scholarly journals „It’s ComforTable“: Ansätze zur Erforschung von Interaktionen an Tabletop- Displays im Ausstellungsraum

2017 ◽  
Vol 35 ◽  
pp. 137-154
Author(s):  
Ingmar Rothe

The persuasive dimension of design can be revealedby a detailed view on objects in spaceThis paper discusses the concepts of interactional architecture and interactional space as a base for analyzing interaction on multi-touch tabletops. It aims at showing how to develop questions for a future analysis of interactive actions through the analysis of the architecture of space. Therefore, the present paper contains a report of a data-session, in which the architecture of the tabletop was investigated. It will be shown that the tabletop’s design suggests various ways of use. Only the combination of an analysis of architecture and of interaction in a real environment may eventually lead to a better understanding of multi-user interaction. Such an in-the-wild study can result in ideas on the user-centered design of interfaces.

2020 ◽  
Vol 6 (2) ◽  
pp. 104-108
Author(s):  
Rizky Faramita ◽  
Dessi Puji Lestari ◽  
Ginar Santika Niwanputri

The rapid expansion of e-commerce has encouraged many platforms to serve their consumers better, including by providing state-of-the-art user interaction. Voice user interface is integrated in the e-commerce in order to allow users doing multitask while having handful activities and simplify features whose discoverability is low. The interface is designed using user-centered design approach, specifically ISO 9241-210:2010 methodology. In addition, the interface is verified by usability testing conducted in three iterations for two personas. Verification process of the design shows that high-fidelity prototype is 83.0% helpful and 70.0% effective.


2015 ◽  
Vol 809-810 ◽  
pp. 1372-1377
Author(s):  
Nikolaos Efkolidis ◽  
César Garcia-Hernadez ◽  
Panagiotis Kyratsis ◽  
José Luis Huertas-Talon

Nowadays, sustainability is the new trend in product design and treats the environmental issues in a more spherical manner. This is achieved by considering the whole lifecycle of the product in advance. When design is implemented, this approach becomes the conceptual base for developing a great deal of products and services. Many ‘design for X’ methodologies have been developed, refined, and now they are commonly used. The current paper reviews a series of available design methodologies. It classifies them based on the life cycle stage that they are implemented. The vast majority of them have a strong focus on manufacturing issues. Even when they focus on the product-use phase, they are dominated by the manufacturer’s decisions. The users’ interaction with a product may strongly influence its environmental impact, and for this reason designers should put extra effort in order to influence this behavior. Based on this demand there is a necessity for the development of novel methodologies and tools, which would be directly related to the use phase of the products. In recent years, a design methodology called User-Centered Design (UCD) is under consideration with an aim to understand the users’ needs, goals, limitations, possibilities, previous experiences and how they are affecting the user interaction with objects. The present paper proposes a new methodology named Design for Green Usability (DfGU), which is directly linked to the user requirements during the use phase of the product.


i-com ◽  
2012 ◽  
Vol 11 (3) ◽  
pp. 19-23 ◽  
Author(s):  
Hilda Tellioğlu ◽  
Lisa Ehrenstrasser ◽  
Wolfgang Spreicer

AbstractIn this paper we present how we applied and analyzed multimodality in design of tangible communication systems for elderly. First we define six categories of multimodality (aural, visual, tactile, gesture, posture, and space), which we integrate in our design processes and design artifacts. We illustrate how user interaction has been established, especially when multimodality is central to our approach. We also discuss multimodal design in context of user experiences, user-centered design, and participatory design approaches. We show the added value and change of focus through multimodality in design processes. We analyze our findings before we conclude our paper.


2018 ◽  
Vol 9 (2) ◽  
Author(s):  
Rina Candra Noor Santi

ABSTRAK Maraknya perdagangan secara online menjadi tantangan bagi pengembang desain antarmuka pengguna untuk mebuat desain yang menarik minat pengunjung untuk melakukan transaksi. Pendekatan User-Centered Design (UCD) melibatkan pengguna sejak tahap analisa, desain, testing, build/redesign. Pada penelitian ini pengembang menerapkan 8 aturan emas perancangan antarmuka pengguna sebagai panduan dalam mendesain antarmuka. Model konseptual dibuat dengan orientasi proses yang terdiri dari proses melihat dan memilih produk yang diterapkan dalam bentuk gallery. Proses pemesanan produk diterapkan pada menu Order. Hasil dari perancangan ini adalah sebuah prototipe yang memiliki ketepatan yang tinggi (high fidelity prototype), yang dibuat dengan software Coreldraw.   Kata kunci : UCD, high fidelity prototype, conceptual model, process-oriented


2016 ◽  
Vol 3 (1) ◽  
pp. 62
Author(s):  
Rhomita Sari ◽  
Ema Utami ◽  
Armadyah Amborowati

Business Placement Center membantu mengelola website alumni dalam memenuhi kebutuhan alumni salah satunya memberikan informasi mengenai lowongan pekerjaan. Website Alumni Amikom sudah memberikan informasi mengenai lowongan pekerjaan. Namun website alumni masih perlu ditambahkan fitur-fitur menu penunjang dalam mempermudah pencarian informasi pekerjaan yang sesuai keinginan pengguna. Penggunaan metode User Centered Design untuk mempermudah pengguna dalam menggunakan fasilitas yang ada pada website ketika mencari informasi lowongan pekerjaan dan pengguna berperan penting dalam setiap proses UCD. Dengan pendekatan User Centered Design diharapkan dapat menghasilkan tampilan dan fungsionalitas yang maksimal pada rancangan sistem yang dibangun sehingga sesuai dengan kebutuhan pengguna. Metode penelitian yang dilakukan yaitu observasi, wawancara dan kuesioner untuk mengetahui kebutuhan pengguna. Analisis dan perancangan menggunakan pendekatan User Centered Design dan implementasi perancangan sistem. Hasil penelitiannya adalah pengguna merasa nyaman dengan tampilan antarmuka website yang sudah dibangun, informasi yang disajikan mudah dipahami dan fitur-fitur menu sudah berhasil berjalansesuai fungsi.Business Placement Center help manage the website for the needs of alumnus one of them is to provide information on a vacancy. The alumnus website’s provides information about job vacancy. The website still need the support to facilitate the searching all the features the work in accordance with what the use. The method of user centered design to make it easy for users in the use of the existing facilities at the website while searching for information a vacancy and users play an important role in any proses UCD. User Centered Design approach is expected to produce the interface and functionality maximal built in the system so that in accordance with the need of users. Research methodology was by observation, interviews and quesionnaires to find out the need of users. Analysis and design using UCD approach and implementation of the system. The results of research is users feel comfortable with a display interface of website which have been built, the information is easily understood and menu features has been successfully run a function.


2020 ◽  
Author(s):  
Iris A.G.M. Geerts ◽  
Liselore J.A.E Snaphaan ◽  
Inge M.B. Bongers

BACKGROUND Despite the potential value of assistive technology to support people with dementia (PWD) in everyday activities, use of these technologies is still limited. To ensure that assistive technologies better address the specific needs and daily context of PWD and their informal caregivers, it is particularly important to involve them in all different phases of assistive technology development. The literature rarely describes the involvement of PWD throughout the development process of assistive technologies, which makes it difficult to further reflect on and improve active involvement of PWD. OBJECTIVE This two-part study aimed to gather insights on the user-centered design (UCD) applied in the development process of the alpha prototype of the serious game PLAYTIME by describing the methods and procedures of the UCD as well as evaluating the UCD from the perspective of all involved stakeholders. METHODS The first three phases of the user-driven Living Lab of Innovate Dementia 2.0 were applied to directly involve PWD and their informal caregivers through qualitative research methods, including focus groups and a context-field study, in the development of the alpha prototype of PLAYTIME from exploration to design to testing. After the testing phase, a total number of 18 semi-structured interviews were conducted with PWD, their informal caregivers and the project members of PLAYTIME to evaluate the applied UCD from the perspective of all involved stakeholders. The interviews addressed five of the principles for successful UCD and the appropriateness of the different methods used in the focus groups and context-field study. RESULTS Results of the interviews focused, amongst others, on the level of involvement of PWD and their informal caregivers in the development process, the input provided by PWD and their informal caregivers, the value of early prototyping, continuous iterations of design solutions and in-context testing, the role of dementia care professionals in the multidisciplinary project team, and the appropriateness of open- and closed-ended questions for obtaining input from PWD and their informal caregivers. CONCLUSIONS The description and evaluation of the UCD applied in the development process of the alpha prototype of PLAYTIME resulted in several insights on the relevance of UCD for all involved stakeholders as well as how PWD can be involved in the subsequent phases of usable and meaningful assistive technology development.


Sign in / Sign up

Export Citation Format

Share Document