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Involving older adults in the design process: a human-centric Design Thinking approach 让老年人参与设计过程:以人为中心的设计思维方法
Pub Date : 2022-11-15 DOI: 10.55612/s-5002-054-004
Inês Dias, Elísio Costa, Ó. Mealha
A product’s acceptance depends on the experience that it provides to its users. To consider user’s contextualised specific needs an user-centred design process is recommended. Human-centric design considers human´s opinions as a design priority, and puts them in the “centre” of the iterative design process. To understand the end-users influence (adults 55+ experience) in product development, we conducted an empirical study with 25 participants, supported by a human-centric co-design thinking process (participatory design) with collection of qualitative data. In this article we report a Design Based Research (DBR) study, that compares the acceptance of a set of two audio-visual artefacts: designed with adults older than 55 and a design process supported only by the designer’s expertise. Overall we believe this study depicts evidence that audio-visual artefacts for the online platform ICTskills4All are more effective when co-designed and validated with end-users.
产品的接受程度取决于它提供给用户的体验。为考虑用户的具体需要,建议采用以用户为中心的设计过程。以人为本的设计将人的意见视为设计的优先事项,并将其置于迭代设计过程的“中心”。为了了解终端用户(55岁以上的成年人)对产品开发的影响,我们在以人为中心的协同设计思维过程(参与式设计)和定性数据收集的支持下,对25名参与者进行了实证研究。在本文中,我们报告了一项基于设计的研究(DBR),该研究比较了两种视听人工制品的接受程度:一种是由55岁以上的成年人设计的,另一种是仅由设计师的专业知识支持的设计过程。总的来说,我们认为这项研究表明,当与最终用户共同设计和验证时,在线平台ICTskills4All的视听人工制品更有效。
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引用次数: 0
Guidelines for the Visual Design of Mobile Application Icons. An Experiential Case Study 移动应用程序图标视觉设计指南。一个经验案例研究
Pub Date : 2022-11-15 DOI: 10.55612/s-5002-054-010
Teemu Korpilahti, Massod Massodian
The design of the icon of a mobile application can have a major impact on its success, by attracting users’ attention and perhaps persuading them to install it on their devices. In the case of the continued use of an application, its icon also has an important role to play in terms of its recognition. In this paper, we take a qualitative approach in identifying different roles that the visual design properties of complexity, concreteness and familiarity play in contributing to the appeal and performance of an application icon during different phases of its use – from first exposure to assurance and continued use. We also discuss several theories which we consider relevant to this research, using case studies of the icons of three mobile applications. We then conclude by proposing that the design of an application icon should take into account the maturity level of the application, and the specific phases of its use for which its icon should be optimized.
手机应用图标的设计能够吸引用户的注意力,并说服他们将图标安装到自己的设备上,从而对应用的成功产生重大影响。在应用程序持续使用的情况下,其图标在识别方面也起着重要作用。在本文中,我们采用定性的方法来确定复杂性、具体性和熟悉性的视觉设计属性在应用程序图标的不同使用阶段(从第一次接触到确定和继续使用)中对其吸引力和性能的不同作用。我们还讨论了几个理论,我们认为相关的这项研究,使用三个移动应用程序的图标的案例研究。最后,我们建议应用程序图标的设计应该考虑到应用程序的成熟度,以及图标应该优化的特定使用阶段。
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引用次数: 0
A Study of Architectural Barriers and the Potential Role of Assistive Technologies in Long-term Healthcare Centres for People with Alzheimer's 老年痴呆症患者长期医疗保健中心的建筑障碍和辅助技术的潜在作用研究
Pub Date : 2022-11-15 DOI: 10.55612/s-5002-054-005
Heidi Elnimr
Alzheimer's disease (AD) changes a person's relationship with space. While research exists on how an interactive therapeutic environment can enhance the quality of life for people with Alzheimer's disease (PWAD), PWADs as end-users are not sufficiently studied. This paper examines (1) the daily activities that PWADs need to perform to understand potential architectural barriers and (2) assistive technology (AT) used in PWAD rooms at long-term healthcare centers. A questionnaire (n = 25) and interviews (n = 5) with five professional experts in daily contact with PWADs were conducted for this study, together with an observation of one resident in his room at a selected healthcare center in Vienna, Austria. Four interrelated aspects emerged from the analysis: (1) orientation of PWADs in space, (2) occupational therapy, (3) assistive technology, and (4) potential architectural barriers. PWADs generally prefer therapeutic environments that let them control their lives. Occupational therapy enhances the ability of PWADs to remember how to perform daily activities. AT can serve as a tool in interactive indoor therapeutic environments and occupational therapy. The results of this study show that healthcare designers should consider PWADs as end-users when designing interactive therapeutic environments, especially by employing user experience design concepts.
阿尔茨海默病(AD)会改变一个人与空间的关系。虽然存在关于互动治疗环境如何提高阿尔茨海默病(PWAD)患者生活质量的研究,但对PWAD作为最终用户的研究还不够充分。本文研究了(1)残疾人士需要进行的日常活动,以了解潜在的架构障碍;(2)长期医疗保健中心残疾人士病房中使用的辅助技术(AT)。本研究采用问卷调查(n = 25)和访谈(n = 5)与五位与pwad有日常接触的专业专家进行了研究,并对奥地利维也纳一家选定的医疗保健中心的一位住院患者进行了观察。从分析中得出了四个相互关联的方面:(1)pwad在空间中的定位,(2)职业治疗,(3)辅助技术,(4)潜在的建筑障碍。残疾人通常更喜欢让他们控制自己生活的治疗环境。职业治疗可以增强残疾人记忆日常活动的能力。AT可作为互动式室内治疗环境和职业治疗的工具。本研究的结果表明,医疗保健设计师在设计交互式治疗环境时应考虑到pwad作为最终用户,特别是在采用用户体验设计概念时。
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引用次数: 1
User Satisfaction with Computer-Based Test (CBT): The Mediating Role of CBT Centre Service Satisfaction 计算机测试用户满意度:CBT中心服务满意度的中介作用
Pub Date : 2022-11-15 DOI: 10.55612/s-5002-054-011
H. Bello, N. A. Abdullah
User satisfaction with most goods and services in the information system (IS) has been well studied. However, there appears to be little research on examinees' satisfaction with facilities and services provided at computer-based test (CBT) centres, particularly when the centres are equipped and manned by outsourced vendors. In Nigeria, the CBT centres are public and private examination centres equipped to conduct the annual matriculation examination computer-based test. The study aims to investigate and empirically test the role of quality factors in predicting CBT satisfaction. The study also intends to test a mediator to explore further how some quality factors influence the examinee's satisfaction. The research framework is based on the updated information system success model (ISSM) and is validated using a survey incorporating system quality, service quality, question content, the cost-effectiveness of CBT services, and CBT centre service satisfaction. A total of 455 surveys using structural equation modelling were analysed.
用户对信息系统(IS)中大多数商品和服务的满意度已经得到了很好的研究。然而,似乎很少有关于考生对计算机测试中心(CBT)提供的设施和服务的满意度的研究,特别是当这些中心由外包供应商配备和管理时。在尼日利亚,CBT中心是公立和私立考试中心,配备了进行年度入学考试的计算机考试的设备。本研究旨在探讨并实证检验质量因素在预测CBT满意度中的作用。本研究亦拟检验一个中介,以进一步探讨素质因素对考生满意度的影响。研究框架以最新的信息系统成功模型(ISSM)为基础,并通过结合系统质量、服务质量、问题内容、CBT服务的成本效益和CBT中心服务满意度的调查来验证。使用结构方程模型共分析了455项调查。
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引用次数: 0
Emotional Keyboard: To Provide Adaptive Functionalities Based on the Current User Emotion and the Context 情感键盘:提供基于当前用户情感和上下文的自适应功能
Pub Date : 2022-11-15 DOI: 10.55612/s-5002-054-007
Wasura D. Wattearachchi, K. Hewagamage, E. Hettiarachchi
Improving the User Experience (UX) of mobile devices is of vital importance due to the advent of emerging technologies and the prevalence of using mobile devices. This research aims to develop a model for a mobile device that can suggest adaptive functionalities, based on the current user emotion and the context by changing the user’s negative emotions (sadness and anger) into positive ones. As a proof of concept, a keyboard named “Emotional Keyboard” was developed through five prototypes iteratively using Evolutionary Prototyping. Action Research was adopted as the methodology along with User-Centered Design (UCD) which further included two user surveys. The first three prototypes were implemented to decide the most optimal perception from facial expressions and text analytics. Subsequent prototypes provided affective functions to the user such as listening to music, playing a game, chat with friends, based on the detected negative emotion and the context. The evaluation of each of the prototypes was performed iteratively with user participation. The final (fifth) prototype evaluation was done in two phases, an individual analysis (to measure the performance of each user separately), and an overall analysis (a general analysis that averaged all the results from individual analysis and measured the performance of the overall model). Results of both analyses showed that eventually the Emotional Keyboard was able to predict the adaptive functions correctly to the user and it did not terminate its learning process where the users’ feedback was continuously used to improve its performance. In conclusion, an “Adaptive System with User Control” was developed thus improving the acceptability and usability of a mobile device which aligns with the research aim.
由于新兴技术的出现和使用移动设备的普及,改善移动设备的用户体验(UX)至关重要。本研究旨在开发一种移动设备模型,该模型可以根据当前用户的情绪和环境,通过将用户的负面情绪(悲伤和愤怒)转变为积极的情绪,来建议适应性功能。作为概念证明,一个名为“情感键盘”的键盘是通过使用进化原型法迭代开发的五个原型。行动研究和以用户为中心的设计(UCD)被采用为方法论,后者进一步包括两次用户调查。前三个原型的实现是为了从面部表情和文本分析中确定最优的感知。随后的原型为用户提供了情感功能,如听音乐,玩游戏,与朋友聊天,基于检测到的负面情绪和环境。每个原型的评估都是在用户参与的情况下迭代执行的。最后(第五次)原型评估分两个阶段进行,一个是个体分析(分别测量每个用户的性能),另一个是整体分析(将个体分析的所有结果取平均值并测量整体模型的性能的一般分析)。两种分析的结果都表明,情感键盘最终能够正确地预测用户的自适应功能,并且它没有终止其学习过程,其中用户的反馈被不断地用于改进其性能。总之,开发了一个“用户控制的自适应系统”,从而提高了与研究目标一致的移动设备的可接受性和可用性。
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引用次数: 0
Staying Connected with Aged Populations in Times of COVID-19: An Interview Study of the Role of Portuguese Institutions and Municipalities 在2019冠状病毒病期间与老年人口保持联系:对葡萄牙机构和市政当局作用的访谈研究
Pub Date : 2022-11-15 DOI: 10.55612/s-5002-054-002
C. Ortet, Francisco Regalado, Sónia Ferreira, L. Costa, A. Veloso
In times of social confinement frequently associated with COVID-19 pandemics, an increasing dependence of aged populations on digital media to maintain social interactions and participation in society was observed. Although courses for action on the access to digital media by aged populations and the potential harms of digital inclusion have been acknowledged in the literature, far too little attention has been devoted to the challenges and in situ measures undertaken by local entities targeted to aged populations. The purpose of this study is to analyze the strategies adopted by Portuguese Universities of the Third Age, Municipalities, among other Institutional Care for Aged Populations to ensure communication and active participation of older adults in society and the role of digital media in that process. A total of 72 Portuguese entities developing initiatives addressed to aged populations were interviewed, including Municipalities and Universities of the Third Age, aiming at gathering their perspectives on the challenges and practices of using digital media to involve the ageing population in the community. Data was collected employing a semi-structured interview and content analysis was performed. Findings indicate that although participants found difficulty in adhering to activities owing to the financial and social consequences of the pandemic, most had to restructure their activities to maintain connections and routines. Conclusions offer some important insights into practices to foster participation within the communities using digital platforms.
在经常与COVID-19大流行相关的社会隔离时期,观察到老年人越来越依赖数字媒体来维持社会互动和社会参与。虽然文献中已经承认了老年人获取数字媒体的行动方针和数字包容的潜在危害,但对地方实体针对老年人所面临的挑战和采取的就地措施的关注太少。本研究的目的是分析葡萄牙第三年龄大学、市政当局以及其他老年人口机构为确保老年人在社会中的沟通和积极参与以及数字媒体在这一进程中的作用而采取的战略。共有72个葡萄牙实体制定了针对老年人口的倡议,其中包括第三年龄的市政当局和大学,目的是收集他们对使用数字媒体使老年人口参与社区的挑战和做法的看法。采用半结构化访谈法收集数据,并进行内容分析。调查结果表明,尽管由于大流行病的财政和社会后果,参与者很难坚持活动,但大多数人不得不调整活动结构,以保持联系和日常活动。结论为促进使用数字平台的社区参与的实践提供了一些重要见解。
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引用次数: 0
ICT-Mediated Learning as a Form of Socio-Emotional Support for Older Adults 信息通信技术作为老年人社会情感支持的一种形式
Pub Date : 2022-11-15 DOI: 10.55612/s-5002-054-001
Carmen Llorente-Barroso, Olga Kolotouchkina, L. Mañas-Viniegra, Mónica Viñarás-Abad
The adverse effects of the pandemic on the emotional state of older adults have fuelled the debate regarding their digital exclusion and the need to promote their genuine inclusion. During this period, technology and technology-mediated learning have improved the quality of life of older adults in many ways. The purpose of this research is to identify the socio-emotional role of technology-assisted learning programmes for seniors ever since the onset of the pandemic. The results reveal a positive impact on the emotional well-being of older adults from these forms of learning. Participants highlight the value of intergenerational socialisation enabled by these learning formats in the process of self-learning and reciprocal learning that takes place on platforms such as YouTube and WhatsApp. However, a preference among seniors for in-person learning has also been observed, which is sometimes linked to a certain level of technological anxiety.
新冠肺炎疫情对老年人情绪状态的不利影响,引发了关于老年人在数字世界被排斥以及促进他们真正融入社会必要性的辩论。在此期间,技术和以技术为媒介的学习在许多方面提高了老年人的生活质量。本研究的目的是确定自大流行开始以来,技术辅助学习方案对老年人的社会情感作用。研究结果显示,这些形式的学习对老年人的情绪健康有积极的影响。参与者强调了在YouTube和WhatsApp等平台上进行的自我学习和互惠学习过程中,这些学习形式所实现的代际社交的价值。然而,老年人对面对面学习的偏好也被观察到,这有时与一定程度的技术焦虑有关。
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引用次数: 5
Wrist-worn Vibrotactile Navigation System for Cyclists 骑车者腕带振动触觉导航系统
Pub Date : 2022-11-15 DOI: 10.55612/s-5002-054-006
Nan-Ching Tai, Fabian Huber, Kuang-Ting Huang
Mobile navigation systems are getting more and more common, and with the rise of smartphones, nearly everyone has access to them via mobile phone apps. Despite the widespread use of mobile apps for navigation, only few solutions for bicyclists exist. These solutions however rely on the user to either look at their phone screen or wear headphones. This poses a risk to the user’s safety by taking away attention from the road conditions. Prior studies have suggested that a vibrotactile navigation system can perform similarly to already existing visual and auditory solutions. Such a system also seems to be less distracting than existing ones. This study presents a working prototype than can be used to navigate urban environments on a bicycle.
移动导航系统正变得越来越普遍,随着智能手机的兴起,几乎每个人都可以通过手机应用程序访问它们。尽管手机导航应用程序被广泛使用,但为骑自行车的人提供的解决方案却很少。然而,这些解决方案依赖于用户要么盯着手机屏幕,要么戴上耳机。这会分散用户对路况的注意力,对用户的安全构成威胁。先前的研究表明,振动触觉导航系统的功能与现有的视觉和听觉解决方案类似。这样的系统似乎也比现有的系统更少分散注意力。这项研究提出了一个可用于骑自行车在城市环境中穿行的工作原型。
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引用次数: 0
Active ageing with digital technology: seniors' usages and attitudes 数字技术下的积极老龄化:老年人的使用和态度
Pub Date : 2022-11-15 DOI: 10.55612/s-5002-054-003
Santos Urbina, G. Tur, Irantzu Fernández
In today's society active ageing involves not only good physical and mental health but also quality of life and well-being, as well as social inclusion. Social participation requires digital technology for which seniors need to have both the material means and the opportunities to use technology and develop attitudes. The aim of this study is to find out about their uses and, especially, attitudes. To this end, a questionnaire including a scale of attitudes towards the use of technology (TAQ), was created, validated and subsequently answered by 182 people in Ibiza (Spain). The results show that just over a third of the participants have digital devices, and that the most frequent uses are to communicate with friends and family and keep informed. As for attitudes towards technology, data show that there are no differences between sexes and that those living with others, of younger ages and with higher levels of education have more positive attitudes. Conclusions reflect on the need to support seniors’ digital skills in order to enhance their agency and cultural capital for society.
在当今社会,积极老龄化不仅涉及良好的身心健康,还涉及生活质量和福祉,以及社会包容。社会参与需要数字技术,老年人需要有物质手段和机会来使用技术和发展态度。这项研究的目的是找出他们的用途,尤其是态度。为此,西班牙伊比沙岛(Ibiza)的182人制作了一份调查问卷,其中包括对技术使用的态度量表(TAQ)。调查结果显示,只有超过三分之一的参与者拥有数字设备,最常见的用途是与朋友和家人交流,并随时了解情况。至于对科技的态度,数据显示,男女之间没有差异,与他人同住的人、年龄较小、受教育程度较高的人对科技的态度更为积极。结论反映了支持老年人数字技能的必要性,以增强他们对社会的代理和文化资本。
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引用次数: 6
COVIDware: Designing Interactive Everyday Things as Tangible Homeware for Social Isolation covid - ware:将交互式日常用品设计为社会隔离的有形家居用品
Pub Date : 2022-11-15 DOI: 10.55612/s-5002-054-009
Alaa Nousir, Renee (Xinyu) Chen, Anne Liu, Meara Donovan, Eliza Wallace, L. Jones, Sara Nabil
This paper describes our collaborative journey of creating everyday interactive artefacts to help us think, reflect, and live through self-isolation. Through a co-design approach, we designed interactive homeware objects (that we collectively refer to as ‘COVIDware’) to address the challenges of isolation during the pandemic. Five artefacts were developed by self-isolated designers as interactive art installations. We discuss how each creator reflected on her design concept, process, and encounter through concepts of critical making, speculation, and engagement via in-the-isolated-wild deployments. By empowering early researchers/enthusiasts to design ‘with’ smart-materials, and off-the-shelf items, we reflect on how these homey interfaces can enhance people’s wellbeing beyond screen-based interactions. Despite not collaborating in the making process, our findings from the designer’s making process show how all the designed artefacts shared attributes of biophilic design, imperfection, and unconventional interactions with the overarching goal of promoting wellbeing, and meaningful connection with nature, self, and others.
本文描述了我们创造日常互动人工制品的协作之旅,以帮助我们在自我隔离中思考、反思和生活。通过协同设计方法,我们设计了交互式家居用品(我们统称为“covid - ware”),以应对大流行期间隔离的挑战。五个人工制品是由自我隔离的设计师作为互动艺术装置开发的。我们讨论了每个创作者如何反思她的设计概念、过程,并通过批判性的制作、猜测和参与的概念,通过孤立的野外部署来遇到。通过授权早期的研究人员/爱好者“使用”智能材料和现成的物品进行设计,我们思考了这些温馨的界面如何在基于屏幕的交互之外增强人们的幸福感。尽管在制作过程中没有合作,但我们从设计师的制作过程中发现,所有设计的人工制品都具有亲生物设计的属性,不完美,以及与促进福祉的总体目标的非传统互动,以及与自然、自我和他人的有意义的联系。
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引用次数: 0
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