Selling Ease of Use: Human Factors Partnerships with Marketing

1988 ◽  
Vol 32 (10) ◽  
pp. 598-602 ◽  
Author(s):  
Anna M. Wichansky ◽  
Charles N. Abernethy ◽  
Miriam E. Kotsonis ◽  
D.C. Antonelli ◽  
Peter P. Mitchell

As customer demand surges for products which are easy to use, human factors and marketing professionals are working together more frequently. The purpose of this panel is to discuss ways in which human factors and marketing can interact to provide and promote usability. Panelists will share their successes and failures in working with marketing by describing case studies of collaborative work. The pros and cons of joint efforts will be discussed in a moderated question and answer format with audience participation. Brad Woolsey of Parallax Marketing Research will be a discussant.

2021 ◽  
Vol 193 (S1) ◽  
Author(s):  
Claudia Bethwell ◽  
Benjamin Burkhard ◽  
Katrin Daedlow ◽  
Claudia Sattler ◽  
Moritz Reckling ◽  
...  

AbstractProvisioning ecosystem services play a vital role in sustaining human well-being. Agro-ecosystems contribute a significant share of these services, besides food and fodder and also fuel and fibre as well as regulating and cultural ecosystem services. Until now, the indication of provisioning ecosystem services of agro-ecosystems has been based almost only on yield numbers of agricultural products. Such an indication is problematic due to several reasons which include a disregard of the role of significant anthropogenic contributions to ecosystem service co-generation, external environmental effects and strong dependence on site conditions. We argue for an enhanced indication of provisioning ecosystem services that considers multiple aspects of their delivery. The conceptual base for such an indication has been made by prior publications which have been reviewed. Relevant points were taken up in this article and condensed into a conceptual model in order to develop a more holistic and expanded set of indictors, which was then exemplarily applied and tested in three case studies in Germany. The case studies represent different natural conditions, and the indicator set application showed that ecosystem services (ES) flow—in terms of output alone—does not characterise agro-ecosystems sufficiently. The proposed aspects of provisioning ecosystem services can give a fuller picture, for example, by input-output relationships, as it is possible by just using single indicators. Uncertainties as well as pros and cons of such an approach are elaborated. Finally, recommendations for an enhanced indication of provisioning ecosystem services in agro-ecosystems that can help to integrate agricultural principles with ideas of sustainability and site-specific land use are derived.


1982 ◽  
Vol 26 (2) ◽  
pp. 203-203
Author(s):  
James A. Wise

This is a panel session focused on the applications of Human Factors to real world problems in architectural design. Five representatives from various design & research professions will present recent case studies of theirs, and examine the contribution that Human Factors made to these projects. The diversity of their examples shows the usefulness and importance on integrating concerns for the human user into plans for the built environment.


1990 ◽  
Vol 34 (8) ◽  
pp. 584-588 ◽  
Author(s):  
Kenneth R. Laughery ◽  
David L. Mayer ◽  
Kent P. Vaubel
Keyword(s):  

Author(s):  
Nathan Sepich ◽  
Michael C. Dorneich ◽  
Stephen Gilbert

This research details the development of a human-agent team (HAT) analysis framework specifically aimed at video games. The framework identifies different dimensions of interest related to humans and software agents working together. Video games have a variety of user-tested interaction paradigms that may offer useful insights into HAT dynamics, but it can be difficult for researchers to know which games are relevant to their research without a systematic method of characterizing HAT relationships. The framework was developed based on previous literature and gameplay analysis. This paper offers three case studies, applying the framework to the games Madden 21, Call to Arms, and Civilization V. Possible trends related to agent intelligence, team structures, and interdependence are discussed.


Author(s):  
Yair Enrique Rivera Julio ◽  
Luis Gabriel Turizo Martínez

El presente trabajo muestra los resultados preliminares del proceso de enseñanza-aprendizaje para la generación de proyectos tecnológicos a través de la metodología de Aprendizaje Basado en Problemas (ABP), cuya importancia radica en la formación integral de los estudiantes en las áreas de programación y robótica constituida por una serie de pasos necesarios para una interacción secuencial y significativa que se originan en una simulación de software con arquitecturas open source como centro de aprendizaje didáctico, junto a una lluvia de ideas condicionadas en el aula de clase, diseñada para facilitar el uso de la electrónica en proyectos que permite diseñar prototipos de hardware basados en Arduino antes de ser armados físicamente. Al utilizar la metodología de aprendizajes ABP en la construcción de productos tecnológicos, se toman problemas planteados dentro del contexto social aplicando la enseñanza a través de temas avanzados como la robótica y la programación en sistemas, además de conjugar muchos aspectos dentro del sistema pedagógico en los proyectos tecnológicos a implementar donde se amerita el trabajo colaborativo, que es asumido dentro de sus integrantes como una conjugación de aspectos como la responsabilidad y las decisiones grupales.Palabras Clave: ABP (Aprendizaje Basado en Problemas), Arduino, prototipo, programación robótica.This work shows preliminary results of the PBL methodology in the teaching-learning process for generating Technological Projects, the importance lies in the comprehensive training of students in the areas of robotics and programming consists of a number of steps required for sequential and meaningful interaction originating from a software simulation with open source architectures as a learning resource center, next to brainstorm conditional on the classroom, designed for ease of use electronics technology projects allows us to design hardware prototypes based on Arduino before being physically armed. By using this method of learning in building technology products, problems are taken within the social context applying teaching through advanced topics such as robotics and programming systems, and combine many aspect in the pedagogical system projects implement technology where collaborative work, which is assumed within its members as a combination of aspects such as responsibility and group decisions is warranted.Keywords: PBL (Project Based Learning), Arduino, Prototype, Robotics programming.


2018 ◽  
Vol 16 (2) ◽  
pp. 224
Author(s):  
Fransiskus Peter Livianto

The release of tax e-billing version 2 by the Directorate General of Taxes certainly got the pros and cons of the users. Any change of a certain system is not necessarily accepted by its users. In this case the conventional tax payment system is a paper-based Tax Payment Slip into a more modern Electronic Tax Payment Slip. Various factors can affect a person in the use of a technology, therefore this research would like to examine the factors that might affect the desire of individual taxpayers in the Cirebon City to use the tax e-billing version 2. This study uses the theory of Davis F.D is the Technology Acceptance Model (TAM) this theory is very popular in research about the user perception of technology acceptance. In this study used two independent variables, first is perceived usefulness and the second is perceived ease of use and the dependent variable is behavioral intention to use.The study was conducted by spreading 500 questionnaires to Taxpayer in Cirebon City, and obtained valid questionnaires as many as 435 pieces. The questionnaire obtained will then be tested by means of regression test. In this study perceived usefulness and perceived ease of use significantly affect the desire of individual taxpayers to use the tax e-billing version 2. Abstrak Berbagai faktor dapat mempengaruhi seseorang dalam penggunaan sebuah teknologi, maka dari itu penelitian ini ingin menguji faktor-faktor yang mungkin saja mempengaruhi keinginan Wajib Pajak Orang Pribadi di lingkup Kota Cirebon untuk menggunakan e-billing pajak versi 2. Penelitian ini menggunakan teori dari Davis F.D yaitu Technology Acceptance Model (TAM) yang sangat populer dalam penelitian tentang persepsi pengguna terhadap penerimaan teknologi. Dalam penelitian ini digunakan 2 variabel independen, yaitu perceived usefulness (persepsi kebermanfaatan) dan perceived ease of use (persepsi kemudahan dalam penggunaan) serta variabel dependennya behavioral intention to use (keinginan untuk menggunakan).Penelitian dilakukan dengan menyebar 500 buah kuesioner kepada Wajib Pajak Orang Pribadi yang terdaftar di Kota Cirebon, dan didapatkan kuesioner yang sah sebanyak 435 buah. Kuesioner yang diperoleh selanjutnya akan diuji dengan alat uji regresi. Dalam penelitian ini perceived usefulness dan perceived ease of use secara signifikan mempengaruhi keinginan Wajib Pajak Orang Pribadi untuk menggunakan e-billing pajak versi 2.


2017 ◽  
pp. 261-289
Author(s):  
Sabine Koch ◽  
Maria Hägglund ◽  
Isabella Scandurra

The central role of eHealth to enable the successful implementation of integrated care is commonly acknowledged today. This is easier said than done. To provide correct, understandable, and timely information at the point of need and to facilitate communication and decision support for a network of actors with different prerequisites and needs are some of the big challenges of integrated care. This book chapter focuses on the specific challenges related to informatics and socio-technical issues when designing solutions for integrated eCare. Methods for requirements elicitation, evaluation, and system development using user-centred design in collaborative environments involving a variety of stakeholders are presented. Case studies in homecare of older patients, in the care of stroke patients, and regarding citizen eHealth services in general illustrate the application of these methods. Possible solutions and pitfalls are discussed based on the experiences drawn from the case studies. To address the main informatics and socio-technical challenges in integrated eCare, namely informatics-supported collaborative work and to provide coordinated continuity for the patient, top-down activities such as health informatics standardisation, and bottom-up activities resulting in the definition of concrete patient journey descriptions, interaction points, information needs (that can be transformed into standardised data sets), as well as visualisation and interaction patterns need to go hand in hand.


2009 ◽  
pp. 1396-1407
Author(s):  
Matt Jones ◽  
Gary Marsden ◽  
Dominic Gruijters

This chapter investigates how to create ad hoc audience response systems using nonspecialist devices. The chapter revolves around two case studies: one involving the use of mobile phones, and the other based on PDAs. Both case studies are carried out in tertiary education institutions, showing how these devices can be used to facilitate audience participation using devices that students might, themselves, bring to lectures. Both are evaluated from the perspective of the student and the educator, using a mixture of observational and interview-based techniques.


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