56 resultados para User centred design

em Deakin Research Online - Australia


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User-centred design (UCD) with a focus on usability provides product developers with a design approach in which users are involved in every stage of the process: when gathering requirements; when evaluating alternative designs; and when evaluating interactive prototypes.The characteristics of people who use augmentative and alternative communication (AAC) make it difficult to follow a truly UCD approach, which in part may contribute to the high rejection of AAC devices. Training workshops have been delivered to introduce users and AAC professionals to the UCD process.Initial feedback indicates that they feel more empowered to evaluate systems and to engage in the design of new systems after attending the workshop.

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Utilizing user-centred system design and evaluation method has become an increasingly important tool to foster better usability in the field of virtual environments (VEs). In recent years, although it is still the norm that designers and developers are concerning the technological advancement and striving for designing impressive multimodal multisensory interfaces, more and more awareness are aroused among the development team that in order to produce usable and useful interfaces, it is essential to have users in mind during design and validate a new design from users' perspective. In this paper, we describe a user study carried out to validate a newly developed haptically enabled virtual training system. By taking consideration of the complexity of individual differences on human performance, adoption and acceptance of haptic and audio-visual I/O devices, we address how well users learn, perform, adapt to and perceive object assembly training. We also explore user experience and interaction with the system, and discuss how multisensory feedback affects user performance, perception and acceptance. At last, we discuss how to better design VEs that enhance users perception, their interaction and motor activity.

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This study focuses on soft boot snowboard bindings by looking at how users interact with their binding and proposes a possible solution to overcome such issues. Snowboarding is a multibillion-dollar sport that has only reached mainstream in the last 30 years its levels of progression in technology have evolved in that time. However, snowboard bindings for the most part still consist of the same basic architecture in the last 20 years. This study was aimed at taking a user centric point of view and using additive manufacturing technologies to be able to generate a new snowboard binding that is completely adaptable to the user. The initial part of the study was a survey of 280 snowboarders focussing on preferences, style and habits. This survey was generated from over 15 nations with the vast majority of boarders on the snow for five to fifty days a year. Significant emphasis was placed on the relationship between boarder binding set-up and occurrence of pain and/or injury. From the detailed survey it was found that boarder's experienced pain in the front foot/toe area as a result from the toe strap being too tight. However boarders wanted tighter bindings to increase responsiveness. Survey data was compared to ankle and foot biomechanics to build a relationship to assess the problem of pain versus responsiveness. The design stage of the study was to develop a binding that overcame the over-tightening of the binding but still maintain equivalent or better responsiveness compared to traditional bindings. The resulting design integrated the snowboard boot much more into the design, by using the sole as a "semi-rigid" platform and locking it in laterally between the heel cup and the new toe strap arrangement. The new design developed using additive manufacturing techniques was tested via qualitative and quantitative measures in the snow and in the lab. It was found that using the new arrangement in a system resulted in no loss of performance or responsiveness to the user. Due to the design and manufacturing approach users have the ability to customise the design to their specific needs.

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The purpose of this research is to investigate the usability of DVD interfaces via their menus and navigation, inspired by Donald Norman who has had a pivotal role in user-centred design and usability. The paper encompasses theoretical aspects of interactivity, usability and DVD technology. A usability test was administered with the DVDs chosen. The results from the usability test were the main focus in this research. Such results were supportive of Normanrsquos claims, as participants experienced varying degrees of usability issues. Furthermore, the findings were used to develop a set of guidelines and recommendations designers could follow. If these were adhered to, it would have significantly alleviated the difficulty the participants had in interacting with the DVDs.

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The research found that multicultural societies need to acknowledge the importance of online usability as a social justice, access and equity issue. For effective usability, government public access websites need to be informed by the language and cultural needs of the diverse target groups, best realised through a user-centred design methodology. Utilising the thesis' research an accompanying website "The women of Scylla : a digital odyssey" was designed and included via the enclosed CD-ROM.

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This research is related to the user-centred design and use of Virtual Environment (VE) training systems. A multidimensional user-centred systematic training evaluation framework that combines ideas from human-computer interaction, training, education and psychology was proposed, which contributes to better design and evaluation of VE user interfaces.

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Virtual reality and simulation are becoming increasingly important in modern society and it is essential to improve our understanding of system usability and efficacy from the users’ perspective. This paper introduces a novel evaluation method designed to assess human user capability when undertaking technical and procedural training using virtual training systems. The evaluation method falls under the user-centred design and evaluation paradigm and draws on theories of cognitive, skillbased and affective learning outcomes. The method focuses on user interaction with haptic-audio-visual interfaces and the complexities related to variability in users’ performance, and the adoption and acceptance of the technologies. A large scale user study focusing on object assembly training tasks involving selecting, rotating, releasing, inserting and manipulating 3D objects was performed. The study demonstrated the advantages of the method in obtaining valuable multimodal information for accurate and comprehensive evaluation of virtual training system efficacy. The study investigated how well users learn, perform, adapt to and perceive the virtual training. The results of the study revealed valuable aspects of the design and evaluation of virtual training systems contributing to an improved understanding of more usable virtual training systems.

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This research focuses on a major health priority for Australia by addressing existing gaps in the implementation of nursing informatics solutions in healthcare. It serves to inform the successful deployment of IT solutions designed to support patient-centered, frontline acute healthcare delivery by multidisciplinary care teams. The outcomes can guide future evaluations of the contribution of IT solutions to the efficiency, safety and quality of care delivery in acute hospital settings.

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While increased awareness of disability issues has resulted in the development of guidelines for developing accessible software, such guidelines do not guarantee that the end product will be optimal for users with a disability. We present an overview of a user-centred approach to the needs analysis and ultimate design of a disability aware email client (Multimail). We discuss the process we used to work with participants in developing the software and reflect on the benefits and challenges of the process.

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We aim to support user interface designers in capturing, representing and reasoning about temporal information. We have developed a method to support user interface designers in considering how the temporal aspects of software impact the user. Importantly the method is based on a detailed analysis of data from a set of situated interviews that capture the views of practicing user interface designers. This paper discusses the background research and the motivation for the method.

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The dynamics of teaching and learning in higher education are being affected by a combination of educational, social, political and economic factors, and one of the most important changes is the extent to which Learning Management Systems (LMS) are forming the basis for online teaching and learning environments. Deakin University has just completed an extensive evaluation of learning management systems (LMS) to select an enterprise level online teaching and learning system. One of the important aspects of this process is that unlike other evaluations which focused on systems comparison, this evaluation was user-centred, taking into account teaching and learning needs to determine the LMS that would best align with those needs. This paper examines the methods and results of this collection of staff and student needs in online teaching and learning.