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1.
The aim of this paper is to establish the foundations for developing a mental model that bridges the gap between usability and security in user-centred designs. To this purpose, a meta-model has been developed to align design features with the users’ requirements through tacit knowledge elicitation. The meta-model describes the combinatorial relationships of Security, Usability and Mental (SUM) and how these components can be used to design a usable and secure system. The SUM meta-model led to the conclusion that there is no antagonism between usability and security. However, the degree of usable security depends on the ability of the designer to capture and implement the user’s tacit knowledge. In fact, the SUM meta-model seeks the dilution of the trading-off effects between security and usability through compensating synergism of the tacit knowledge. A usability security cognitive map has been developed for the major constituents of usability and security to clarify the interactions and their influences on the meta-model stipulations. The three intersecting areas of the three components’ relationships are manipulated to expand the Optimal Equilibrium Solution (OES) (δ) expanse. To put the SUM meta-model into practice, knowledge management principles have been proposed for implementing user-centred security and user-centred design. This is accomplished by using collaborative brainpower from various knowledge constellations to design a system within the user’s current and future perception boundaries. Therefore, different knowledge groups, processes, techniques, tactics and practices have been proposed for knowledge transfer and transformation during the mental model development.  相似文献   

2.
The goal of usability lab design is to create a space where high quality data capture occurs in an environment that looks and feels like the workplace of the product that is being tested. The lab must be part recording studio and part flexible work environment. Since most work environments are not recording studios, achieving a balance between simulation of the work environment and high quality data capture presents a challenge to usability lab designers. Steps can be taken with a user-centred design process to insure that a usability lab design meets this goal. This paper describes such a user-centred design process and how it. in combination with practical architectural and equipment guidelines derived from the authors' past experience, can be used in the design and redesign of future labs. The authors also discuss what changed in the present lab at NCR as a result of these guidelines.  相似文献   

3.
Abstract

The goal of usability lab design is to create a space where high quality data capture occurs in an environment that looks and feels like the workplace of the product that is being tested. The lab must be part recording studio and part flexible work environment. Since most work environments are not recording studios, achieving a balance between simulation of the work environment and high quality data capture presents a challenge to usability lab designers. Steps can be taken with a user-centred design process to insure that a usability lab design meets this goal. This paper describes such a user-centred design process and how it. in combination with practical architectural and equipment guidelines derived from the authors' past experience, can be used in the design and redesign of future labs. The authors also discuss what changed in the present lab at NCR as a result of these guidelines.  相似文献   

4.
Evidence has shown that the trend of increasing obesity rates has continued in the last decade. Mobile phone applications, benefiting from their ubiquity, have been increasingly used to address this issue. In order to increase the applications’ acceptance and success, a design and development process that focuses on users, such as user-centred design, is necessary. This paper reviews reported studies that concern the design and development of mobile phone applications to prevent obesity, and analyses them from a user-centred design perspective. Based on the review results, strengths and weaknesses of the existing studies were identified. Identified strengths included: evidence of the inclusion of multidisciplinary skills and perspectives; user involvement in studies; and the adoption of iterative design practices. Weaknesses included the lack of specificity in the selection of end-users and inconsistent evaluation protocols. The review was concluded by outlining issues and research areas that need to be addressed in the future, including: greater understanding of the effectiveness of sharing data between peers, privacy, and guidelines for designing for behavioural change through mobile phone applications.  相似文献   

5.
The main features of the Scrum process are intense communication between different stakeholders, and rapid feedback based on regular delivery of working software. The integration of traditional user-centred evaluation activities in this context is challenging. Hence, this paper presents an interview study of 21 informants, categorised in four different professional roles. The main contribution of the paper is an overview of the types of user-centred evaluation conducted by information technology professionals in various Scrum projects. Results show that various forms of feedback are indeed gathered on the usability and user experience of the software, system or service being developed. However, the user-centred evaluations conducted typically are informal with few users, gathering empirical qualitative data and performed during short unplanned sessions. Performance measurements gathering quantitative data are seldom used. The informants in the business specialist role merely ask users about their opinion, whereas the other roles use several user-centred evaluation activities to gather feedback on their design. Generally, feedback is gathered throughout the whole project, but often evaluation is conducted early in the project or even before the actual development starts. Finally, these results are discussed in relation to previous studies in the area.  相似文献   

6.
This paper discusses an industrial designer's approach to eliciting user perceptions and emotional responses to products through visual evaluation and stimuli. Whilst the authors accept that product functionality is crucial for product success, the appearance, use of materials, shape and form provide the most immediate product data for the user. Less tangible issues such as emotional bonding of users with products, cultural perceptions and social value systems, provide valuable insights for the product developer to help expand knowledge and understanding of the users' need beyond the functional. This paper presents product personality profiling as a new technique for design researchers/designers, and discusses it alongside other emerging approaches such as mood boards and visual product evaluation. The authors have used these techniques during focus group sessions with users to elicit individuals' needs and aspirations towards products. Such a user-centred approach is fundamental to applied ergonomics. Experiences, benefits, and limitations of these techniques are outlined as well as the opportunities for further development.  相似文献   

7.
In recent years, a number of research works have been carried out to improve the information retrieval process by exploiting external knowledge, e.g. by employing ontologies. Even though ontologies seem to be a promising technique to improve the retrieval process, hardly any study has been performed to evaluate the use of ontologies over a longer time period to model user interests. In this work we introduce an ontology based video recommender system that exploits implicit relevance feedback to capture users’ evolving information needs. The system exploits a generic ontology to organise users’ interests. We evaluate the recommendations by performing a user-centred multiple time-series study where participants were asked to include the system into their daily news gathering routine. The results of this study suggest that the system can be successfully employed to improve personal information seeking tasks in news domain.  相似文献   

8.
Due to the explosion of news materials available through broadcast and other channels, there is an increasing need for personalised news video retrieval. In this work, we introduce a semantic-based user modelling technique to capture users’ evolving information needs. Our approach exploits implicit user interaction to capture long-term user interests in a profile. The organised interests are used to retrieve and recommend news stories to the users. In this paper, we exploit the Linked Open Data Cloud to identify similar news stories that match the users’ interest. We evaluate various recommendation parameters by introducing a simulation-based evaluation scheme.  相似文献   

9.
Prototypes of interactive computer systems have been built that can begin to detect and label aspects of human emotional expression, and that respond to users experiencing frustration and other negative emotions with emotionally supportive interactions, demonstrating components of human skills such as active listening, empathy, and sympathy. These working systems support the prediction that a computer can begin to undo some of the negative feelings it causes by helping a user manage his or her emotional state. This paper clarifies the philosophy of this new approach to human–computer interaction: deliberately recognising and responding to an individual user's emotions in ways, that help users meet their needs. We define user needs in a broader perspective than has been hitherto discussed in the HCI community, to include emotional and social needs, and examine technology's emerging capability to address and support such needs. We raise and discuss potential concerns and objections regarding this technology, and describe several opportunities for future work.  相似文献   

10.
11.
基于领域本体的用户模型的研究*   总被引:1,自引:0,他引:1  
目前大多数知识管理系统采用基于关键词或关键词向量空间模型表示用户的兴趣偏好。针对该方法不包含语义信息,很难准确表示用户感兴趣的信息,并且难于扩展,提出一种基于领域本体的用户模型。该模型利用用户访问量,采用改进的相似度算法,实现用户分类建立用户模型,体现用户个人偏好。最后将该模型应用于齐齐哈尔货车快速设计系统中,应用表明该模型能准确地反映用户兴趣,且提高了信息检索效率。  相似文献   

12.
In providing a better experience to users in terms of product usage, we focus on the important concept of a user-centred design (UCD), and explore a new approach to user experience (UX), with the effort to understand experience-driven innovation. Based on the conceptual framework of experiential network and the results of multiple case studies covering 643 successfully designed products or services providing an optimised UX, we categorise the UX context into the following four representative types: individualisation, combination, integration, and ecosystem. Furthermore, we identify the essential UCD concepts that reflect the core needs and expectations of users in each of the designed contexts, that is, specialty, usefulness, usability, and fluency. Finally, we discuss the dynamic concepts that help achieve a successful experience innovation. We expect these findings to play a crucial role in the development of novel design concepts or strategies, not only to better understand the needs of contemporary users, but also to better understand the dynamics of innovation.  相似文献   

13.
Website redesign is a complex task that requires the organised use of design methods and guidelines as well as meaningful assessments. An important reason for website redesign is to enhance the usability and accessibility for ‘non-traditional’ user groups like the older population. The paper presents a case study of the redesign of a touristic web portal in order for it to be senior-friendly. The redesign process involved: (a) identification of a set of 7 principles and 45 guidelines (7p/45g) for web design for older adults; (b) heuristic evaluation of the original website on the basis of the identified 7p/45g set; (c) redesign of the website in an interactive online prototype; and (d) comparative summative usability evaluation, which involved 12 older users and post hoc interviews and questionnaires. The results showed that the redesigned website was significantly more usable and acceptable than the original. This study makes two contributions in the field: first, it outlines a web redesign process for older adults, which is effective in terms of time and cost, making use of various assessments of experts and users; second, it presents the application of this process in a manner that can be adopted and repeated in other redesign cases.  相似文献   

14.
Apart from the technological perspective of security in mobile devices and applications, the economic perspective has been increasingly attracting the academic and business interest. This paper aims to investigate the perceptions of mobile users about the economic importance of security breaches. Instead of considering mobile users as a whole, they were examined as distinct user types based on Brandtzæg’s mobile user typology. These types are: (1) sporadic users, (2) socializers, (3) entertainment type users, (4) instrumental users, and (5) advanced users. In the context of the research part of this study, a survey was conducted in a sample of smartphone and tablet owners. The five user types were identified in our sample by setting specific classification rules, based on the frequency and the variety of mobile services used. Mobile users’ perceptions were assessed in terms of ten different kinds of security breaches. The findings indicated that the user types perceive differently the economic importance of security breaches, implying that the design of security policies and/or the development of tools totally for the community of users are not the appropriate practices. Our research could contribute to the knowledge considering mobile users and their perceptions about security breaches. Mobile content providers and developers could use the findings of this study to evaluate and redesign, if needed, their current strategies so as to meet users’ needs regarding security.  相似文献   

15.
In this paper, we describe the design and the management of an agent-based system that supports distributed brainstorming activities. The support system is a highly coordinated IoT application composed of many locally installed interface devices, multimedia communication functions, and cloud functions that process application logic and store meeting data. The system is designed to support a variety of brainstorming sessions, so its functionalities must be modifiable and enable the system to be adapted to different environments and user requirements without any loss of performance. System accessibility should be also ensured from any location for any user. These constraints require a flexible and usable support system.We further discuss the aspects of flexibility and usability that are important in a support system for distributed brainstorming, from which we propose a conceptual schema for flexible and usable support systems. To realize this schema, we present a resource-oriented architecture that can modify the brainstorming support system’s structure and functions. Flexibility is achieved thanks to an agent-based system that manages resources and operates on them according to users’ requests.We also describe the system architecture, which is organized around a set of channels dedicated to different services proposed to the users. We present in detail a video channel that ensures user awareness during synchronized activities. We then conduct several experiments verifying the usability of important channels in the architecture and present the results of these experiments.Finally, we discuss experimental scenarios that show how the system owes its adaptability to management based on an agent organization that supports distributed brainstorming and other activities.  相似文献   

16.
There are a number of difficulties with software support for production management decision making in small manufacturing enterprises (SME). System requirement specification and total system cost are two major hurdles. A generic approach to the system design will enable the development costs to be spread across a group of users, while prototyping offers the potential to involve users in the system specification and design. However existing prototyping methodologies have not focused on producing generic software. The template prototyping concepts developed here, together with the derived methodology, based on object-orientated structures, contribute significantly to overcoming these difficulties. The use of the developed software in practice and as a learning tool in computer aided production management for SME environments is outlined.  相似文献   

17.
《Ergonomics》2012,55(8):1667-1673
Abstract

When ergonomists contribute to the design of products and services they aim to be user-centred. This paper explores two possible meanings of user-centredness; the ergonomist may use theories and findings about human behaviour to act for the user or may help the user to participate in design. Both approaches are well known in ergonomics and they can point in conflicting directions. This paper examines the rationale for the two approaches and presents the results of a survey, which found that the most successful strategy was to mix the two approaches. It offers a classification to support the identification of the appropriate approach to adopt in different situations. The paper proposes, for example, that ‘design by users’ is the appropriate strategy when significant value judgements have to be taken in a local or bespoke design setting. By contrast a ‘design for users’ approach is appropriate for the design of generic products. An additional approach ‘design for users with users’ is introduced for settings that require knowledge about human characteristics and that need users to make value judgements.  相似文献   

18.
Professional video searchers typically have to search for particular video fragments in a vast video archive that contains many hours of video data. Without having the right video archive exploration tools, this is a difficult and time consuming task that induces hours of video skimming. We propose the video archive explorer, a video exploration tool that provides visual representations of automatically detected concepts to facilitate individual and collaborative video search tasks. This video archive explorer is developed by employing a user-centred methodology, which ensures that the tool is more likely to fit to the end user needs. A qualitative evaluation with professional video searchers shows that the combination of automatic video indexing, interactive visualisations and user-centred design can result in an increased usability, user satisfaction and productivity.  相似文献   

19.
20.
Unlike the conventional design methodology, the universal design aims to integrate various user groups within the design space to benefit the user of all ages with distinct abilities. The objective of this work is to ensure universality of the designed product with the help of user-values based evaluation model. In the proposed model, users are classified into three groups based on their abilities and needs. This classification analyses the values associated with the individual needs of a different group of users. The universality of the product is analyzed by using the proposed model and accordingly the product can be improved by incorporating the values that have been overlooked by the designer. The frequently neglected values can be identified to modify universal design principles.Relevance to industry.Providing functional and usable products to all sets of users is the most important goal of industry, in today's marketplace. To achieve this goal, universal product design evaluation model has been proposed in this work. With the help of evaluation model, design firms and designers can ensure the universality of the product at an early phase of design and also while redesigning of the existing products.  相似文献   

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