A Prototypical Participatory Design-Process

Author(s):  
Matthias Teine

Our economies and societies are changing, with significant effects on each individual, as they have to cope with increasingly complex and unpredictable working lives. Therefore, innovative digital learning applications that respond to their end user's needs and desires become inevitable. Whilst relying on user-centered design structures, the participatory design methodology provides a promising approach towards the creation of such a new generation of digital learning applications. After thoroughly outlining the research undertaking's rationale and following to a theoretical discussion, the author gives insights into the results of problem-centered interviews with digital learning and user experience experts that build the basis for the creation for a prototypical participatory design process. These findings primarily confirm the recent literature and provide, complemented by the created process, a sound basis for further theory-oriented, scientific discussions but application in practice as well.

2018 ◽  
Vol 31 (1) ◽  
pp. 20-27
Author(s):  
Tara Sims

Purpose There are many frameworks and methods for involving children in design research. Human-Computer Interaction provides rich methods for involving children when designing technologies. The paper aims to discuss these issues. Design/methodology/approach This paper examines various approaches to involving children in design, considering whether users view children as study objects or active participants. Findings The BRIDGE method is a sociocultural approach to product design that views children as active participants, enabling them to contribute to the design process as competent and resourceful partners. An example is provided, in which BRIDGE was successfully applied to developing upper limb prostheses with children. Originality/value Approaching design in this way can provide children with opportunities to develop social, academic and design skills and to develop autonomy.


Author(s):  
Bruno Giesteira ◽  
Joana Silva ◽  
Teresa Sarmento ◽  
Paulo Abreu ◽  
Maria Teresa Restivo

Developed within the scope of a SciTech research project, this chapter records in a procedural way the design centred on senior users for a set of three serious games for the eHealth field, designated by the authors as “Carnival.” The chapter, having as its leitmotif the project aforementioned, looking at its motivation, breaks down the systems augmented feedback interfaces—BodyGrip and SHaRe—to evaluate, rehabilitate, and monitor dexterity and manual strength. Topics related to empathy and well-being in the user experience design process, namely guidelines for empathy in different project phases, participatory design, inclusiveness, and amusement are identified. Withal listed the development phases of three games dynamics inherent to the “Carnival” set —“High Striker,” “Claw Machine,” “HotDog Sauce”—punctuating with the discussion and contributions to the e-health area describing its potential for Evaluate, rehabilitate, and monitor dexterity and manual strength.


Author(s):  
Panayiotis Zaphiris ◽  
Andrew Laghos ◽  
Giorgos Zacharia

This article presents an empirical study of an online learning community that collaborates with the course design team under the Participatory Design methodology. The different phases of this methodology were implemented using a four-stage participatory design process (Zaphiris & Zacharia, 2001): 1) building bridges with the intended users, 2) mapping user needs and suggestions to the system, 3) developing a prototype, and 4) integrating feedback and continuing the iteration. We took advantage of the online and distributed nature of the student community to asynchronously design, implement, and study the course. We carried out the participatory design methodology by following the Distributed Constructionism pedagogical theory. During the different phases of the design process, we measured the student participation and the changes in their behavior when new design elements were introduced. We conclude that the most important element of this course was our discussion board, which helped us to promote student collaboration and the identification of the key community users who can participate productively in Participation Design activities. There are three main sections to this article. After defining the key terminology, our Participatory Design approach is presented and its linkage to the Distributed Constructionism pedagogical theory specified. The article ends with ideas for future research and a set of conclusions.


Author(s):  
Panayiotis Zaphiris ◽  
Andrew Laghos ◽  
Giorgos Zacharia

This article presents an empirical study of an online learning community that collaborates with the course design team under the Participatory Design methodology. The different phases of this methodology were implemented using a four-stage participatory design process (Zaphiris & Zacharia, 2001).


2020 ◽  
Vol 12 (15) ◽  
pp. 6228
Author(s):  
Erik Aranburu ◽  
Ganix Lasa ◽  
Jon Kepa Gerrikagoitia ◽  
Maitane Mazmela

In the absence of user experience evaluation tools for industrial human–machine interfaces (HMI), a specific tool called eXperience Capturer (XC) has been created. It is a multi-method user-centred tool that evaluates the pragmatic and experiential aspects of employees’ interaction with industrial HMIs during the three phases of experience. In this article, a case study is shown where the XC tool is used in an industrial HMI design process. The results show that evaluation using the XC tool facilitates the creation of a new design that improves the experience of employees during interaction, increasing their autonomy, competence, closeness to the system, safety and stimulation.


2015 ◽  
Vol 8 (1) ◽  
Author(s):  
Thomas Photiadis ◽  
Nicos Souleles

This paper introduces a theoretical model that combines three theoretical factors which – it is argued - significantly contribute to the operation of designing 3D avatars. These factors are aesthetics, user-experience and psychology. The aim of the report is to put forward new ideas on what informs the design operation of 3D avatars. An additional reason for the creation of this theoretical model is to simplify the procedure of 3D avatars design, while at the same time comprehending the influence of aesthetics, user-experience and psychology. The paper provides an overview of existing research on aesthetics, user experience and psychology and how these can inform 3D avatars design procedure. As with all theoretical models, this one too needs further testing; a set of future research questions are posed.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Shamal Faily ◽  
Claudia Iacob ◽  
Raian Ali ◽  
Duncan Ki-Aries

Purpose This paper aims to present a tool-supported approach for visualising personas as social goal models, which can subsequently be used to identify security tensions. Design/methodology/approach The authors devised an approach to partially automate the construction of social goal models from personas. The authors provide two examples of how this approach can identify previously hidden implicit vulnerabilities and validate ethical hazards faced by penetration testers and their safeguards. Findings Visualising personas as goal models makes it easier for stakeholders to see implications of their goals being satisfied or denied and designers to incorporate the creation and analysis of such models into the broader requirements engineering (RE) tool-chain. Originality/value The approach can be used with minimal changes to existing user experience and goal modelling approaches and security RE tools.


2021 ◽  
Vol 113 (9-10) ◽  
pp. 2951-2968
Author(s):  
Mark Goudswaard ◽  
Ben Hicks ◽  
Aydin Nassehi

AbstractIn order to manufacture functional parts using filament deposition modelling (FDM), an understanding of the machine’s capabilities is necessary. Eliciting this understanding poses a significant challenge due to a lack of knowledge relating manufacturing process parameters to mechanical properties of the manufactured part. Prior work has proposed that this could be overcome through the creation of capability profiles for FDM machines. However, such an approach has yet to be implemented and incorporated into the overall design process. Correspondingly, the aim of this paper is two-fold and includes the creation of a comprehensive capability profile for FDM and the implementation of the profile and evaluation of its utility within a generative design methodology. To provide the foundations for the capability profile, this paper first reports an experimental testing programme to characterise the influence of five manufacturing parameters on a part’s ultimate tensile strength (UTS) and tensile modulus (E). This characterisation is used to train an artificial neural network (ANN). This ANN forms the basis of a capability profile that is shown to be able to represent the mechanical properties with RMSEP of 1.95 MPa for UTS and 0.82 GPa for E. To validate the capability profile, it is incorporated into a generative design methodology enabling its application to the design and manufacture of functional parts. The resulting methodology is used to create two load bearing components where it is shown to be able to generate parts with satisfactory performance in only a couple of iterations. The novelty of the reported work lies in demonstrating the practical application of capability profiles in the FDM design process and how, when combined with generative approaches, they can make effective design decisions in place of the user.


Author(s):  
George N. Triantafyllakos ◽  
George E. Palaigeorgiou ◽  
Ioannis A. Tsoukalas

In years past, many methodological approaches, methods and techniques have been implemented based on the belief that users can and should be involved in the design process of technology products that affect them. Inspired by the findings of research involving users and particularly students at diverse levels and phases of the design process of technology products, we have developed the We!Design methodology, a student-centered participatory design methodology that assigns students a primary role in the design process. We present the various phases of the We!Design methodology, examine the results of its application in four different design projects (a web-based e-assessment application for tertiary education, a course website, an e-Portfolio application, and a Tablet-PC-based e-assessment application for secondary education) and elaborate upon our overall experiences with the methodology during the past 3 years. Participant evaluations indicated that the We!Design methodology was an adequate means for successful elicitation of students’ needs and their application in educational software design.


Author(s):  
G.Y.A. Shanya I. Perera ◽  
W.M.N. Dilshani Ranasinghe

Therapy plays an important role in rehabilitation of children suffering from physical disabilities. Disability conditions like Hemiplegic Cerebral Palsy require vigorous therapy measures, which could be unappealing to children. Using therapy assistive products for rehabilitation can make therapy activities engaging and appealing to children and yield effective outcomes. However, there is limited availability of context based therapy assistive products, which are engaging, and appealing to children suffering from Hemiplegic Cerebral Palsy. This study explores how design methodology can be used to develop therapy assistive products for rehabilitation of children with disability. The study is based on developing a set of therapy assistive products to improve the hand-skills of children with Hemiplegic Cerebral Palsy. Developing therapy assistive products require comprehensive understanding of therapeutic aspects, design aspects and careful integration of the two disciplines. Hence, practicing multidisciplinary and participatory design approaches in the design process is imperative. Usability of therapy assistive products are highly impactive in nature, and therefore an iterative process of prototyping, testing, receiving constructive feedback and developing the products based on feedback should be adopted to achieve feasible and  functional outcomes.


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