human centered design
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2022 ◽  
Vol 2 ◽  
Author(s):  
Elin A. Björling ◽  
Ada Kim ◽  
Katelynn Oleson ◽  
Patrícia Alves-Oliveira

Virtual reality (VR) offers potential as a collaborative tool for both technology design and human-robot interaction. We utilized a participatory, human-centered design (HCD) methodology to develop a collaborative, asymmetric VR game to explore teens’ perceptions of, and interactions with, social robots. Our paper illustrates three stages of our design process; ideation, prototyping, and usability testing with users. Through these stages we identified important design requirements for our mid-fidelity environment. We then describe findings from our pilot test of the mid-fidelity VR game with teens. Due to the unique asymmetric virtual reality design, we observed successful collaborations, and interesting collaboration styles across teens. This study highlights the potential for asymmetric VR as a collaborative design tool as well as an appropriate medium for successful teen-to-teen collaboration.


10.2196/27952 ◽  
2022 ◽  
Vol 24 (1) ◽  
pp. e27952
Author(s):  
Ahmed Shaikh ◽  
Abhishek Bhatia ◽  
Ghanshyam Yadav ◽  
Shashwat Hora ◽  
Chung Won ◽  
...  

In the wake of the COVID-19 pandemic, digital health tools have been deployed by governments around the world to advance clinical and population health objectives. Few interventions have been successful or have achieved sustainability or scale. In India, government agencies are proposing sweeping changes to India’s digital health architecture. Underpinning these initiatives is the assumption that mobile health solutions will find near universal acceptance and uptake, though the observed reticence of clinicians to use electronic health records suggests otherwise. In this practice article, we describe our experience with implementing a digital surveillance tool at a large mass gathering, attended by nearly 30 million people. Deployed with limited resources and in a dynamic chaotic setting, the adherence to human-centered design principles resulted in near universal adoption and high end-user satisfaction. Through this use case, we share generalizable lessons in the importance of contextual relevance, stakeholder participation, customizability, and rapid iteration, while designing digital health tools for individuals or populations.


SinkrOn ◽  
2022 ◽  
Vol 7 (1) ◽  
pp. 33-38
Author(s):  
Meriska Defriani ◽  
Mochzen Gito Resmi ◽  
Okta Amien Permana

Anyelir Cake And Bakery is the largest cake shop in Purwakarta which is engaged in the production of various kinds of cakes.  In the process of distributing products from the central store to branch stores, they still use WhatsApp to place orders. This causes frequent discrepancies in the number of products requested and the number of products received due to an error in reading the message. In this study, a mobile-based application will be built that is able to manage order data more accurately. The development of this application uses the User Centered Design (UCD). This is a design method that focuses on user needs so that the final result of this application does not need to change user behavior when using the application. The UCD method consists of four stages, namely plan the human centered design, specify user and organizational requirements, product design solutions, and evaluate design against user requirements. In the development process, application testing was carried out to get feedback from users with good scores, namely an average of 4 (agree) and 5 (strongly agree). This shows that the application is in accordance with the needs of the user.


2022 ◽  
Vol 226 (1) ◽  
pp. S222
Author(s):  
Alex Peahl ◽  
Michelle Moniz ◽  
Michele Heisler ◽  
Aalap Doshi ◽  
Gwendolyn Daniels ◽  
...  

Design Issues ◽  
2022 ◽  
Vol 38 (1) ◽  
pp. 81-91
Author(s):  
Ruth M. Neubauer

Abstract This article critically reviews how we think about design in technology and service innovation. Human-centered design has emerged in this science-driven field as a way to include the interests of humans and their needs in production processes. As such, design has a considerable effect on the development of new technologies and services. Making visible the agency of design in these practices thus is of immense importance. A gap remains in the ability of current concepts of design to visualize and conceptualize design agency. Therefore, drawing on concepts of materiality in design and practice, this article proposes a framework that makes design agency visible.


2022 ◽  
Vol 26 (1) ◽  
pp. 1-21
Author(s):  
Ana María Pérez-Guerrero ◽  
Carlos Andrés Reyes

Objetivo. Determinar los beneficios del empleo del Human Centered Design en la formación audiovisual a nivel de pregrado, en el caso del alumnado de la asignatura Géneros y Formatos Audiovisuales, del tercer semestre de la carrera en Comunicación Audiovisual, en la Universidad de La Sabana (Colombia). Metodología. Este caso estudio, de enfoque cualitativo, aborda la aplicación de los principios del HCD contenidos en los pasos de Design Thinking, por parte del estudiantado en el desarrollo de creación de un cineminuto. Participan 177 estudiantes, durante el periodo comprendido desde 2018-2 a 2019-2. A partir de instrumentos de recolección de datos como la observación participante, las revisión documental y audiovisual, resultante de cada fase del proceso, se analizan tres categorías: la seguridad creativa, la resolución de problemas creativos y el conocimiento adquirido por el alumnado. Resultados. La aplicación de HCD mostró avances en el aprendizaje del alumnado en los aspectos estudiados, aunque plantea desafíos en el terreno del trabajo en equipo. Conclusiones. HCD resulta una forma efectiva de presentar al estudiantado un camino de exploración para la creación audiovisual, que fomenta la seguridad creativa, mejora el abordaje de problemas narrativos y técnicos, mediante la evaluación y prototipado de sus trabajos; por tanto, consolida los conocimientos adquiridos tanto en clase como en fases de empatía, (investigación).


2021 ◽  
Vol 5 (6) ◽  
pp. 468-514
Author(s):  
Luísa Siqueira Gielow ◽  
Ana Cristina Rodrigues da Silva

Este artigo apresenta os resultados da etapa prática de um trabalho de conclusão de curso. O trabalho teve como objetivo apresentar o meio criado para divulgar o trabalho das mulheres designers, utilizando o design como base. Para tanto, foi utilizado o método Human Centered Design, aplicando questionários e entrevistas que levaram a criação final do produto.


2021 ◽  
Vol 6 (3) ◽  
pp. 308-318
Author(s):  
Fajerin Biabdillah ◽  
Herman Tolle ◽  
Fitra A. Bachtiar

Technological developments, especially in the field of education, can help students learn more effectively and help the learning process. The learning method used in high school for history learning still uses conventional methods. The use of this conventional method often experiences problems such as students being less motivated in learning. One of the solutions proposed in this article is to design an android-based learning media that can support the activities of the learning process named go-story. Interface design for students as application users and (UI/UX) based on human centered design methodology and the concept of gamification. The human centered design approach and the concept of gamification will be used in the analysis and design process to maximize the usability and engagement of the application. The application will be implemented and tested on students to measure its effectiveness. The trials that have been carried out show the results of improvements


2021 ◽  
Author(s):  
Andrea E Daddato ◽  
Elizabeth W Staton ◽  
Brianne M Bettcher ◽  
Prajakta Shanbhag ◽  
Hillary D Lum

Abstract Background and Objectives While advance care planning (ACP) is critical for ensuring optimal end-of-life outcomes among individuals with mild cognitive impairment (MCI), many individuals that may benefit from ACP have not initiated this process. This paper aims to describe the iterative design of a MCI group visit-based intervention, and evaluate feasibility and acceptability of the intervention. Research Design and Methods We used human-centered design, rapid-cycle prototyping, and multiple methods to adapt an Engaging in Advance Care planning Talks (ENACT) Group Visits intervention. We convened an advisory panel of persons with MCI and care partners (n=6 dyads) to refine the intervention and conducted a single-arm pilot of four MCI ENACT intervention prototypes (n=13 dyads). We used surveys and interviews to assess outcomes from multiple perspectives. Results The advisory panel affirmed that ACP is a priority for individuals with MCI, described the need for ACP in a group setting, and suggested refinements to ACP resources for the MCI ENACT intervention. Feasibility of recruitment was limited. MCI ENACT intervention participants strongly agreed that group discussions provided useful information and recommended the intervention. Themes supporting acceptability included: 1) feedback on acceptability of the intervention; 2) previous experiences with ACP; and 3) reasons for participation, including desire for discussions about MCI and how it relates to ACP. Discussion and Implications Despite stakeholder’s positive ratings of acceptability of the MCI ENACT intervention, future work is needed to enhance feasibility of recruitment to support implementation into clinical settings.


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