The Use of Focus Groups for User Requirements Analysis

Focus Groups ◽  
2010 ◽  
pp. 73-96 ◽  
Author(s):  
Martin Maguire
2017 ◽  
Author(s):  
Jasmien Vervaeke ◽  
Jan Van Looy ◽  
Kristof Hoorelbeke ◽  
Chris Baeken ◽  
Ernst HW Koster

Author(s):  
John L. Campbell ◽  
Cher Carney ◽  
Barry H. Kantowitz

Past research has established that human factors guidelines following traditional formats for presenting information are not useful and are often ignored by designers. Within the human factors community, there is considerable uncertainty and concern regarding the nature and utility of human factors handbooks and guidelines materials. Indeed, many existing human factors reference materials have been criticized by designers for being “too wordy”, “too general,” and “too hard to understand.” The development of clear, relevant, and useful human factors guidelines requires a judicious mix of science and art to overcome such criticisms. This paper describes an on going effort to develop clear, relevant, and easy-to-use guidelines for the design of Advanced Traveler Information Systems (ATIS) and Commercial Vehicle Operations (CVO). It focuses on the methods and results of a user requirements analysis conducted to identify the appropriate content, organization, and format of the ATIS/CVO guidelines.


Author(s):  
Joel B. Richman ◽  
Chris Cluett ◽  
Susan M. Bregman ◽  
Alvah C. Bittner

2005 ◽  
Vol 19 (8) ◽  
pp. 819-838 ◽  
Author(s):  
Frauke Driewer ◽  
Herbert Baier ◽  
Klaus Schilling

2018 ◽  
Author(s):  
Matthew Jones ◽  
Alena Denisova ◽  
Stephen Mitchell ◽  
Tom Owen

BACKGROUND Trauma-focused cognitive behavioral therapy (TF-CBT) is a first-line treatment for posttraumatic stress disorder (PTSD). Despite a solid evidence base, TF-CBT response and attrition rates vary considerably. Plasticity-focused interventions, including the use of serious games, have the potential to improve TF-CBT response and treatment retention. OBJECTIVE The aim of this study was to assess the acceptability of a mobile phone–delivered plasticity-focused serious game to improve response to TF-CBT for PTSD, and carry out a user requirements analysis should the development of a prototype be warranted. METHODS We conducted 2 one-to-one interviews (n=2), one focus group involving service users who had received a diagnosis of PTSD (n=3) and one focus group involving psychological trauma service clinicians (n=4). RESULTS We found that the concept of a plasticity-focused mobile phone intervention for PTSD is acceptable to patients and clinicians. Service users and clinicians both believed that the usage should be guided by a therapist, and both contributed useful inputs regarding the audiovisual aspects of the proposed serious game. It was accepted that the game would not be suitable for all patients and that clinicians would need to appropriately prescribe the usage of the game. CONCLUSIONS The findings highlight the acceptability of the proposed serious game and clarify the user requirements for such an intervention. It is the intention of the authors to carry out a user experience evaluation using a prototype serious game in a clinical population.


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