participatory design
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2022 ◽  
Vol 11 (1) ◽  
pp. 1-39
Author(s):  
Minja Axelsson ◽  
Raquel Oliveira ◽  
Mattia Racca ◽  
Ville Kyrki

Design teams of social robots are often multidisciplinary, due to the broad knowledge from different scientific domains needed to develop such complex technology. However, tools to facilitate multidisciplinary collaboration are scarce. We introduce a framework for the participatory design of social robots and corresponding canvas tool for participatory design. The canvases can be applied in different parts of the design process to facilitate collaboration between experts of different fields, as well as to incorporate prospective users of the robot into the design process. We investigate the usability of the proposed canvases with two social robot design case studies: a robot that played games online with teenage users and a librarian robot that guided users at a public library. We observe through participants’ feedback that the canvases have the advantages of (1) providing structure, clarity, and a clear process to the design; (2) encouraging designers and users to share their viewpoints to progress toward a shared one; and (3) providing an educational and enjoyable design experience for the teams.


2022 ◽  
Vol 5 (1) ◽  
pp. 101
Author(s):  
Penelope Theologi-Gouti ◽  
Ioannis Iliopoulos ◽  
Maria Kokkaliari

This paper describes a study case of the Science and Technology Museum “Pedagogical Competence Programme” for students of the Department of Geology. It highlights an experimental approach of the museum for designing museum educational programmes with students. The museum succeeded from one side to develop a new program to offer to schools using participatory design and from the other to offer university students pedagogical experience through innovative, non-formal educational programmes, new ways to approach school students at all levels, cultivate their special skills, and enhance their knowledge, in order to familiarise them with the popularisation of science.


2022 ◽  
Vol 6 (GROUP) ◽  
pp. 1-25
Author(s):  
Katerina Cerna ◽  
Claudia Müller ◽  
Dave Randall ◽  
Martin Hunker

An extensive literature on participatory design with older adults has, thus far, little to say about the support older adults need when involved in online activities. Our research suggests that to empower older adults in participatory design, scaffolding work has to be done. Scaffolding interactions - creating temporary instructional support to help the learning of participants - is a common approach in participatory design. Yet, when applied in online participatory design with older adults, the traditional understanding of the concept does not match the way older adults' learn. Hence, we argue for a new understanding of this term, which we call situated scaffolding. We illustrate our argument with a case where older adults collaborate online as part of a participatory design project. We unpack the different dimensions of situated scaffolding and discuss how this novel understanding can be used to further inform sustainable participatory design for and with older adults.


2022 ◽  
Vol 6 (GROUP) ◽  
pp. 1-25
Author(s):  
Jesse Josua Benjamin ◽  
Christoph Kinkeldey ◽  
Claudia Müller-Birn ◽  
Tim Korjakow ◽  
Eva-Maria Herbst

During a research project in which we developed a machine learning (ML) driven visualization system for non-ML experts, we reflected on interpretability research in ML, computer-supported collaborative work and human-computer interaction. We found that while there are manifold technical approaches, these often focus on ML experts and are evaluated in decontextualized empirical studies. We hypothesized that participatory design research may support the understanding of stakeholders' situated sense-making in our project, yet, found guidance regarding ML interpretability inexhaustive. Building on philosophy of technology, we formulated explanation strategies as an empirical-analytical lens explicating how technical explanations mediate the contextual preferences concerning people's interpretations. In this paper, we contribute a report of our proof-of-concept use of explanation strategies to analyze a co-design workshop with non-ML experts, methodological implications for participatory design research, design implications for explanations for non-ML experts and suggest further investigation of technological mediation theories in the ML interpretability space.


2022 ◽  
Vol 22 (1) ◽  
Author(s):  
Josephine Rose Orejana Tan ◽  
Petra Boersma ◽  
Teake P. Ettema ◽  
Laurence Aëgerter ◽  
Robbert Gobbens ◽  
...  

Abstract Background To address the lack of social interaction and meaningful activities for persons with dementia (PWD) in nursing homes an artistic Photo-Activity was designed. The present study aims to develop a digital version of the Photo-Activity and to investigate its implementation and impact on nursing home residents with advanced dementia, and their (in)formal carers. Methods First, within a user-participatory design, a digital-app version of the Photo-Activity will be developed and pilot-tested, in co-creation with (in)formal carers and PWD. Next, the feasibility and effectiveness of the Photo-Activity versus a control activity will be explored in a randomized controlled trial with nursing home residents (N=90), and their (in)formal carers. Residents will be offered the Photo-Activity or the control activity by (in)formal carers during one month. Measurements will be conducted by independent assessors at baseline (T0), after one month (T1) and at follow up, two weeks after T1 (T2). Qualitative and quantitative methods will be used to investigate the effects of the intervention on mood, social interaction and quality of life of the PWD, sense of competence of informal carers, empathy and personal attitude of the formal carers, and quality of the relationship between the PWD, and their (in)formal carers. In addition, a process evaluation will be carried out by means of semi-structured interviews with the participating residents and (in)formal carers. Finally, an implementation package based on the process evaluation will be developed, allowing the scaling up of the intervention to other care institutions. Discussion Results of the trial will be available for dissemination by Spring 2023. The digital Photo-Activity is expected to promote meaningful connections between the resident with dementia, and their (in)formal carers through the facilitation of person-centered conversations. Trial registration Netherlands Trial Register: NL9219; registered (21 January 2021); NTR (trialregister.nl)


2022 ◽  
Author(s):  
Kashif Ahmad ◽  
Firoj Alam ◽  
Juniad Qadir ◽  
Basheer Qolomany ◽  
Imran Khan ◽  
...  

BACKGROUND Contact tracing has been globally adopted in the fight to control the infection rate of COVID-19. Thanks to digital technologies, such as smartphones and wearable devices, contacts of COVID-19 patients can be easily traced and informed about their potential exposure to the virus. To this aim, several mobile applications have been developed. However, there are ever-growing concerns over the working mechanism and performance of these applications. The literature already provides some interesting exploratory studies on the community’s response to the applications by analyzing information from different sources, such as news and users’ reviews of the applications. However, to the best of our knowledge, there is no existing solution that automatically analyzes users’ reviews and extracts the evoked sentiments. We believe such solutions combined with a user-friendly interface can be used as a rapid surveillance tool to monitor how effective an application is and to make immediate changes without going through an intense participatory design method which, although in normal circumstances is optimal, but not optimal in emergency situations where a mobile device needs to be deployed immediately with little to no user input from the beginning for the greater public good. OBJECTIVE In this paper, we aim to analyze the efficacy of AI models and Natural Language Processing (NLP) techniques in automatically extracting and classifying the polarity of users’ sentiments by proposing a sentiment analysis framework to automatically analyze users’ reviews on COVID-19 contact tracing mobile applications. We also aim to provide a large-scale annotated benchmark dataset to facilitate future research in the domain. As a proof of concepts, we also develop a potential web application, based on the proposed solutions, with a user-friendly interface to automatically analyze and classify users’ reviews on the COVID-19 contact tracing applications. The proposed framework combined with the interface which is expected to help the community in quickly analyzing users’ perception about such mobile applications and can be used as a rapid surveillance tool to monitor effectiveness of mobile applications and to make immediate changes without going through an intense participatory design method in emergency situations. METHODS We propose a pipeline starting from manual annotation via a crowd-sourcing study and concluding on the development and training of AI models for automatic sentiment analysis of users’ reviews. In detail, we collected and annotated a large- scale dataset of Android and iOS mobile applications users’ reviews for COVID-19 contact tracing. After manually analyzing and annotating users’ reviews, we employed both classical (i.e., Naïve Bayes, SVM, Random Forest) and deep learning (i.e., fastText, and different transformers) methods for classification experiments. This resulted in eight different classification models. RESULTS We employed eight different methods on three different tasks achieving up to an average F1-Scores 94.8% indicating the feasibility and applicability of automatic sentiment analysis of users’ reviews on the COVID-19 contact tracing applications. Moreover, the crowd-sourcing activity resulted in a large-scale benchmark dataset composed of 34,534 reviews manually annotated from the contract tracing applications of 46 distinct countries. The resulted dataset is also made publicly available for research usage. CONCLUSIONS The existing literature mostly relies on the manual/exploratory analysis of users’ reviews on the application, which is a tedious and time-consuming process. Moreover, in the existing studies, generally, data from fewer applications are analyzed. In this work, we showed that AI and NLP techniques provide good results in analyzing and classifying users’ sentiments’ polarity, and that the automatic sentiment analysis can help in analyzing users’ responses to the application more quickly with a significant accuracy. Moreover, we also provided a large-scale benchmark dataset composed of 34,534 reviews from 47 different applications. We believe the presented analysis, dataset, and the proposed solutions combined with a user-friendly interface can be used as a rapid surveillance tool to analyze and monitor mobile applications deployed in emergency situations leading to rapid changes in the applications without going through an intense participatory design method.


Children ◽  
2022 ◽  
Vol 9 (1) ◽  
pp. 82
Author(s):  
Sven Kernebeck ◽  
Chantal Jux ◽  
Theresa Sophie Busse ◽  
Dorothee Meyer ◽  
Larissa Alice Dreier ◽  
...  

Background: Electronic medical records (EMRs) play a key role in improving documentation and quality of care in paediatric palliative care (PPC). Inadequate EMR design can cause incorrect prescription and administration of medications. Due to the fact of complex diseases and the resulting high level of medical complexity, patients in PPC are vulnerable to medication errors. Consequently, involving users in the development process is important. Therefore, the aim of this study was to evaluate the acceptance of a medication module from the perspective of potential users in PPC and to involve them in the development process. Methods: A qualitative observational study was conducted with 10 nurses and four physicians using a concurrent think-aloud protocol and semi-structured qualitative interviews. A qualitative content analysis was applied based on a unified theory of acceptance and use of technology. Results: Requirements from the user’s perspective could be identified as possible influences on acceptance and actual use. Requirements were grouped into the categories “performance expectancies” and “effort expectancies”. Conclusions: The results serve as a basis for further development. Attention should be given to the reduction of display fragmentation, as it decreases cognitive load. Further approaches to evaluation should be taken.


2022 ◽  
Vol 3 ◽  
Author(s):  
James Douglas Sinnatwah ◽  
Hajah Kenneh ◽  
Alvan A. Coker ◽  
Wahdae-Mai Harmon-Gray ◽  
Joelyn Zankah ◽  
...  

Innovative game-based training methods that leverage the ubiquity of cellphones and familiarity with phone-based interfaces have the potential to transform the training of public health practitioners in low-income countries such as Liberia. This article describes the design, development, and testing of a prototype of the Figure It Out mobile game. The prototype game uses a disease outbreak scenario to promote evidence-based decision-making in determining the causative agent and prescribing intervention measures to minimize epidemiological and logistical burdens in resource-limited settings. An initial prototype of the game developed by the US team was playtested and evaluated by focus groups with 20 University of Liberia Masters of Public Health (UL MPH) students. Results demonstrate that the learning objectives—improving search skills for identifying scientific evidence and considering evidence before decision-making during a public health emergency—were considered relevant and important in a setting that has repeatedly and recently experienced severe threats to public health. However, some of the game mechanics that were thought to enhance engagement such as trial-and-error and choose-your-own-path gameplay, were perceived by the target audience as distracting or too time-consuming, particularly in the context of a realistic emergency scenario. Gameplay metrics that mimicked real-world situations around lives lost, money spent, and time constraints during public health outbreaks were identified as relatable and necessary considerations. Our findings reflect cultural differences between the game development team and end users that have emphasized the need for end users to have an integral part of the design team; this formative evaluation has critically informed next steps in the iterative development process. Our multidisciplinary, cross-cultural and cross-national design team will be guided by Liberia-based public health students and faculty, as well as community members who represent our end user population in terms of experience and needs. These stakeholders will make key decisions regarding game objectives and mechanics, to be vetted and implemented by game design experts, epidemiologists, and software developers.


2022 ◽  
Author(s):  
Fiona Yasmine ◽  
Arianti Ayu Puspita ◽  
Andar Bagus Sriwarno

2022 ◽  
pp. 570-583
Author(s):  
Adheesh Budree ◽  
Harsha Kathard

This research is concerned with analysing the value of using participatory design, and in particular the design thinking methodology, as a basis for the participative development of interfacing technology for use by individuals with neuro-developmental disorders, with a particular focus on developing economies with restrictions in budget and know-how. It becomes crucial as our knowledge expands to ensure that tools developed to assist individuals with neurological disorders to live a full and independent life are designed in conjunction with the users concerned. Inclusive design, however, is not limited to the technology itself, but rather taking into account the individual as well as the wider community in the design. Design needs to also be based in social accessibility to counter stigmas and ableism views. This study found that design thinking has proven to be an effective framework for involving individuals with neuro-developmental disorders to come up with solutions that address their needs and should be used in future implementations in order to assess the results.


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