user research
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2022 ◽  
pp. 243-263
Author(s):  
Rotem Israel Fishelson

In recent years, the use of smartphones by people with intellectual disabilities (ID) has increased, leading to the development of applications designed to ease and improve their lives and independence, and help them integrate into society. Designing applications tailored to the needs of these users is complex, particularly in terms of accessibility and usability. This chapter presents a case study of the design and development process of a dedicated application aimed at helping people with mild ID in handling cash transactions. The chapter explores the design principles of mobile interfaces for people with ID. It introduces the use of the design thinking methodology, which focuses on user-centered design and helps gain an in-depth knowledge of the end users and their needs. Based on the performed user research, recommendations for the design of such applications are highlighted.


2021 ◽  
Vol 5 ◽  
pp. 96
Author(s):  
Benedetta Gualeni ◽  
Louise Hughes ◽  
Isabelle Stauber ◽  
Louise Ackers ◽  
Angela Gorman ◽  
...  

Background: It is estimated that 225 million women worldwide have an unmet need for family planning, and more than half live in low- and middle-income countries. Increasing the choice of contraceptive methods available can reduce this unmet need. Microneedle drug delivery systems represent a new technology for minimally invasive self-administration of contraceptives. We explored stakeholders’ views on different aspects of a proposed microneedle-based hormonal contraceptive delivery system. The feedback was used to iteratively develop this delivery system. Methods: Focus group discussions and semi-structured interviews were conducted with potential stakeholders (women and trans males of childbearing age, their partners, and health professionals and organisations that provide family planning advice and contraception services) in Uganda, The Gambia, Malawi, and the UK, exploring concept acceptability and gathering feedback on different aspects of design and usability of the proposed delivery system. Results: Participants viewed the concept of a new, microneedle-based contraceptive favourably. In Uganda, participants were presented with 7 different prototype applicators and identified desirable features of a preferred delivery device; their input reducing the number of prototypes that were subsequently evaluated by stakeholders in The Gambia and the UK. Participants in these countries helped to identify and/or confirm the most desirable characteristics of the applicator, resulting in design consolidation into a refined concept applicator. The final, optimised applicator prototype was validated during user research in Malawi. This human-centred design approach was also used to iteratively develop an information leaflet for the device. During these user studies, other preferred aspects of a contraceptive delivery system were also evaluated, such as anatomical site of application, duration of action, and return to fertility. Conclusions: A new microneedle-based contraceptive delivery system was iteratively developed using a human-centred design approach and was favourably received by potential stakeholders. The product is now being refined for testing in pre-clinical studies.


2021 ◽  
Vol 2134 (1) ◽  
pp. 012020
Author(s):  
Denis Pimenov ◽  
Alexander Solovyov ◽  
Nursultan Askarbekuly ◽  
Manuel Mazzara

Abstract The most common reason for software product failure is misunderstanding user needs. Analysing and validating user needs before developing a product can allow to prevent such failures. This paper investigates several data-driven techniques for user research and product design through prototyping, customer validation, and usability testing. The authors implemented a case study software product using the proposed techniques, and analyses how the application of UX/UI research techniques affected the development process. The case study results indicate that preliminary UX/UI research before the development reduces the cost of product changes. Moreover, the paper proposes a set of metrics for testing the effectiveness of UX/UI design.


2021 ◽  
Author(s):  
Aisen Vivas ◽  
Albert van den Berg ◽  
Robert Passier ◽  
Mathieu Odijk ◽  
Andries D. van der Meer

Organs-on-chips are a unique class of microfluidic in vitro cell culture models, in which the in vivo tissue microenvironment is mimicked. Unfortunately, its widespread use is hampered by their operation complexity and incompatibility with end-user research settings. To address these issues, many commercial and non-commercial platforms have been developed for semi-automated culture of organs-on-chips. However, these organ-on-chip culture platforms each represent a closed ecosystem, with very little opportunity to interchange and integrate components from different platforms or to develop new ones. The Translational Organ-on-Chip Platform (TOP) is a multi-institutional effort to develop an open platform for automated organ-on-chip culture and integration of components from various developers. Central to TOP is the fluidic circuit board (FCB), a microfluidic plate with the form factor of a typical well plate. The FCB enables microfluidic control of multiple components like sensors or organ-on-chip devices through an interface based on openly available standards. Here, we report an FCB to integrate commercial and in-house developed components forming a stand-alone flow control system for organs-on-chips. The control system is able to achieve constant and pulsatile flow recirculation through a connected organ-on-chip device. We demonstrate that this system is able to automatically perfuse a heart-on-chip device containing co-cultures of cardiac tissues derived from human pluripotent stem cell-derived cardiomyocytes and monolayers of endothelial cells for five days. Altogether, we conclude that open technology platforms allow the integration of components from different sources to form functional and fit-for-purpose organ-on-chip systems. We anticipate that open platforms will play a central role in catalysing and maturing further technological development of organ-on-chip culture systems.


2021 ◽  
Author(s):  
◽  
Dana Fridman

<p>Background: Many stroke survivors suffer from motor impairments such as upper limb hemiparesis accompanied by cognitive and emotional impairments that can affect their ability to function. Rehabilitation interventions are effective in promoting the return of function. However, patients’ engagement is necessary in order to maintain the improvements, and research shows that stroke survivors need more opportunities to engage with rehabilitation outside of the clinic. Digital games can offer a solution by providing an engaging context for performing the exercises correctly and learning new skills.  Aims: This research aims to increase engagement with upper limb rehabilitation following a stroke through a custom digital game that facilitates effective rehabilitation methods, and is played with the Able-M, a game controller designed for upper limb rehabilitation by Im-Able.  Methods: The development process was based on a human-centred design approach that consisted of a literature review, personas generation, exploratory studies including field observations in a clinic and discussions with therapists, iterative design through qualitative studies including user observations, interviews with patients, and feedback from a neuro-physiotherapist.  Conclusions: Based on the design process, the game prototype includes the following elements: Adaptive gameplay for physical and cognitive challenge-skill balance, obstacles to increase challenge, feedback provision to enhance engagement and facilitate motor learning, rhythmic elements to facilitate rhythmic auditory stimulation, narrative based on user research to facilitate focus diversion, and different navigation mechanisms to promote neuroplasticity. High contrast, bird eye view, and third person perspective for ease of use. Limitations and directions for further research are discussed.</p>


2021 ◽  
Author(s):  
◽  
Dana Fridman

<p>Background: Many stroke survivors suffer from motor impairments such as upper limb hemiparesis accompanied by cognitive and emotional impairments that can affect their ability to function. Rehabilitation interventions are effective in promoting the return of function. However, patients’ engagement is necessary in order to maintain the improvements, and research shows that stroke survivors need more opportunities to engage with rehabilitation outside of the clinic. Digital games can offer a solution by providing an engaging context for performing the exercises correctly and learning new skills.  Aims: This research aims to increase engagement with upper limb rehabilitation following a stroke through a custom digital game that facilitates effective rehabilitation methods, and is played with the Able-M, a game controller designed for upper limb rehabilitation by Im-Able.  Methods: The development process was based on a human-centred design approach that consisted of a literature review, personas generation, exploratory studies including field observations in a clinic and discussions with therapists, iterative design through qualitative studies including user observations, interviews with patients, and feedback from a neuro-physiotherapist.  Conclusions: Based on the design process, the game prototype includes the following elements: Adaptive gameplay for physical and cognitive challenge-skill balance, obstacles to increase challenge, feedback provision to enhance engagement and facilitate motor learning, rhythmic elements to facilitate rhythmic auditory stimulation, narrative based on user research to facilitate focus diversion, and different navigation mechanisms to promote neuroplasticity. High contrast, bird eye view, and third person perspective for ease of use. Limitations and directions for further research are discussed.</p>


2021 ◽  
pp. 528-540
Author(s):  
Laura Matos ◽  
Rodrigo Hernández-Ramírez ◽  
Hande Ayanoglu

2021 ◽  
pp. 218-232
Author(s):  
Luis Raúl Méndez-Becerra ◽  
Viviana Yarel Rosales-Morales ◽  
Giner Alor-Hernández ◽  
Carmen Mezura-Godoy

2021 ◽  
pp. 345-366
Author(s):  
Magy Seif El-Nasr ◽  
Truong Huy Nguyen Dinh ◽  
Alessandro Canossa ◽  
Anders Drachen

This chapter discusses Social Network Analysis, a technique used to analyze social networks within social games as a method to enhance retention in games. We will show how one can use this method by applying it to the problem of retention within the game Tom Clancy’s The Division (TCTD). Using the game and the analysis will help you understand how to use SNA to understand types of players and influential players, and, as a result, understand how to engage different players, especially influencers, to increase retention. While the chapter will focus on the use of SNA for TCTD as a case study, the methods discussed under SNA can be applied to other types of games. Please note that this chapter is an extension of the work done by several collaborators to the authors, including Casper Harteveld (professor, Northeastern University), Sebastian Deterding (professor, York University), and Ahmad Azadvar (User Research Lead at Ubisoft Massive), and the work was accomplished with the support of Ubisoft, the Games Lab, and the Live Ops team at Massive Entertainment.


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