server systems. This type of change can be very difficult to accomplish. “Global Enterprises,” a large commodities company, headquartered in the US, is in the early phases of this shift. Their strategy has been to form a cross-functional User Interface team. The efforts underway at Global are presented to illustrate many of the typical technical and organizational issues companies face early in the process of introducing new design methods. The paper concludes by summarizing on key lessons learned.


2018 ◽  
Author(s):  
Lauren Griffin ◽  
Donghee Lee ◽  
Alyssa Jaisle ◽  
Peter Carek ◽  
Thomas George ◽  
...  

BACKGROUND Patients are increasingly using mobile health (mHealth) apps to monitor their health and educate themselves about medical issues. Despite the increasing popularity of such apps, poor design and usability often lead to suboptimal continued use of these apps and subsequently to poor adherence to the behavior changes at which they are aimed. One solution to these design problems is for app developers to use user-centered design (UCD) principles to consider the context and needs of users during the development process. OBJECTIVE This study aimed to present a case study on the design and development process for an mHealth app that uses virtual human technology (VHT) to encourage colorectal cancer (CRC) screening among patients aged 50 years and above. METHODS We have first provided an overview of the project and discussed its utilization of VHT. We have then reviewed UCD principles and how they can be incorporated into the development of health apps. We have described how we used UCD processes during the app’s development. We have then discussed the unique roles played by communication researchers, computer scientists, clinicians, and community participants in creating an mHealth app that is credible, usable, effective, and accessible to its target audience. RESULTS The principles of UCD were woven throughout the project development, with researchers collecting feedback from patients and providers at all stages and using that feedback to improve the credibility, usability, effectiveness, and accessibility of the mHealth app. The app was designed in an iterative process, which encouraged feedback and improvement of the app and allowed teams from different fields to revisit topics and troubleshoot problems. CONCLUSIONS Implementing a UCD process contributed to the development of an app, which not only reflected cross-disciplinary expertise but also the needs, wants, and concerns of patients.


2020 ◽  
Vol 12 (7) ◽  
pp. 3053 ◽  
Author(s):  
Younjoo Cho ◽  
Anseop Choi

Smart homes improve quality of life by providing various services based on information and communication technologies. However, smart home systems are complicated and user interfaces for the interaction between smart home and user are often not user-friendly, causing potential difficulties and inconvenience for the user. Therefore, in order for smart homes to become user-centered, usability needs to be improved. This study aims to present guidelines for improving the usability of smart homes based on the concept of affordance, which is highly meaningful in user-centered design. To do this, firstly, the affordance factors that could be applied to improve the usability of active devices and user interfaces in smart homes were extracted, secondly, a case study was conducted to analyze the application of affordance factors, focusing on active devices (e.g., control devices and smart appliances) and user interfaces that directly interact with users in smart homes. Lastly, guidelines on the application of affordance factors were presented by combining case analysis results with relevant guidelines. Active devices and user interfaces should provide users with appropriate cognitive, physical, functional, and sensory affordances so that users can use the smart home services easily and conveniently.


2013 ◽  
pp. 1106-1120
Author(s):  
Friedrich Grosse-Dunker ◽  
Erik G. Hansen

Corporations increasingly subscribe to the principles of corporate sustainability, which is generally described as the integration of economic, environmental, and social dimensions. As sustainability presents a new source of ideas and visions leading to new business opportunities and competitive advantage, the role of Sustainability-Oriented Innovation (SOI) is ever more emphasized. However, developing products under the paradigm of SOI is risky: both the product’s market success and (non-economic) sustainability effects are uncertain. Product-Service System (PSS) – i.e. a combination of products and services –constitutes a significant approach to overcome some of the limitations of SOI and, additionally, can spur the diffusion of SOI. In this chapter, we use an exploratory research strategy to further investigate the links between SOI and PSS. We present a case study on off-grid lighting in Kenya and analyze the sustainability effects on the product and PSS level. The complexity of SOI and the sustainability potentials of PSS are illustrated. Moreover, we also emphasize the role of a joint achievement of sustainability-oriented product innovations and PSS innovations.


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