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The user-centered design (UCD) process in HCI has recently been criticized for not delivering breakthrough innovations in technology. In this paper we consider this critique through a literature review and two case studies of innovation. Our conclusions suggest that there is nothing wrong with the attitude of user-centered design which has probably...
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... only did the sales of albums create a parallel business (a British firm claimed to have sold almost a million albums by 1867), but the empty pages of albums encouraged the purchase of more cartes. The standard size of cartes was also important for the album business: it provided a standard format for images (portraits, landscapes, etc.), and albums could be made to support that specific format by cutting sleeves for inserting the cartes (Figure 2). Albums varied in their size, the number of images they could hold, and the decorations and illustrations printed on the pages. ...
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Human-Computer Interaction (HCI) is an important knowledge component for graduate IS and E-Commerce (IS/EC) programs. HCI topics, such as user-centered design and usability testing, are particularly critical to the development of Internet-based solutions, but have not yet gained enough attention in graduate IS/ECT programs. In this paper, we discus...
After a short presentation of the contribution of ergo-nomics in traditional human-computer interaction and the concepts of usability engineering, we shift to the main design processes which aim to achieve usability and effectiveness. In a first phase, a critique is made to the systematic consideration of user needs from the ini-tial stages of the...
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... Another strand of research has investigated whether mutational robustness, … meaning unchanged behavior of software when undergoing random mutations, can contribute to evolvability [15]. While some focus has been on the impact of change on software quality, less research has been on the impact of evolution on innovation, e.g. in HCI (Human Computer Interaction), where innovation is a desirable impact since it will help increase value for the developing organization [16]. ...
Systems evolve with societal, business and technological changes. Because of these changes, socio-technical systems need to adapt to new situations that were unknown at the time of design. Good knowledge of system evolution can help with that adaption. Although the evolution of software and interactive systems has been broadly debated, little research has been conducted on the specific genre of systems and even less empirical research on the evolution of interactive software has been performed. We propose a three-dimensional framework which consists of what changes during the evolution of training simulators, what are the drivers for those changes and how the changes effect innovation and robustness of the training simulators. By reviewing the literature on training simulators, we argue for this framework. The contribution of the paper is a framework that can be used to carry out empirical studies on evolution of training simulators.
... The concerns expressed by Buxton and Norman, have motivated others to elaborate on the current state of innovation in HCI. Frolich and Sarvas [11] argue that the lack of attention to business models and technology diffusion may hinder HCI practice from generating breakthrough innovation. Chilana et al. suggest that the preoccupation with rigor and generalizability within HCI may obstruct concerns pertaining to relevance and market orientation [7]. ...
... Such technology dependencies can play a role in the market dominance of a product until a new disruptive technology is introduced (Anderson and Tushman, 1990). Frohlich and Sarvas (2011) provide examples of successful and unsuccessful product launches. In their opinion a successful product needs to benefit users, be reliable, have a business value, must be supported by existing technologies and must be designed effectively. ...
... Thus, the lack of direct transference to commercial products cannot be seen as a failure if the business research ground has not even been considered in the first place. PIM research prototypes are a clear example of throwaway prototyping which seems to be very common in HCI (Whittaker et al., 2000;Frohlich and Sarvas, 2011). Collaborative development between academia and industry might provide better possibilities for research prototypes down-streaming to commercial products. ...
Personal Information Management (PIM) refers to the practice and the study of how people acquire, organize, maintain, retrieve,
archive and discard information for various reasons in physical and digital worlds. Many PIM tools are available for managing
information on our desktop computers while many research prototypes have tried to augment or replace them. The development
of these tools was based on knowledge drawn from the fields of psychology, human–computer interaction, information retrieval,
knowledge management and research in the PIM field. Different metaphors and ways of organizing were introduced. However, the
prevailing beliefs are that most of these prototypes were not extensively tested and that the radical design (not addressing
real-world issues) and quick abandonment of prototypes prevented transfer to mainstream products. This paper looks at what
has been developed and learnt, what has been transferred to mainstream applications, discusses the possible reasons behind
these trends and challenges some parts of the above-mentioned beliefs.
Using real estate agents to advertise home has long been a common practice. Some developers use a scale model to reflect the design results as a physical model however, the production requires components that cost quite a bit of money and are not practical nowadays. Hence, this study attempt to uncover the challenge of using augmented reality in marketing. The design framework for using augmented reality in marketing is determined using User-Centered Design with a protocol design method. Tracking and context identification, sound, one contact, kinesthetic and sensory modalities are the five types of design criteria identified. Keywords: Augmented Reality; Marketing Tools; Architectural design; User Centered Design eISSN: 2398-4287© 2022. The Authors. Published for AMER ABRA cE-Bs by e-International Publishing House, Ltd., UK. This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/). Peer–review under responsibility of AMER (Association of Malaysian Environment-Behaviour Researchers), ABRA (Association of Behavioural Researchers on Asians/Africans/Arabians) and cE-Bs (Centre for Environment-Behaviour Studies), Faculty of Architecture, Planning & Surveying, Universiti Teknologi MARA, Malaysia. DOI
Die Medienpädagogik öffnet sich zunehmend interdisziplinären Zugängen und wird von unterschiedlichen Bereichen wie den Digital Humanities angefragt, ihre Expertise einzubringen. Dabei kennzeichnet die Digital Humanities eine intensive interdisziplinäre Zusammenarbeit und innovative wissenschaftliche Fragstellungen. Die Forschungssoftware, mit der diese innovativen Fragestellungen bearbeiten werden sollen, muss entsprechend flexibel sein, um sich mit den evolvierenden Aufgaben zu entwickeln. Dies birgt für die Softwareentwicklung in diesem Bereich vielfältige Unwägbarkeiten. Komplexitätssteigernd wirkt, dass hier nicht einfache Software für den Alltag erarbeitet werden muss. Vielmehr gilt es, digitalen Umgebungen für sich stetig weiterentwickelnde Forschungen gerecht zu werden und je nach Projektkontext unterschiedlichen Anforderungen zu genügen. Diese Anforderungen sind für Nicht-Softwareentwickler häufig nicht leicht zu verbalisieren. In diesem Beitrag stehen die interdisziplinäre Bearbeitung und Bündelung unterschiedlicher Expertisen im Vordergrund, um subjektorientierte Lösungen für solch komplexe Fragestellungen zu entwickeln. Der Beitrag diskutiert diese Themen beispielhaft anhand der interdisziplinären Projektarbeit der Medienforschung, der Medienpädagogik und der Informatik zur Softwareunterstützung digitaler Musikeditionen und somit der Verarbeitung von textuellen und nichttextuellen Daten. Hierbei steht die Methode zur Erforschung impliziten Wissens und deren Transfer für die Softwareentwicklung im Mittelpunkt der Diskussion. Daraus werden abschliessend medienpädagogische Empfehlungen für die Softwareentwicklung und für die Bildungsbedarfe in diesen Bereichen formuliert.
The arising of new technologies ranging from smartphones to social networks is constantly increasing interactions between people. In the Information and Communications Technology (ICT) community, adapting technology to human nature is the key concern of User-Centered Design (UCD). However, UCD tends to neglect the emerging social dimension of technology: users are consulted in the design process, but they do not have any direct involvement or creative control over the developed technological solutions. On the other hand, the collaborative and social nature of the design process is getting increasingly explicit in the Product Design community, where well-established participatory approaches are applied to involve stakeholders, designers, and end-users in the creative process of new products. In this paper, we first provide a deep analysis of the state of the art of participatory approaches in the research literature. Then, we investigate how their integration with UCD leads not only to empower the role of end-users as active collaborators of designers towards a more democratic crowd-based UCD process, but also to create innovation in the design process. We advocate that such innovation can be obtained by giving the right voice not only to the users who reach consensus in the design process but also to the marginals. We provide an explorative model, some experiments, and a sketch of the user interface to support our claim.
The historical and company context of the original audiophoto work, very much influenced what happened next within HP. And what happened next, unfolded both as an impact on HP products but also on the ongoing research work carried out by other research scientists in the Labs and Divisions. I review these different impacts in the following two Sects. 7.2 and 7.3.