scholarly journals USE OF ENVIRONMENTAL PSYCHOLOGY AND VIRTUAL REALITY FOR A USER-CENTERED DESIGN APPROACH

Author(s):  
Giuseppe Martino Di Giuda ◽  
Simone Pradella ◽  
Marco Schievano

This paper presents a method to integrate qualitative requirements in the design process, starting from environmental psychology, and including the use of virtual reality systems. The current approach to the design process is mainly based on compliance with building codes or regulations and developed through consolidated practices or previous expertise. The goal of this research is the creation of a work method, based on scientific evidences, that puts the user at the center of the process. Focused on school buildings and through a critical review, four main themes are defined as guidelines for the designer: a) perception of the building; b) physical characteristics; c) design of the classroom space and furniture; d) school green spaces and outdoor activities. These represent the starting point, potentially improved through the definition of new fields of research; for this purpose, it is possible evaluate the use of VR technologies as a potential support tool. The paper also proposes an experimental model to investigate, by VR technologies, the effects related to exposure to the external environment from the internal one, by studying two variables: the type of connection (visual vs. physical) and the type of environment (natural vs. anthropic) in relation to student’s stress and attention levels. This approach provides a new vision of the design phase where the focus is brought to the user through the analysis of scientific evidence, together with the use of new technologies.

Author(s):  
Jayde King ◽  
John Kleber ◽  
Ashlee Harris ◽  
Barbara Chaparro ◽  
Beth Blickensderfer

General Aviation flight operations have been negatively affected by the slow decreasing weather related accident rate for the last 20 years. Upon further investigation, research suggests, that poor preflight planning and a lack of aviation weather experience and knowledge may be contributing factors to the stagnant weather related accident rate. Our team developed a Preflight Weather Decision Support Tool (PWDST) to help novice pilots access, interpret, and apply weather information. We used a user-centered design process which involved an initial task analysis, low-fidelity prototyping, low-fidelity usability testing, user interviews and expert review. This study assessed and compared the perceived usability, difficulty, and the system assistance satisfaction of the PWDST. Participants (n=9) completed a usability study and a series of surveys during, as well as, after the completion of the preflight planning scenario. A series of Mann-Whitney U Tests were conducted to compare the difference between Private Pilot and Certified Flight Instructors (CFI) perceived usability, difficulty, and system assistance satisfaction ratings. Results indicated, there were no significant differences between group ratings. Overall, both groups reported above average usability, system assistance and low difficulty rating for the PWDST. Future research and possible implications are discussed.


2021 ◽  
Vol 11 (8) ◽  
pp. 448
Author(s):  
Katie Aylward ◽  
Joakim Dahlman ◽  
Kjetil Nordby ◽  
Monica Lundh

Maritime user interfaces for ships’ bridges are highly dependent on the context in which they are used, and rich maritime context is difficult to recreate in the early stages of user-centered design processes. Operations in Arctic waters where crews are faced with extreme environmental conditions, technology limitations and a lack of accurate navigational information further increase this challenge. There is a lack of research supporting the user-centered design of workplaces for hazardous Arctic operations. To meet this challenge, this paper reports on the process of developing virtual reality-reconstructed operational scenarios to connect stakeholders, end-users, designers, and human factors specialists in a joint process. This paper explores how virtual reality-reconstructed operational scenarios can be used as a tool both for concept development and user testing. Three operational scenarios were developed, implemented in a full mission bridge simulator, recreated in virtual reality (VR), and finally tested on navigators (end-users). Qualitative data were captured throughout the design process and user-testing, resulting in a thematic analysis that identified common themes reflecting the experiences gained throughout this process. In conclusion, we argue that operational scenarios, rendered in immersive media such as VR, may be an important and reusable asset when supporting maritime design processes and in maritime training and education.


2019 ◽  
Author(s):  
Rebeca I. García-Betances ◽  
María Fernanda Cabrera-Umpiérrez ◽  
María Teresa Arredondo Waldmeyer

Design of computer-based non-pharmacological cognitive healthcare interventions for people afflicted by chronic neurodegenerative impairments must be soundly informed by and clearly centered on users’ distinctive disabilities. In this article we present a use-oriented analysis of those cognitive interventions intended for healthcare of patients with Alzheimer’s dementia and related disorders that use human-computer interaction based on virtual reality technology. The analysis identifies the most important strengths and weakness, and describes and assesses the main key opportunities and challenges inherent to the use of this type of cognitive healthcare interventions. The most critical specific usability concerns that considerably affect these interventions are described in order to be directly addressed during a user-centered design process. Significant evaluation issues that still trouble these interventions’ general acceptance are also included. On the basis of this analysis, appropriate actions are recommended to help minimize accessibility and usability issues. Finally, concrete design guidelines, and a framework with its road map are proposed to direct the design process. The proposed framework’s more outstanding features and functionalities are described in relation to user-centered design conceptualization, implementation and assessment. The use of a consistent user-centered design methodology, such as the one proposed here to tackle the main critical obstacles, could turn out to become the key that allows to achieve a substantial improvement of VR-based cognitive healthcare interventions effectiveness.


Author(s):  
Ivana Moerland-Masic ◽  
Fabian Reimer ◽  
Thomas M. Bock ◽  
Frank Meller ◽  
Björn Nagel

AbstractThis paper addresses issues currently present in the aircraft cabin design process. It focuses on making the design process more time and cost efficient, while altogether involving the end-users (passengers and cabin crew) in the development process in its earliest stages. By understanding the underlying issues and reasons the cabin is developed according to the current approach, new methods are established and adapted to suit the needs of such a complex process. In this paper, the preposition is made that Virtual Reality is the key technology for achieving the following goals: shortening the initial cabin design process (from sketch to concept design) and including the end-users and their wishes and ideas into the ideation phase. Through cooperation with an external design agency, a Virtual Reality tool is implemented and tested to ensure the theory behind the established design methodology can also be put into practice.


Author(s):  
Utkarsh Seth ◽  
Hai-Jun Su ◽  
Judy M. Vance

The objective of this research is to develop an immersive interface and a design algorithm to facilitate the synthesis of compliant mechanisms from a user-centered design perspective. Compliant mechanisms are mechanical devices which produce motion or force through deflection or flexibility of their parts. Using the constraint-based method of design, the design process relies on the designer to identify the appropriate constraint sets to match the desired motion. Currently this approach requires considerable prior knowledge of how non-linear flexible members produce motion. As a result, the design process is based primarily on the designer’s previous experience and intuition. A user-centered methodology is suggested where the interface guides the designer throughout the design process, thus reducing the reliance on intuitive knowledge. This methodology supports constraint-based design methods by linking mathematical models to support compliant mechanism design in an immersive virtual environment. A virtual reality (VR) immersive interface enables the designer to input the intended motion path by simply grabbing and moving the object and letting the system decide which constraint spaces apply. The user-centered paradigm supports an approach that focuses on the designer defining the motion and the system generating the constraint sets, instead of the current method which relies heavily on the designer’s intuition to identify appropriate constraints. The result is an intelligent design framework that will allow a broader group of engineers to design complex compliant mechanisms, giving them new options to draw upon when searching for design solutions to critical problems.


Author(s):  
Suzana Marković ◽  
◽  
Matina Gjurašić ◽  

With advancements in technology, the use of Virtual Reality (VR) and Artificial Intelligence (AI) in the hospitality industry has become common. New technologies have changed the guests expectations and their journey. Therefore, the purpose of this paper is to provide a comprehensive conceptualization of the personalized guest experience journey in leisure hotel i.e. the way front-line employees creates personalized and pro-active guest experience that the intelligent use of data and technology support. The paper provides systematic literature review of VR and AI as support tool for front-line employees while creating personalized guest experience during each of the five stages of the guest cycle: pre-arrival, arrival, stay, departure, post-stay. This paper is theoretical, so empirical studies are necessary to validate or reject the proposed concept.


2013 ◽  
Vol 9 (3) ◽  
Author(s):  
Mariana Salgado

On the basis of case studies in Finland, this paper describes and analyzes how the museum community has designed, integrated and implemented ICT in its organizations. The museum community has participated in the development of a conceptual framework for ICT services as well as the resources required to put them to use. Due to the similarity between this sort of work and the tasks performed at living labs, I believe that museums could benefit from dialoguing with living labs about their methods, networks and new technologies, indeed their entire ecosystems. Living labs include the public, private and civil sectors as key actors as they generate and test new products and services. They are spaces of innovation that engage these actors at the different phases of development. But most importantly, the use of living labs’ user-centered design methods is becoming much more widespread. Museums create and use products and services to further their mission of conserving, researching and communicating our common cultural heritage. This paper addresses how museums can make use of and benefit from living labs in their attempts to open their institutions to new audiences and enhance audience participation. This paper also discusses how communities can actively participate in the creation of museum programs and activities. The existing literature (Eriksson, Niitamo, Kulkki & Hribernik, 2006, Eskola, 2011) describes the work carried out at living labs and contrasts it with work done in museums in Helsinki where interactive pieces have been produced and implemented through a co-design process involving external collaborators, audience and museum staff. My hypothesis is that if cultural institutions like museums, exhibition halls, libraries and cultural centers acted like living labs, or took part in their activities, they could begin a dialogue with other strategic partners, including an array of research units, and the civil and private sectors. Rather than fostering innovation in their own spaces and based on their audiences’ needs, museums currently use technological solutions designed for other contexts, adapting theme to fit their needs. By changing the way that museums refer to themselves and their partnerships, it might be possible not only to shed light on possible collaboration strategies but also to review the role of museums in society and the future. Though the term “living lab” might be a fad, in the context of this publication it may help facilitate participation in and collaboration with the museum community. This paper also contrasts museums and living labs to highlight their common interest and possible points of convergence. As a result of my research, I believe that museums need to renovate in order to better incorporate ICTs with a user-centered design approach into their communities. User-centered design (UCD) is an approach and a process that heeds the needs, desires, and limitations of a product’s or service's end users at each stage of the design process. UCD has been widely applied due to its ability to help people appropriate and incorporate new technologies. UCD is a design philosophy and a process.


2021 ◽  
Vol 27 (4) ◽  
Author(s):  
Francisco Lara

AbstractCan Artificial Intelligence (AI) be more effective than human instruction for the moral enhancement of people? The author argues that it only would be if the use of this technology were aimed at increasing the individual's capacity to reflectively decide for themselves, rather than at directly influencing behaviour. To support this, it is shown how a disregard for personal autonomy, in particular, invalidates the main proposals for applying new technologies, both biomedical and AI-based, to moral enhancement. As an alternative to these proposals, this article proposes a virtual assistant that, through dialogue, neutrality and virtual reality technologies, can teach users to make better moral decisions on their own. The author concludes that, as long as certain precautions are taken in its design, such an assistant could do this better than a human instructor adopting the same educational methodology.


2021 ◽  
pp. 016224392199910
Author(s):  
Nina Frahm ◽  
Tess Doezema ◽  
Sebastian Pfotenhauer

Long presented as a universal policy-recipe for social prosperity and economic growth, the promise of innovation seems to be increasingly in question, giving way to a new vision of progress in which society is advanced as a central enabler of technoeconomic development. Frameworks such as “Responsible” or “Mission-oriented” Innovation, for example, have become commonplace parlance and practice in the governance of the innovation–society nexus. In this paper, we study the dynamics by which this “social fix” to technoscience has gained legitimacy in institutions of global governance by investigating recent projects at two international organizations, the Organization for Economic Cooperation and Development and the European Commission, to mainstream “Responsible Innovation” frameworks and instruments across countries. Our analysis shows how the turn to societal participation in both organizations relies on a new deficit logic—a democratic deficit of innovation—that frames a lack of societal engagement in innovation governance as a major barrier to the uptake and dissemination of new technologies. These deficit politics enable global governance institutions to present “Responsible Innovation” frameworks as the solution and to claim authority over the coproduction of particular forms of democracy and innovation as intertwined pillars of a market-liberal international order.


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