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Understanding Agency Through Testimonios: An Indigenous Approach to UX Research 通过Testimonios理解代理:用户体验研究的本土方法
IF 0.5 4区 文学 Q2 COMMUNICATION Pub Date : 2022-11-01 DOI: 10.55177/tc986798
Nora K. Rivera
Purpose: This article presents a UX study conducted during a roundtable collaborative event with Indigenous interpreters and translators. The work highlights the value of Indigenous testimonios as a UX method for gathering narratives that trace a user's experience through a collective voice. Testimonios also trace users' social and cultural contexts while prompting participants to exercise their agency and promote social change. Method: This UX study engages Indigenous testimonios as a primary method. Mapping testimonios allows researchers to explore a participant's narrative arc that begins with a personal experience that links a collective struggle resulting from a system of oppression and ends with a call for social change. Results: Using testimonios as a UX method yielded data that traced individual and collective pain points that defined the critical issues with which Indigenous interpreters and translators grapple and emphasized their civic engagement, amplifying their agency through a method situated in their contexts. This work also highlights dialogue and desahogo, or emotional relief, as key elements of testimonios shared in a collective setting. This study shows that Indigenous interpreters and translators, as technical communicators, are foremost community activists. Conclusion: A testimonio method prompts participants to reflect on issues at a deeper level through narratives and dialogue. It also engages the unique differences of participants while revealing general similarities. Testimonios can ultimately help design content, products, and processes that better align with the unique contexts of Indigenous individuals and other underrepresented groups who express their needs in a collective manner.
目的:本文介绍了在与土著口译员和翻译人员的圆桌合作活动中进行的用户体验研究。这项工作强调了土著证词作为一种用户体验方法的价值,通过集体的声音收集叙述,追踪用户的体验。感言还追踪用户的社会和文化背景,同时促使参与者行使自己的能动性,促进社会变革。方法:本UX研究采用土著证词作为主要方法。绘制证词地图使研究人员能够探索参与者的叙事弧线,从个人经历开始,将压迫制度导致的集体斗争联系起来,并以呼吁社会变革结束。结果:使用证词作为一种用户体验方法,产生了追踪个人和集体痛点的数据,这些痛点定义了土著口译员和翻译人员努力解决的关键问题,并强调了他们的公民参与,通过一种位于其背景下的方法放大了他们的代理。这件作品还强调了对话和情感释放,作为在集体环境中分享证词的关键要素。本研究表明,原住民口译和笔译员作为技术传播者,是最重要的社区活动家。结论:证明方法通过叙述和对话促使参与者在更深层次上反思问题。它还在揭示一般相似之处的同时,涉及到参与者的独特差异。证词最终可以帮助设计内容、产品和流程,以更好地符合土著个人和其他未被充分代表的群体的独特背景,这些群体以集体的方式表达他们的需求。
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引用次数: 3
Gamifying Good Deeds: User Experience, Agency, and Values in Play During a Descriptathon 游戏化的善行:用户体验、代理和游戏中的价值
IF 0.5 4区 文学 Q2 COMMUNICATION Pub Date : 2022-11-01 DOI: 10.55177/tc124312
Brett Oppegaard, Michael Rabby
Purpose: This study compares value expressions of intervention designers and participants in a hackathon-like event to research relationships between values and gamification techniques. Our research identifies and analyzes value expressions during a large-scale intervention at national parks for social inclusion of people who are blind or have low vision. Researchers and organizations can use our model to create common- ground opportunities within values-sensitive gamified designs. Method: We collected qualitative and quantitative data via multiple methods and from different perspectives to strengthen validity and better determine what stakeholders wanted from the gamified experience. For methods—a pre-survey, a list of intervention activities, and a post-survey—we analyzed discourse and coded for values; then we compared data across sets to evaluate values and their alignment/misalignment among intervention designers and participants. Results: Without clear and focused attention to values, designers and participants can experience underlying, unintended, and unnecessary friction. Conclusion: Of the many ways to conceptualize and perform a socially just intervention, this research illustrates the worth of explicitly identifying values on the front end of the design intervention process and actively designing those values into the organizational aspects of the intervention. A design model like ours serves as a subtextual glue to keep people working together. The model also undergirds these complementary value systems, as they interact and combine to contribute to a cause.
目的:本研究比较了黑客马拉松式活动中干预设计者和参与者的价值表达,以研究价值观和游戏化技术之间的关系。我们的研究确定并分析了国家公园大规模干预期间的价值表达,以促进盲人或低视力人群的社会包容。研究人员和组织可以使用我们的模型在价值观敏感的游戏化设计中创造共同点的机会。方法:我们通过多种方法和不同角度收集定性和定量数据,以加强有效性,更好地确定利益相关者想要从游戏化体验中得到什么。对于方法——预调查、干预活动列表和后调查——我们分析话语并编码价值观;然后,我们比较了不同集合的数据,以评估干预设计者和参与者之间的值及其一致性/不一致性。结果:如果没有对价值观的明确和集中关注,设计师和参与者可能会经历潜在的、意想不到的和不必要的摩擦。结论:在概念化和执行社会公正干预的许多方法中,本研究说明了在设计干预过程的前端明确识别价值观并积极将这些价值观设计到干预的组织方面的价值。像我们这样的设计模型是一种让人们团结一致的粘合剂。该模型还支撑了这些互补的价值体系,因为它们相互作用并结合在一起为一项事业做出贡献。
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引用次数: 1
Localizing Content: The Roles of Technical & Professional Communicators and Machine Learning in Personalized Chatbot Responses 本地化内容:技术和专业沟通者以及机器学习在个性化聊天机器人响应中的作用
IF 0.5 4区 文学 Q2 COMMUNICATION Pub Date : 2022-11-01 DOI: 10.55177/tc148396
Daniel L. Hocutt, N. Ranade, Gustav Verhulsdonck
Purpose: This study demonstrates that microcontent, a snippet of personalized content that responds to users' needs, is a form of localization reliant on a content ecology. In contributing to users' localized experiences, technical communicators should recognize their work as part of an assemblage in which users, content, and metrics augment each other to produce personalized content that can be consumed by and delivered through artificial intelligence (AI)-assisted technology. Method: We use an exploratory case study on an AI-driven chatbot to demonstrate the assemblage of user, content, metrics, and AI. By understanding assemblage roles and function of different units used to build AI systems, technical and professional communicators can contribute to microcontent development. We define microcontent as a localized form of content deployed by AI and quickly consumed by a human user through online interfaces. Results: We identify five insertion points where technical communicators can participate in localizing content: • Creating structured content for bots to better meet user needs • Training corpora for bots with data-informed user personas that can better address specific needs of user groups • Developing chatbot user interfaces that are more responsive to user needs • Developing effective human-in-the-loop approaches by moderating content for refining future human-chatbot interactions • Creating more ethically and user-centered data practices with different stakeholders. Conclusion: Technical communicators should teach, research, and practice competencies and skills to advocate for localized users in assemblages of user, content, metrics, and AI.
目的:本研究表明,微内容是一种响应用户需求的个性化内容片段,是一种依赖于内容生态的本地化形式。在为用户的本地化体验做出贡献时,技术传播者应该认识到他们的工作是一个集合的一部分,在这个集合中,用户、内容和指标相互增强,以产生可以由人工智能(AI)辅助技术消费和交付的个性化内容。方法:我们对人工智能驱动的聊天机器人进行了探索性案例研究,以展示用户、内容、指标和人工智能的组合。通过了解用于构建人工智能系统的不同单元的组合角色和功能,技术和专业沟通者可以为微内容开发做出贡献。我们将微内容定义为人工智能部署的本地化内容形式,并由人类用户通过在线界面快速消费。结果:我们确定了技术传播者可以参与本地化内容的五个插入点:•为机器人创建结构化内容,以更好地满足用户需求•为机器人培训语料库,其中包含数据知情的用户角色,可以更好地满足用户群体的特定需求•开发更能响应用户需求的聊天机器人用户界面•开发有效的通过调节内容来完善未来人类聊天机器人的互动,从而实现人在环的方法•与不同的利益相关者建立更符合道德和以用户为中心的数据实践。结论:技术传播者应该教授、研究和实践能力和技能,在用户、内容、指标和人工智能的组合中为本地化用户辩护。
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引用次数: 3
Localizing UX Advocacy and Accountability: Using Personas to Amplify User Agency 本地化用户体验倡导和问责制:使用角色来放大用户代理
IF 0.5 4区 文学 Q2 COMMUNICATION Pub Date : 2022-11-01 DOI: 10.55177/tc914783
Guiseppe Getto, Suzan Flanagan
Purpose: This article documents ongoing UX research to develop a grant-funded mobile safety app for recreational boaters. The article presents a workflow for designers to align user advocacy with organizational accountability through the use of personas. Each year, numerous boating safety concerns and incidents go unreported. User research into this context shows that recreational boaters want a mobile app that helps them enjoy boating trips while remaining safe. Method: We reviewed best practices from literature, analyzed interviews with 141 stakeholders, and then discussed findings using personas to amplify user agency as part of a Lean UX workflow for the development of a mobile app that balances users' goals with organizational accountability. Results: Representative groups of boaters want features that help them with navigation, charting, and communication. These features would help alleviate pain points and enable goals having to do with not getting lost, avoiding hazards, and communicating trip progress to audiences onshore. In addition, the personas we have developed will help us communicate to the development team behind the app to explain how they can develop features that accommodate users' needs. Conclusion: Though personas are limited as to how well they represent actual users, if used properly within a design process they are a powerful tool for amplifying user agency so that resulting apps achieve user adoption. As part of a Lean UX workflow, personas are a useful tool in tailoring products and services to user needs while ensuring organizational accountability to those needs.
目的:本文记录了正在进行的用户体验研究,旨在为休闲划船者开发一款获得资助的移动安全应用程序。本文为设计师提供了一个工作流程,通过使用人物角色将用户倡导与组织责任结合起来。每年都有许多划船安全问题和事故未被报道。对这方面的用户研究表明,休闲划船者想要一个移动应用程序,帮助他们享受划船旅行,同时保持安全。方法:我们回顾了文献中的最佳实践,分析了对141名利益相关者的采访,然后讨论了使用人物角色来扩大用户代理的发现,作为开发移动应用程序的精益用户体验工作流程的一部分,该应用程序可以平衡用户目标和组织责任。结果:有代表性的船民群体想要帮助他们导航、制图和交流的功能。这些功能将有助于减轻痛点,实现与不迷路、避免危险以及向岸上用户传达行程进度有关的目标。此外,我们开发的角色将帮助我们与应用程序背后的开发团队进行沟通,以解释他们如何开发满足用户需求的功能。结论:虽然人物角色在代表实际用户的程度上是有限的,但如果在设计过程中使用得当,它们是放大用户代理的有力工具,从而使应用获得用户采用。作为精益用户体验工作流程的一部分,人物角色是根据用户需求定制产品和服务的有用工具,同时确保组织对这些需求负责。
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引用次数: 1
Everyone Is Always Aging: Glocalizing Digital Experiences by Considering the Oldest Cohort of Users 每个人都在变老:通过考虑最老的用户群体来提升数字体验
IF 0.5 4区 文学 Q2 COMMUNICATION Pub Date : 2022-11-01 DOI: 10.55177/tc674376
Allegra W. Smith
Purpose: Older adults (aged 65+) represent an under-explored group in technical communication, despite rapid population aging. Designing for older age cohorts holds potential for "glocalization"—integrating the local and the global—through attending to the needs of a specific user community while benefiting all users through interventions that prioritize usability, accessibility, and generational cultures. Method: Using structured task analysis methods, I investigated the steps and decisions that six adults aged 75+ took to accomplish five increasingly difficult tasks. Results: Though participants were easily able to access the Internet and find a news story online, they faced difficulties when attempting to modify the homepage on their browser, use mapping tools to determine the distance between two locations, and identify a government document answering a question about income taxes. These findings point to four key considerations when designing for older age cohorts: user customization and personalization, information literacy, deceptive patterns, and mismatched mental models stemming from gaps between declarative and procedural knowledge. Addressing these needs through targeted design, documentation, and education can help the oldest user group to realize their technological goals. Conclusion: This very localized study of a specific group of users has global implications for research and practice. Designing experiences for the oldest adults provides critical opportunities for usability, because though they represent a specific user community, designing for them and alongside them actually benefits all users, because everyone is always aging. Thus, accounting for aging bodies and minds serves as an important form of glocalization for designers of communication.
目的:尽管人口快速老龄化,但老年人(65岁以上)在技术交流方面是一个探索不足的群体。为老年群体设计具有“全球化”的潜力,即通过关注特定用户社区的需求,将当地和全球融合在一起,同时通过优先考虑可用性、可访问性和世代文化的干预措施,使所有用户受益。方法:使用结构化任务分析方法,我调查了六名75岁以上的成年人为完成五项难度越来越大的任务所采取的步骤和决定。结果:尽管参与者很容易访问互联网并在网上找到新闻报道,但他们在试图修改浏览器上的主页、使用地图工具确定两个地点之间的距离以及识别回答所得税问题的政府文件时都面临困难。这些发现指出了为老年群体设计时的四个关键考虑因素:用户定制和个性化、信息素养、欺骗性模式,以及由于陈述性和程序性知识之间的差距而导致的不匹配的心理模型。通过有针对性的设计、文档和教育来满足这些需求,可以帮助最年长的用户群体实现他们的技术目标。结论:这项针对特定用户群体的非常本地化的研究对研究和实践具有全球意义。为最年长的成年人设计体验为可用性提供了关键的机会,因为尽管他们代表了一个特定的用户群体,但为他们设计并与他们一起设计实际上对所有用户都有好处,因为每个人都在变老。因此,对沟通设计师来说,考虑衰老的身体和思想是一种重要的全球化形式。
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引用次数: 3
Exploring Localized Usability Implementation in mHealth App Design for Healthcare Practitioners in the Global South Context: A Case Study 探索移动医疗应用程序设计的本地化可用性实现在全球南方背景下的医疗从业者:一个案例研究
IF 0.5 4区 文学 Q2 COMMUNICATION Pub Date : 2022-11-01 DOI: 10.55177/tc885177
Keshab R. Acharya
Purpose: This study was designed to better understand how mobile health applications (mHealth apps) designed in the Global North (GN) are perceived as usable, empowering, and persuasive by users, particularly healthcare practitioners, in the context of a Global South (GS) country. Method: This article employed an online survey of users of a mHealth app that was designed and developed in the GN for global use. Survey participants included healthcare practitioners from a GS country and the survey was administered by snowball sampling method. Results: Eighty-three survey responses from healthcare practitioners in Nepal were coded into three broad categories: user experience and mHealth apps, localized usability and mHealth apps, and persuasive design and mHealth apps. Their relationships and connections are examined within these categories. Conclusion: From a user empowerment perspective, understanding the interest, motivation, and concerns of end-users is vital to the development and implementation of mHealth apps, especially in the low- and middle-income healthcare contexts in which healthcare practitioners have limited resources. Culturally sustaining localized UX approaches should be adopted to create usable, empowering, and persuasive mHealth apps for use in resource-constrained cultural settings in the GS.
目的:本研究旨在更好地了解在全球南方(GS)国家的背景下,在全球北方(GN)设计的移动健康应用程序(mHealth应用程序)如何被用户,特别是医疗从业者认为是可用的、赋权的和有说服力的。方法:本文采用了一项针对mHealth应用程序用户的在线调查,该应用程序是在GN设计和开发的,供全球使用。调查参与者包括来自GS国家的医疗从业者,调查采用滚雪球抽样法进行。结果:来自尼泊尔医疗从业者的83份调查回复被分为三大类:用户体验和mHealth应用程序、本地化可用性和mHealth程序,以及有说服力的设计和mHealth应用程序。它们的关系和联系在这些类别中进行了检查。结论:从用户赋权的角度来看,了解最终用户的兴趣、动机和担忧对mHealth应用程序的开发和实施至关重要,尤其是在医疗从业者资源有限的中低收入医疗环境中。应采用文化可持续的本地化用户体验方法,创建可用的、赋权的和有说服力的mHealth应用程序,用于GS资源受限的文化环境。
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引用次数: 1
Do Voices Really Make a Difference? Investigating the Value of Local Video Narratives in Risk Perceptions and Attitudes Towards Sea-Level Rise 声音真的有区别吗?调查当地视频叙事在对海平面上升的风险感知和态度中的价值
IF 0.5 4区 文学 Q2 COMMUNICATION Pub Date : 2022-11-01 DOI: 10.55177/tc105639
Daniel P. Richards, S. Stephens
Purpose: The authors present the results of an empirical study investigating strategies for localizing risk messaging pertaining to sea-level rise (SLR) and flooding. We argue that continued testing is necessary to help bolster arguments about the value of localization design practices and that technical communication as a field is positioned well to lead the charge in such testing. Method: The authors conducted a mixed methods research study to discover whether video stories from local residents change user perceptions or concern about SLR as a risk. More than 100 survey responses were collected to track any relation between concern and understanding and modality of storytelling, and focus groups were led with 13 survey respondents to add a deeper understanding of effective strategies for localization. Results: The data show that video and textual storytelling do not differ as much as expected in the context of decision-support tools for SLR. Conclusion: Although video narratives for localization did not affect user perception or concern about SLR more strongly than text quotes did, participants felt that the localization efforts were compelling. Participants suggested ways in which both video and textual narratives might be more effectively used to support audiences' understanding of SLR. As a result of their suggestions, we note future research topics and testing methods to explore risk localization best practices.
目的:作者介绍了一项实证研究的结果,该研究调查了与海平面上升(SLR)和洪水相关的风险信息本地化策略。我们认为,持续的测试是必要的,有助于支持关于本地化设计实践价值的论点,并且技术交流作为一个领域在此类测试中处于领先地位。方法:作者进行了一项混合方法的研究,以了解当地居民的视频故事是否会改变用户对单反风险的看法或担忧。收集了100多份调查回复,以跟踪关注、理解和讲故事方式之间的任何关系,并由13名调查受访者组成焦点小组,以加深对本地化有效策略的理解。结果:数据显示,在单反决策支持工具的背景下,视频和文本故事的差异并没有预期的那么大。结论:尽管本地化的视频叙事对用户对单反的感知或担忧的影响并不比文本引用更大,但参与者认为本地化的努力是令人信服的。参与者提出了可以更有效地使用视频和文本叙事来支持观众理解单反的方法。根据他们的建议,我们注意到未来的研究主题和测试方法,以探索风险本地化的最佳实践。
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引用次数: 0
Mapping the Evolutionary Characteristics of Global Research Related to Technical Communication: A Scientometric Review 绘制与技术交流相关的全球研究的进化特征:一项科学综述
IF 0.5 4区 文学 Q2 COMMUNICATION Pub Date : 2022-08-02 DOI: 10.55177/tc995833
Mingdan Luo, D. DeWitt, Norlidah Alias
Purpose: Technical communication (TC) is an emerging topic which has received attention in both the field of language studies and among the technical profession in the last few decades. In this article, a scientometric review of academic publications to explore the intellectual landscape and evolutionary characteristics of TC research worldwide between 2001 and 2020 is conducted. Methods: Visualization software was employed to analyze co-citation and co-word networks from 2,183 articles published in Web of Science and Scopus databases from 2001 to 2020. Results: The findings indicate that TC research has increased in recent years and has been done in the English language departments and technology departments in recent years. Then, five clusters form the intellectual structure of TC research: translation training, methodologies in TC, composition studies, rhetorical action, and the industry's needs. Finally, the findings indicated there were paradigm shifts in the field of TC. Further, the evolution analysis has shown that the current trends of TC research is now focused on TC pedagogy, a global TC, human-computer interaction, and language learning and training. Conclusion: This review provides reliable information for academics and practitioners to identify the knowledge base, the evolutionary process, and the emerging trends in the TC field from visualized maps. This review can serve as a prelude for future TC research and can provide a guide for the TC skills required among professionals in the future.
目的:在过去的几十年里,技术交流是一个新兴的话题,在语言研究领域和技术专业中都受到了关注。在这篇文章中,对学术出版物进行了科学计量学综述,以探索2001年至2020年间全球TC研究的知识景观和进化特征。方法:利用可视化软件对2001-2020年发表在Web of Science和Scopus数据库的2183篇文章的共引和共词网络进行分析。结果:研究结果表明,近年来TC的研究有所增加,近年来在英语系和技术系进行了研究。然后,翻译培训、翻译方法论、作文研究、修辞行为和行业需求五个集群构成了翻译研究的智力结构。最后,研究结果表明,TC领域发生了范式转变。此外,进化分析表明,当前TC研究的趋势主要集中在TC教育学、全球TC、人机交互以及语言学习和训练。结论:这篇综述为学术界和从业者从可视化地图中识别TC领域的知识库、进化过程和新兴趋势提供了可靠的信息。这篇综述可以作为未来TC研究的前奏,并可以为未来专业人员所需的TC技能提供指导。
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引用次数: 0
Eleven Guidelines for the Design of Instructional Videos for Software Training 软件培训教学视频设计的十一项准则
IF 0.5 4区 文学 Q2 COMMUNICATION Pub Date : 2022-08-02 DOI: 10.55177/tc786532
H. van der Meij, Constanze Hopfner
Purpose: Video is a popular medium for instructing people how to use software. In 2013, van der Meij and van der Meij proposed eight guidelines for the design of instructional videos for software training. Since then, production techniques and video features evolved, and new insights about characteristics of effective video instructions emerged. Methods: Based on recent study outcomes and our reflections on instructional video designs, the original set of eight guidelines was restructured, updated, and extended. Results:A new framework with 11 guidelines was constructed. For these guidelines the article provides scientifically-based advice for the design of instructional videos for software training. Conclusion: The new framework and the illustrations of how the guidelines were applied in videos should provide useful insights for further practice and research on instructional video design.
用途:视频是指导人们如何使用软件的流行媒介。2013年,范德梅吉和范德梅吉提出了八项软件培训教学视频设计指南。从那时起,制作技术和视频功能不断发展,对有效视频指令的特征也有了新的见解。方法:根据最近的研究结果和我们对教学视频设计的思考,对最初的八项指导方针进行了重组、更新和扩展。结果:构建了一个包含11条准则的新框架。对于这些指南,本文为软件培训教学视频的设计提供了基于科学的建议。结论:新的框架和指南在视频中的应用说明应为教学视频设计的进一步实践和研究提供有用的见解。
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引用次数: 3
Creating a Model for Developing and Evaluating Technical Instructions that use Extended Reality 创建使用扩展现实的技术指令开发和评估模型
IF 0.5 4区 文学 Q2 COMMUNICATION Pub Date : 2022-08-02 DOI: 10.55177/tc001245
Satu Rantakokko
Purpose: Extended reality (XR) is an umbrella term for the many ways that we can now design 3D, interactive, and real-time environments as in combining virtual and real elements, and experience immersion in a completely virtual reality (VR). The use of XR is increasing in popularity across a range of industries. Although researchers are becoming increasingly interested in the benefits and challenges of using XR to convey technical instructions, more comprehensive research is required. I aim to address this need in the present article by introducing an affordance model of Technical Instructions in Extended Reality, the TIER model. Two earlier categorizations, the affordances of technical instructions, and the phases of data handling in XR, formed the point of departure for this article. The analysis utilized a four-category model of affordances by Rantakokko and Nuopponen (2019) that comprised: accessing, finding, understanding, and relying on. Data handling in XR drew on a phase-based model by Rantakokko (2022) featuring: collection, processing, storage, transfer, combining, and presentation. Methods:The two sets of categorizations were combined into a holistic model with an iterative process in order to offer a tool for analyzing and describing the possibilities and challenges that XR brings to designing technical instructions. The iterative process was conducted by adding examples from existing research into matrix tables to understand how the affordances of technical instructions and the phases of data handling in XR are connected. Results: The TIER model is introduced with examples to illustrate how it can be used to view every phase of XR data handling in terms of the affordances of technical instructions based on the laws, regulations, principles of good guidance, and the design process. Conclusion: The TIER model can be used as a tool for an organized, step-by-step design process as well as testing XR-based technical instructions to ensure that the features of XR support the intended affordances of technical instructions. technical instructions, affordances, extended reality, mixed reality,
目的:扩展现实(XR)是一个总括性术语,指的是我们现在可以设计3D、交互式和实时环境的多种方式,如将虚拟和真实元素相结合,并体验完全虚拟现实(VR)的沉浸感。XR的使用在一系列行业中越来越受欢迎。尽管研究人员对使用XR传达技术指令的好处和挑战越来越感兴趣,但还需要更全面的研究。在本文中,我旨在通过引入扩展现实中技术指令的可供性模型,即TIER模型来解决这一需求。前面的两个分类,技术说明的可供性和XR中数据处理的阶段,构成了本文的出发点。该分析利用了Rantakokko和Nuoponen(2019)的可供性四类模型,包括:访问、发现、理解和依赖。XR中的数据处理借鉴了Rantakakko(2022)的基于阶段的模型,其特征是:收集、处理、存储、转移、组合和呈现。方法:将这两组分类组合成一个具有迭代过程的整体模型,以提供一个工具来分析和描述XR给设计技术说明书带来的可能性和挑战。迭代过程是通过将现有研究的例子添加到矩阵表中来进行的,以了解XR中技术指令的可供性和数据处理阶段是如何联系的。结果:通过实例介绍了TIER模型,说明如何根据法律、法规、良好指导原则和设计过程,从技术说明的可供性角度看待XR数据处理的每个阶段。结论:TIER模型可以作为一种有组织、循序渐进的设计过程的工具,也可以测试基于XR的技术说明,以确保XR的功能支持技术说明的预期可供性。技术指导,启示,扩展现实,混合现实,
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引用次数: 0
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Technical Communication
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