Comparing Creativity, User-experience and Communicability Linked to Digital Tools during the Fuzzy Phases of Innovation

Author(s):  
Mille Charles ◽  
Christmann Olivier ◽  
Fleury Sylvain ◽  
Richir Simon
2021 ◽  
Author(s):  
Angela Reyes ◽  
Benjamin Roseth ◽  
Diego A. Vera-Cossio

Sending SMS reminders increased the probability of on-time renewals of IDs by 12 percentage points, while also allowing citizens to renew their IDs online only increased renewals by 8 percentage points. Providing an online option (instead of in-person renewals) was less effective due to a poor user experience with the online procedure. The poorest individuals who received reminders were also more likely to receive transfers from an emergency in-kind transfer delivered through digital vouchers.


2019 ◽  
Vol 18 (01) ◽  
pp. E ◽  
Author(s):  
Artemis Skarlatidou ◽  
Marisa Ponti ◽  
James Sprinks ◽  
Christian Nold ◽  
Muki Haklay ◽  
...  

The growing interest in citizen science has resulted in a new range of digital tools that facilitate the interaction and communications between citizens and scientists. Considering the ever increasing number of applications that currently exist, it is surprising how little we know about how volunteers interact with these technologies, what they expect from them, and why these technologies succeed or fail. Aiming to address this gap, JCOM organized this special issue on the role of User Experience (UX) of digital technologies in citizen science which is the first to focus on the qualities and impacts of interface and user design within citizen science. Seven papers are included that highlight three key aspects of user-focused research and methodological approaches. In the first category, "design standards", the authors explore the applicability of existing standards, build and evaluate a set of guidelines to improve interactions with citizen science applications. In the second, "design methods", methodological approaches for getting user feedback, analysing user behaviour and exploring different interface designs modes are explored. Finally, "user experience in the physical and digital world" explores crossovers with other fields to improve our understanding of user experiences and demonstrate how design choices not only influence digital interactions but also shape interactions with the wider world.


2011 ◽  
Author(s):  
Christina Harrington ◽  
Sharon Joines
Keyword(s):  

2017 ◽  
Vol 11 (1) ◽  
pp. 39-54 ◽  
Author(s):  
Jeremy M. Mikecz

Ethnohistorians and other scholars have long noted how European colonial texts often concealed the presence and participation of indigenous peoples in New World conquests. This scholarship has examined how European sources (both texts and maps) have denied indigenous history, omitted indigenous presence, elided indigenous agency, and ignored indigenous spaces all while exaggerating their own power and importance. These works provide examples of colonial authors performing these erasures, often as a means to dispossess. What they lack, however, is a systematic means of identifying, locating, and measuring these silences in space and time. This article proposes a spatial history methodology which can make visible, as well as measurable and quantifiable the ways in which indigenous people and spaces have been erased by colonial narratives. It presents two methods for doing this. First, narrative analysis and geovisualization are used to deconstruct the imperial histories found in colonial European sources. Second it combines text with maps to tell a new (spatial) narrative of conquest. This new narrative reconstructs indigenous activity through a variety of digital maps, including ‘mood maps’, indigenous activity maps, and maps of indigenous aid. The resulting spatial narrative shows the Spanish conquest of Peru was never inevitable and was dependent on the constant aid of immense numbers of indigenous people.


Author(s):  
Maria Enescu ◽  
Marian Enescu

Customer experience maturity of any organization is important for its business results. This paper describes two kinds of maturity models, one based on competency evaluation of the employees on customer’s best applied practices, and the second on maturity of using digital tools to increase the customer good experience when working with the company. These approaches are useful when discuss the performance of enterprises providing products or services in the age of customer. The included case studies show the applicability of the procedures and open a way to be extended for proficiency testing workshops (for similar business) or in ranking the enterprises from the viewpoint of customer experience maturity.


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