Article

The state of user-centered design practice

Authors:
To read the full-text of this research, you can request a copy directly from the authors.

Abstract

User-Centered Design (UCD) is a multidisciplinary design approach based on the active involvement of users to improve the understanding of user and task requirements, and the iteration of design and evaluation. It is widely considered the key to product usefulness and usability---an effective approach to overcoming the limitations of traditional system-centered design. Much has been written in the research literature about UCD. As further proof of internationally endorsed best practice, UCD processes are also defined in ISO documents, including ISO 13407 and the associated technical report, ISO TR 18529. Increasingly, UCD has become part of the cultural vernacular of the executives and managers who drive technology development in companies of all sizes.

No full-text available

Request Full-text Paper PDF

To read the full-text of this research,
you can request a copy directly from the authors.

... The adoption of the User-Centered Design (UCD) method in this study stems from its proven effectiveness in discerning user needs and creating solutions that align with those needs (Sedlmayr et al., 2018). UCD, recognized for improving product usefulness and usability (Mao et al., 2005), is applied here to identify areas of enhancement in the NHS app. The aim is to showcase how UCD methods can be instrumental in developing a more user-friendly app that caters to user needs. ...
... 23/31 Centered Design (UCD) methodologies. The rationale behind adopting UCD was grounded in its proven effectiveness in aligning solutions with user needs, as established by Sedlmayr et al. (2018) and Mao et al. (2005). The primary objectives were to identify areas of improvement within the NHS app, demonstrate the application of UCD methods in fostering userfriendly app development, and contribute pioneering insights to the underexplored realm of UCD methodologies for telemedicine applications. ...
Preprint
Full-text available
The NHS app was developed to assist millions of people in gaining information about their health and treatment, as well as accessibility to NHS services. However, like most mHealth apps, the NHS app faces various issues, including low task completion rates and poor usability. User-centred design has proved to be a successful approach for identifying requirements across diverse user groups and incorporating them into the development of information and communication technology systems while boosting clinical system accessibility and satisfaction. This study aims to research the reasons for the low adoption rate, Identify areas of improvement and demonstrate how User-centred design methods can be applied to create a more user-friendly app that meets user needs. To achieve this objective, a mixed-methods approach comprising semi-structured interviews and usability testing was adopted for data collection _(N=15)_, Participants were between the ages of 20 to 40; living in the United Kingdom. The findings of the semi-structured interviews revealed that there is a huge gap between the features the NHS provides and what users require and findings also reveal that many users are experiencing dissatisfaction while using the app, leading to its low adoption rate. Based on these findings, wireframes were designed, and the redesigned solution was then evaluated using a think-aloud method and a questionnaire. The usability result shows that applying UCD methodologies to develop products increases user satisfaction and user experience.
... UCD has successfully been used in a broad range of fields of science, such as Medicine [37], Psychology [38], Engineering [39], Web Design [40], and even Urban Mobility [41]. Research indicates that employing a User-Centered approach has already had an impact and is gaining increasing acceptance [42] as it leads to enhanced usability and successful implementation of technology, ultimately fostering greater user acceptance and satisfaction with the resulting product [42][43][44]. ...
... UCD has successfully been used in a broad range of fields of science, such as Medicine [37], Psychology [38], Engineering [39], Web Design [40], and even Urban Mobility [41]. Research indicates that employing a User-Centered approach has already had an impact and is gaining increasing acceptance [42] as it leads to enhanced usability and successful implementation of technology, ultimately fostering greater user acceptance and satisfaction with the resulting product [42][43][44]. ...
Article
Full-text available
This paper presents a new concept of a modular system for the production and storage of energy in a bicycle at any speed above 9 km/h. User-Centered Design methodology was applied to establish the design premises, and then each component of the modular system was selected, developed, and refined separately, carrying out all component integration (hub dynamo, USB charger, batteries, and solar panel) by means of a simple extension cable. Then, simulations were made with different software tools to create a design candidate. A new design of an integrated modular energy production–storage system was obtained, aiming to cover the needs of long-distance bikers and daily bike commuters. The designed system can charge its own batteries and power devices connected to the USB charger from a speed of 9 km/h. The system entails a modular integration solution that is not only cost-effective but also highly efficient. Its ergonomic design allows users to effortlessly replace batteries as and when needed. Current models on the market do not possess this integration.
... In this paper, we define user centricity as a form of participation and involvement in which alternatives are evaluated and shared with interested parties beyond a project team in order to agree upon and implement solutions that are supported by the entire group (Vroom and Jago, 1988). In software development, research has shown that user-centric design and requirements elicitation stands in direct relation to user acceptance (Grundy et al., 2020) and improved product usefulness and usability (Mao et al., 2005). Involving users early in software development can also promote a system's success and user satisfaction as well as improve the quality of requirements (Kujala, 2003). ...
... Nevertheless, in the following, we use the original wording from the literature in order to remain true to the meaning expressed in the sources. Prior research has revealed a notable relationship between citizen participation in various phases of software development and the level of their acceptance of related systems (Grundy et al., 2020;Mao et al., 2005). Researchers have also identified the positive impact of user engagement on IS acceptance throughout the analysis, design, and implementation of the systems as they are being developed (Foster and Franz, 1999). ...
Conference Paper
Smart traffic management initiatives are a growing trend in many cities. While they have the potential to fundamentally improve traffic in urban areas, their success is determined by the citizens' use of the applications developed in related projects. However, citizens are rarely involved in the requirements elicitation or development process encompassed within such initiatives, even despite research showing the high potential of user-centric software development. In a multiple-methods approach combining focus group discussions and a quantitative survey, we investigate how citizens can be integrated in the specification process of data-driven traffic management applications and whether their involvement can influence the intention to use those applications in the future. With our findings, we contribute to the field of user-centric software design in information systems research applied to smart cities and offer insights into citizen involvement in that context.
... The proposed solution, endorsed by the World Health Organization, [22] and International Standards Organization [42], is to use UCD, bringing the end user and content experts together with UX designers to co-design an mHealth app [23,43,44]. UCD in mHealth is an iterative, multidisciplinary process that actively includes the end user to identify their unmet needs and technology requirements, maximizing uptake of the final product [45,46]. The multidisciplinary team includes the end user, content experts, UX designers, and facilitators adept in leading the team toward the end goal. ...
Article
Full-text available
Background Breast cancer is the world’s most prevalent cancer. Although the 5-year survival rate for breast cancer in the United States is 91%, the stress and uncertainty of survivorship can often lead to symptoms of depression and anxiety. With nearly half of breast cancer survivors living with stress and symptoms of depression and anxiety, there are a significant number of unmet supportive care needs. New and potentially scalable approaches to meeting these supportive care needs are warranted. Objective This study aimed to engage breast cancer survivors and acceptance and commitment therapy (ACT) content experts in user-centered design (UCD) to develop a mobile health app (MOSAIC [Mobile Acceptance and Commitment Therapy Stress Intervention]) using stress intervention strategies. Methods We held 5 UCD sessions with 5 breast cancer survivors, 3 ACT content experts, 2 user experience design experts, and 1 stress expert facilitator over the course of 10 weeks. The sessions were developed to lead the 10 co-designers through the 5-step UCD process (eg, problem identification, solution generation, convergence, prototyping, and debriefing and evaluation). Following the fifth session, a prototype was generated and evaluated by the 5 breast cancer survivors and 3 ACT experts using the System Usability Scale, Acceptability E-scale, and a brief set of semistructured interview questions. Results The 10 co-designers were present for each of the 5 co-design sessions. Co-designers identified 5 design characteristics: simple entry with use reminders (behavioral nudges), a manageable number of intervention choices, highly visual content, skill-building exercises, and social support. A total of 4 features were also identified as critical to the use of the tool: an ACT and breast cancer–specific onboarding process, clean navigation tools, clear organization of the interventions, and once-per-week behavioral nudges. These requirements created the foundation for the app prototype. The 5 breast cancer survivors and 3 ACT co-designers evaluated the app prototype for 1 week, using an Android smartphone. They rated the app as usable (mean 79.29, SD 19.83) on the System Usability Scale (a priori mean cutoff score=68) and acceptable (mean 24.28, SD 2.77) on the Acceptability E-scale (a priori mean cutoff score=24). Conclusions Through the UCD process, we created an ACT app prototype with 5 breast cancer survivors, 3 ACT experts, and 2 UCD designers. The next step in our research is to continue the assessment and refining of the prototype with additional breast cancer survivors. Future work will pilot-test the app to examine the feasibility of a large-scale, randomized control trial. Studies will enroll increasingly diverse breast cancer survivors to broaden the generalizability of findings.
... /frai. . evaluation phase is grounded in user-centered design approaches (Norman, 2002;Mao et al., 2005), which emphasize the importance of feedback from end-users to inform the design and refinement of interactive systems. By incorporating qualitative and quantitative assessments of stakeholder satisfaction and comprehension, the process model aims to develop explanations that are not only technically sound but also meaningful and useful to the intended users. ...
Article
Full-text available
Machine learning has made tremendous progress in predictive performance in recent years. Despite these advances, employing machine learning models in high-stake domains remains challenging due to the opaqueness of many high-performance models. If their behavior cannot be analyzed, this likely decreases the trust in such models and hinders the acceptance of human decision-makers. Motivated by these challenges, we propose a process model for developing and evaluating explainable decision support systems that are tailored to the needs of different stakeholders. To demonstrate its usefulness, we apply the process model to a real-world application in an enterprise context. The goal is to increase the acceptance of an existing black-box model developed at a car manufacturer for supporting manual goodwill assessments. Following the proposed process, we conduct two quantitative surveys targeted at the application's stakeholders. Our study reveals that textual explanations based on local feature importance best fit the needs of the stakeholders in the considered use case. Specifically, our results show that all stakeholders, including business specialists, goodwill assessors, and technical IT experts, agree that such explanations significantly increase their trust in the decision support system. Furthermore, our technical evaluation confirms the faithfulness and stability of the selected explanation method. These practical findings demonstrate the potential of our process model to facilitate the successful deployment of machine learning models in enterprise settings. The results emphasize the importance of developing explanations that are tailored to the specific needs and expectations of diverse stakeholders.
... User-Centered Design (UCD) is an appropriate method for actively involving users. In UCD the end-user and their needs are placed at the center of a product's design and development process [35]. This approach is widely used in research [55,58]. ...
Conference Paper
Full-text available
The digital world is rapidly expanding in content, but not all individuals have equal access. In particular, it is challenging to recognize accessibility issues in dynamic web content. Advanced tools provide help, but can not identify and mitigate all accessibility issues with sufficient quality and reliability. This makes human feedback exceedingly valuable. However, existing accessibility feedback tools are inadequate. They lack comprehensiveness and guidance for users with disabilities. This study addresses this gap by proposing a universal feedback form that prioritizes the perspectives of users with disabilities, particularly visual impairment. Following a participatory approach, our proposed form incorporates design rationales based on insights from an exploratory literature review, online survey (N=40), focus group discussions (N=12), and expert interviews with web developers specialized in web accessibility (N=3). Furthermore, the form’s effectiveness was evaluated with in-depth feedback from users with visual impairments (N=5). Our evaluation confirms that comprehensible sub-tasks and compatibility with assistive technology aid users with disabilities in providing useful accessibility feedback. Based on our findings, we contribute design recommendations to the future advancement of universal web accessibility feedback forms.
... Salah satu pendekatan untuk mengembangkan sebuah produk yang memiliki kebergunaan dan kenyamanan produk dapat menggunakan pendekatan berpusat pada pengguna atau yang disebut dengan User-Centered Design (UCD). User-Centered Design (UCD) merupakan sebuah pendekatan desain yang melibatkan pengguna untuk meningkatkan pemahaman mengenai kebutuhan pengguna dan kebutuhan bisnis, dan iterasi desain dan evaluasi [2]. Pentingnya UCD dilibatkan dalam pengembangan produk sudah mulai disadari. ...
Article
User-Centered Design (UCD) is a crucial approach in software development to ensure that the resulting product is user-friendly. However, the implementation of UCD within the software development lifecycle is still rarely discussed. This study aims to examine whether UCD can be integrated into the Waterfall model through the development of a web-based application. The integration process involves applying UCD during the requirements identification phase, followed by the other phases such as analysis, design, implementation, testing, and deployment. The research methods used include observation and interviews with the project implementers of the application development. The findings indicate that integrating UCD into the Waterfall model presents certain challenges, particularly due to the high risk of failure when the development phases do not allow returning to the initial phase that includes the UCD process. The interface evaluation conducted within the UCD process is proven to be crucial for the project's success.
... 26 User-centered design approaches have been employed within healthcare settings to better understand user needs and contexts, enabling technology design that is userfriendly, safe and integrates seamlessly into clinical workflows. [35][36][37][38] User-centered design can be defined as a process by which end-users are actively involved in the design and development of a solution to address user needs 39 to "influence how a design takes shape." 40 This design approach requires the involvement of experts who engage users to develop product solutions through an iterative process. ...
Article
Full-text available
Objective This study sought to determine the use and perceived value of a user-centered electronic medical record (EMR) enhancement for stroke care and understand if its value was in alignment with its intended design. The EMR enhancement was introduced into Queensland public hospitals in Australia and included a summary page for enhanced interprofessional collaboration and data collection forms for efficient data extraction. Methods A mixed methods design was adopted and data collected from four hospital sites. We conducted 15 semistructured interviews with multidisciplinary end-users across participating sites and analyzed this data using inductive thematic techniques. Usage log data was extracted from the EMR to determine its use. Results Relative use of the summary page showed moderate use, varying from 66 ± 22.5 uses for each stroke patient admission per month (Site 1) to 26.7 ± 9.1 (Site 2). Interviews identified key themes of “visibility” and providing a “quick snapshot” of patient data as the main positive attributes. Technology “functionality” was perceived negatively. Use of the data collection forms was minimal, with inconsistency across sites: (Site 3, 0% to Site 2, 47%). Negative themes of “inefficiency,” poor “functionality” and the “trust” required in data entry practices were found. Conclusions Despite its user-centered design, clinicians did not always use the enhancement in line with its intended design, or grasp its intended value. Our findings highlight the challenges of user-centered design to accurately reflect clinical workflows within different contexts. A greater understanding is required of how to optimize user-centered EMR design for specific hospital contexts.
... The functional plan of the project is structured on the generic model of user-centered design (Mao et al. 2005) and a specific approach of the 4Ps: Play, Parents, Pain-free, Professionals. These outline the incorporation of gamification in processes, constant engagements with companions and family members, humanities as a pillar of the atmosphere, and constant involvement of professionals. ...
Article
Full-text available
The internationalization of specialized healthcare emphasizes multiculturalism, requiring adaptable hospital spaces. Sant Joan de Déu (SJD), a leading pediatric hospital managed by a Christian order, has created a multifaith room for prayer and meditation in the main lobby of the Pediatric Cancer Center Barcelona (PCCB). This manuscript presents an unpublished case study, showing the research conducted for the design of the multireligious room and the process of its construction. The methodology includes a bibliographic review, architectural analysis of three meditation spaces, and in-depth interviews with stakeholders. This project highlights SJD’s commitment to blending care and design, emphasizing the humanization of hospital spaces. The triad of religion, public space, and society makes more sense here than ever before.
... Users' motivations and context of use were also studied (Mäkel and Suri 2001), and Jordan (2003) proposed that a good UX should look to provide users with usability, pleasure, pride and functionality, as every product or system should activate all these senses before, during or after an interaction happened. Mao et al. (2005) Figure 4.1 presents Roto's UX framework. Firstly, we have the system, which was defined as "all products, services, and infrastructures that are involved in the interaction when using the examined product" (Roto 2006, 3). ...
Thesis
Full-text available
Recent language technology developments have disrupted the translation and interpreting professions. However, the focus has been on using more computational power and training larger language models, often neglecting the users of such technology (do Carmo and Moorkens 2022). To date, the goal of technology development has been the creation of an intelligent agent that emulates human behaviour to increase automation. As a response, a novel technology design framework has gained a foothold recently: human-centered artificial intelligence, where instead of human replacement, the aim is to produce a powerful tool that augments human capabilities, enhances performance, and empowers users, who are at all instances in supervisory control of such systems (Shneiderman 2022). If applied to machine translation (MT), we can talk about human-centered, augmented MT (HCAMT). This shift, moving from emulation to empowerment, places humans at the centre of AI/language technology. This PhD thesis presents the concept of Machine Translation User Experience (MTUX) as a way to foster HCAMT. Consequently, we conduct a longitudinal user study with 11 professional translators in the English-Spanish language combination that analyses the effects of traditional post-editing (TPE) and interactive post-editing (IPE) on MTUX, translation quality and productivity. MTUX results suggest that translators prefer IPE to TPE because they are in control of the interaction in this new form of translator-computer interaction and feel more empowered in their interaction with MT. Productivity results also suggest that translators working with IPE report a statistically significantly higher productivity than when working with TPE. Quality results also indicate that translators offer more fluent translations in IPE, and equally adequate translations in both post-editing modalities. All these results allow for reflection on the potential adoption of IPE as a more HCAMT post-editing modality, which empowers the users, who have been increasingly reluctant to interact with machine translation post-editing in industry workflows (Cadwell, O’Brien, and Teixeira 2018). This PhD thesis establishes the methodology for fostering HCAMT tools, systems and workflows through the study of MTUX. The successful implementation of HCAMT in translation and interpreting may lead to sustainable, diverse, and ethically sound development in MT systems and other technological tools through a wide variety of users and use-cases.
... Beserta mengetahui hasil evaluasi dalam aspek usability berdasarkan pendekatan usability testing mengunakan System Usability Scale (SUS). Penggunaan metode UCD dapat menghasilkan kegunaan dan usability signifikan yang dapat memuaskan pengguna (Mao, Vredenburg, Smith, & Carey, 2005;Tedeschi, 1999). Sebagai pedoman dalam pengembangan, komunikasi, dan penilaian proses UCD, diterapkan prinsipprinsip utama UCD yang membantu mengarah dalam proses pelaksanaan UCD baik dan benar (Gulliksen et al., 2003). ...
Article
Full-text available
Dampak pandemi Covid-19 pada sektor pendidikan telah mengubah lanskap pembelajaran secara signifikan, memaksa adaptasi dalam berbagai aspek, termasuk pelaksanaan skripsi yang harus menyesuaikan dengan pembelajaran daring. UPT TIK Undiksha merespons dengan merencanakan pembangunan sistem informasi skripsi. Namun, tantangan utama adalah ketiadaan pedoman terkait desain sistem yang berfokus pada pengguna, sehingga menghambat UPT TIK dalam merumuskan strategi tepat dalam membangun sistem yang sesuai dengan kebutuhan pengguna. Penelitian ini bertujuan untuk merancang antarmuka sistem informasi skripsi menggunakan metode User-Centered Design (UCD) berbasis ISO 9241-210. Sistem ini ditujukan bagi empat kelompok pengguna: mahasiswa, koordinator program studi, sekretaris jurusan, dan dosen, dengan kebutuhan fungsional yang spesifik. Melalui teknik PATHY dan fenomenografi, penelitian berhasil mengidentifikasi 20 kebutuhan pengguna penting. Solusi desain high-fidelity dikembangkan dengan memperhitungkan konteks penggunaan, kebutuhan pengguna, dan pedoman UI/UX, menggunakan perangkat Figma. Evaluasi dilakukan dengan metode System Usability Scale (SUS), dan hasilnya menunjukkan ketergunaan solusi desain dengan skor 73,5, mencerminkan keberhasilan dalam memenuhi harapan pengguna.
... These are respectively embedded into the workshops by the adoption of user-centered design (UCD) and collaborative design (CD) as approaches during their design and execution phases. UCD is an iterative design approach based on the active involvement of users, focusing on their needs throughout the design process [28]. CD, on the other hand, brings together actors from different disciplines to share their knowledge about the design process as well as the artifact being designed [29]. ...
... However, due to lack of time or money, the potential future users often get out of the focus of the development process [9], requiring a shift to a more user-centered design process. Usercentered design comprises various design processes focusing on the active involvement of future users during development [23,30]. User-centered design can be considered as a central aspect of the Usability Engineering Lifecycle (UEL), as proposed by Mayhew [25], providing definition, design and evaluation of usability strategies in specific contexts. ...
... Agile requirements engineering attempts to address the changes that agile methods bring with them, such as requirements engineering and design activities being carried out continuously throughout development projects [2], [3]. This can also lead to a deeper integration of stakeholders into the development process, promising better overall results ([4]- [7]). ...
Preprint
Full-text available
Interactive systems are omnipresent today and the need to create graphical user interfaces (GUIs) is just as ubiquitous. For the elicitation and validation of requirements, GUI prototyping is a well-known and effective technique, typically employed after gathering initial user requirements represented in natural language (NL) (e.g., in the form of user stories). Unfortunately, GUI prototyping often requires extensive resources, resulting in a costly and time-consuming process. Despite various easy-to-use prototyping tools in practice, there is often a lack of adequate resources for developing GUI prototypes based on given user requirements. In this work, we present a novel Large Language Model (LLM)-based approach providing assistance for validating the implementation of functional NL-based requirements in a GUI prototype embedded in a prototyping tool. In particular, our approach aims to detect functional user stories that are not implemented in a GUI prototype and provides recommendations for suitable GUI components directly implementing the requirements. We collected requirements for existing GUIs in the form of user stories and evaluated our proposed validation and recommendation approach with this dataset. The obtained results are promising for user story validation and we demonstrate feasibility for the GUI component recommendations.
... El diseño centrado en el usuario (DCU) es definido por Mao et al. (2005, p. 105) como «un enfoque de diseño multidisciplinario basado en la participación activa de los usuarios para mejorar la comprensión de los requisitos del usuario y de la tarea, y la iteración del diseño y la evaluación». A partir de estas definiciones, podemos decir que el diseño centrado en el usuario es aquel que se considera como un guía activo para la resolución del problema de diseño en el cual se está trabajando, en donde, por medio de la implementación de una iteración, se obtiene retroalimentación del usuario y se hacen los ajustes necesarios al producto de diseño con la finalidad de mejorar el desempeño esperado de dicho artefacto. ...
Chapter
Full-text available
El diseño se distingue de otras disciplinas científicas por su carga de percepción, es decir, no se define como una «ciencia que estudia…», sino como una disciplina que a través de la investigación fundamenta, comunica, aplica, realiza, transforma y construye, para crear, mediante el análisis y estudio de las conductas, contextos e historia de las culturas; por lo tanto, sigue siendo una disciplina que para muchos genera más incógnitas que respuestas, comparada con las ciencias formales; el resultado de esta aparente nula claridad es que las instituciones de investigación permiten al diseñador incluir su producción académica en los rubros de humanidades o tecnología, sin tener en cuenta que ninguno define realmente las actividades del diseño, generando confusión entre quienes desean pertenecer a los sistemas de investigación nacionales, trabajando y esforzándose el doble para formar parte de ellos, puesto que tienen que resolver las problemáticas de su labor como diseñadores y, además, cumplir con lo estipulado por dichos sistemas. El presente documento forma parte de la línea de investigación sobre sistemas de diseño, creatividad e innovación para el desarrollo económico de las comunidades, y presenta al diseño como instrumento de influencia en la mejora de la calidad de vida de las ciudades mediante el análisis y contraste, entre los programas implementados por el estado de Jalisco, las teorías de Isabel Campi, Victor Margolin y Juan Acha, así como la entrevista a dos diseñadores industriales de renombre, que refuerzan la idea de establecer parámetros específicos para las evaluaciones de diseño en los programas gubernamentales.
... El diseño centrado en el usuario (DCU) es definido por Mao et al. (2005, p. 105) como «un enfoque de diseño multidisciplinario basado en la participación activa de los usuarios para mejorar la comprensión de los requisitos del usuario y de la tarea, y la iteración del diseño y la evaluación». A partir de estas definiciones, podemos decir que el diseño centrado en el usuario es aquel que se considera como un guía activo para la resolución del problema de diseño en el cual se está trabajando, en donde, por medio de la implementación de una iteración, se obtiene retroalimentación del usuario y se hacen los ajustes necesarios al producto de diseño con la finalidad de mejorar el desempeño esperado de dicho artefacto. ...
Book
Full-text available
El propósito de este libro es despertar y transmitir el interés, por la investigación y conceptualización del diseño. Los artículos que se presentan en este libro, muestran la intención de los editores de abrir la publicación a la discusión académica novedosa, e inteligente, en una experiencia interdisciplinaria. Así, el tema principal del primer capítulo es el diseño incluyente donde la responsabilidad del diseñador radica en comprender las necesidades y experiencias de los usuarios y asegurarse que sus diseños sean inclusivos desde el principio. El siguiente capítulo ahonda sobre la transformación de la pedagogía del diseño; El tercer artículo nos presenta una serie de formatos muy útiles para reflexionar ante las carencias o excesos de cada una de las partes que conforman un proyecto de investigación; en el cuarto capítulo se presenta al diseño como instrumento de influencia en la mejora de la calidad de vida de las y los ciudadanos; la publicación continúa con el trabajo donde se ubica la metodología de la investigación participativa como una metodología de investigación aplicada principalmente en los ámbitos de las ciencias sociales; el libro continúa con La metodología en el campo de la representación en el proceso de enseñanza aprendizaje del diseño. Caso de estudio taller de proyectos arquitectónicos, el cual se enfoca a la arquitectura pero éste en el ámbito de la enseñanza; la siguiente lectura aborda el tema del uso del diseño centrado en el usuario el cual parte de comprender y responder a las necesidades de los usuarios a través de la investigación, diseño orientado a objetivos, pruebas y enfoque en la accesibilidad; para continuar, en el penúltimo artículo se hace un análisis detallado sobre el desarrollo del conocimiento y el método científico y cómo impulsó la necesidad de llevar a cabo investigación formal dentro del diseño y su desarrollo; para cerrar Carlos Córdoba Cely y Yadira Alatriste Martínez nos presentan El taller y el laboratorio como estrategia de autonomía creativa. Nos hablan de la larga tradición en la academia que se remonta a la primera escuela de diseño.
... We followed a person-centric research design including a free-form discussion session followed by structured brainstorming to explore and understand participant experiences and perspectives on workplace violence (Byrne & Barlow, 1993;Mao et al., 2005). ...
Preprint
Full-text available
Objectives: Workplace violence is a serious obstacle to care within healthcare systems; evidence-based interventions are needed. The aim of this study was to support development of educational materials to reduce workplace violence. Method: We conducted a qualitative study including focus groups and 1-1 interviews with healthcare providers from 4 major Midwest healthcare systems. Interviews were conducted in two formats: open discussion and structured brainstorming to inform a co-design process. Interviews were recorded, transcribed, and analyzed using thematic and On-the-Wall analyses. On-the-Wall analysis involved content analysis and dot vote ranking. Results: Seventeen frontline staff (pediatric emergency medicine fellow, n=1; attending physicians, n=3; social workers, n=2; advance practice nurse, n=1; registered nurses, n=8; health services manager, n=1; and protective services sergeant, n=1) participated. Eleven unique codes were identified from analysis of interview data; they were grouped under three themes: Emotional Escalation, Institutional Characteristics, and Situational Awareness. Qualitative data suggests that healthcare providers value training material that is highly interactive, incorporates effective communication skills and enforces person-centered language. Staff identified important structural and social implications for coping with workplace violence. On-the-Wall analysis highlighted opportunities and challenges regarding education needs, wishes, and skill gaps towards improving educational training and addressing violent incidents in the workplace. Conclusions: Current training methods are inadequate to equip staff against verbal and physical workplace violence. There are opportunities to improve the prevention of future escalations and expand on victimized staff member support in healthcare systems. These insights have broader implications for emergency care practices and workplace violence prevention strategies.
... El diseño centrado en el usuario (DCU) es definido por Mao et al. (2005, p. 105) como «un enfoque de diseño multidisciplinario basado en la participación activa de los usuarios para mejorar la comprensión de los requisitos del usuario y de la tarea, y la iteración del diseño y la evaluación». A partir de estas definiciones, podemos decir que el diseño centrado en el usuario es aquel que se considera como un guía activo para la resolución del problema de diseño en el cual se está trabajando, en donde, por medio de la implementación de una iteración, se obtiene retroalimentación del usuario y se hacen los ajustes necesarios al producto de diseño con la finalidad de mejorar el desempeño esperado de dicho artefacto. ...
Chapter
Full-text available
In the process of the user-centered design methodology, we can see that within its phases we find the stage of validation of the design hypothesis, that is, if the piece we are developing meets the objectives that were assigned to it from its ideation. To validate said design product, an iterative feedback process is implemented with the final user of this piece, using the designer in charge of this project of different user-centered design evaluation tools or tactics. However, the designer, who is the manager of these design projects, finds himself faced with the dilemma of which method to implement for the validation of said design artifact from the perspective focused on the user and his requirements, which is why the present work of The research seeks to generate a guide for the various evaluation tactics that could be applied, as well as for the type of project for which they could fit better and thus, verify the information design hypothesis.
... End-users use the final product or artefact to complete a task or reach a goal (Abras, Maloneykrichmar, & Preece, 2004). User-centered design (UCD) is a multidisciplinary approach that relies on user participation to improve understanding of user and task requirements and design and evaluation iteration (Mao, Vredenburg, Smith, & Carey, 2005). Building stakeholders have different perspectives on the success criteria for a project (Lam, Chan, & Chan, 2008). ...
Article
When a building design fails to meet the end-user's needs after construction, it is considered faulty. Faulty designs often lead to renovation, demolition, and material waste. This study aims to identify critical factors that influence the implementation of the Lean Premise Design (LPD) scheme in high-rise residential (HRR) buildings to facilitate sustainability practices, ensure energy conservation, promote innovative green technologies and water efficiency, and reduce abortive works in Hong Kong's HRR buildings. A comprehensive literature review of concepts similar to LPD scheme and sustainability practices in designing and developing high-rise buildings was undertaken. In addition, interviews were conducted to validate factors influencing LPD adoption. The study focused on sustainable building design relating to users' behavior patterns and expectations, social needs, green maintenance technologies, and government initiatives. According to the mean score ranking, 20 factors are critical to adopting LPD schemes, accounting for 47.6% of all identified factors. Government-sponsored LPD education, explicit LPD objectives in design, and construction waste reduction are among the key drivers of LPD. Nonetheless, developers' emphasis on return on investment, varied buyer expectations, and diverse end-user requirements stand as the most significant barriers to LPD. The Mann-Whitney U test also revealed that expert groups disagree on some factors. The study's findings are consistent with recent research on the critical success factors of identified sustainability concepts in the construction industry. ARTICLE HISTORY
Article
Empathic design research aims to gain deep and accurate user understanding. We can measure the designer's empathic ability as empathic accuracy (EA) in understanding the user's thoughts and feelings during an interview. However, the EA measure currently relies on human rating and is thus time-consuming, making the use of large language models (LLMs) an attractive alternative. It is essential to consider two significant constraints when implementing LLMs as a solution: the choice of LLM and the impact of domain-specific datasets. Datasets of the interactions between the designer and the user are not generally available. We present such a dataset consisting of the EA task employed in user interviews to measure empathic understanding. It consists of over 400 pairs of user thoughts or feelings matched with a designer's guess of the same and the human ratings of the accuracy. We compared the performance of six sentence embedding state-of-the-art (SOTA) LLMs with different pooling techniques on the EA task. We used the LLMs to extract semantic information before and after fine-tuning. We conclude that directly using LLMs based on their reported performance in general language tasks could result in errors when judging a designer's empathic ability. We also found that fine-tuning LLMs on our dataset improved their performance, but the model's ability to fit the EA task and pooling method also determined the LLM's performance. The results will provide insight for other LLM-based similarity analyses in design.
Chapter
The usability of health information systems has continued to be an issue in health informatics. Many health information systems that have been deployed worldwide have been deemed unusable, not fitting clinical workflow, and in some cases rejected by end users. Along these lines, there is also growing evidence that poorly designed user interfaces may lead to increased cognitive load, may negatively impact workflow, which could impede cognitive processes involved in decision making and reasoning. In this chapter, we describe work in applying user-centered design principles in conjunction with advances in usability engineering to improve the usability of health information systems so that they augment and support human cognition and work activities. Several approaches are described from the application of laboratory style usability testing to the use of clinical simulations conducted “in-situ” in real-world healthcare settings. These approaches can be used to improve the usability of a range of healthcare systems. As will be described the methods can be used to assess the impact of systems on healthcare cognitive processes, including impact on clinical reasoning and decision making. We also discuss how low-cost rapid usability engineering methods can be applied throughout the design and implementation cycle of health information systems to improve system adoption. In addition to this, emerging approaches to testing health information systems will be described, including remote and large-scale usability analyses.
Conference Paper
Full-text available
Climate change’s global impact calls for coordinated visualization efforts to enhance collaboration and communication among key partners such as domain experts, community members, and policy makers. We present a collaborative initiative, EcoViz, where visualization practitioners and key partners co-designed environmental data visualizations to illustrate impacts on ecosystems and the benefit of informed management and nature-based solutions. Our three use cases rely on unique processing pipelines to represent time-dependent natural phenomena by combining cinematic, scientific, and information visualization methods. Scientific out-puts are displayed through narrative data-driven animations, interactive geospatial web applications, and immersive Unreal Engine applications. Each field’s decision-making process is specific, driving design decisions about the best representation and medium for each use case. Data-driven cinematic videos with simple charts and minimal annotations proved most effective for engaging large, diverse audiences. This flexible medium facilitates reuse, maintains critical details, and integrates well into broader narrative videos. The need for interdisciplinary visualizations highlights the importance of funding to integrate visualization practitioners throughout the scientific process to better translate data and knowledge into informed policy and practice.
Article
Regular practice of gratitude has the potential to enhance psychological wellbeing and foster stronger social connections among young adults. However, there is a lack of research investigating user needs and expectations regarding gratitude-promoting applications. To address this gap, we employed a user-centered design approach to develop a mobile application that facilitates gratitude practice. Our formative study involved 20 participants who utilized an existing application, providing insights into their preferences for organizing expressions of gratitude and the significance of prompts for reflection and mood labeling after working hours. Building on these findings, we conducted a deployment study with 26 participants using our custom-designed application, which confirmed the positive impact of structured options to guide gratitude practice and highlighted the advantages of passive engagement with the application during busy periods. Our study contributes to the field by identifying key design considerations for promoting gratitude among young adults.
Article
Full-text available
Greenhouse cultivation promotes an efficient and environmentally friendly agricultural production model, significantly enhancing resource sustainability and advancing sustainable agriculture. Traditional greenhouse pollination methods are inefficient and labor-intensive, limiting the economic benefits of greenhouse pear cultivation. To improve pollination efficiency and achieve fully automated mechanized operations, an innovative design method for greenhouse pear pollination drones has been developed. First, design criteria were extracted using Grounded Theory (GT), and the Analytic Hierarchy Process (AHP) was employed to determine the weight of user demand evaluation indicators. Next, the Quality Function Deployment (QFD) method translated user needs into technical requirements, resulting in the final ranking of design element weights. The drone was then designed based on these weighted rankings, yielding an optimal solution. This method quantifies the functional requirements of the product, effectively identifying key needs for the greenhouse pear pollination drones and proposing targeted solutions. Additionally, it provides a design reference for other highly functional agricultural machinery products.
Article
Full-text available
Background Integrating advanced machine-learning (ML) algorithms into clinical practice is challenging and requires interdisciplinary collaboration to develop transparent, interpretable, and ethically sound clinical decision support (CDS) tools. We aimed to design a ML-driven CDS tool to predict opioid overdose risk and gather feedback for its integration into the University of Florida Health (UFHealth) electronic health record (EHR) system. Methods We used user-centered design methods to integrate the ML algorithm into the EHR system. The backend and UI design sub-teams collaborated closely, both informed by user feedback sessions. We conducted seven user feedback sessions with five UF Health primary care physicians (PCPs) to explore aspects of CDS tools, including workflow, risk display, and risk mitigation strategies. After customizing the tool based on PCPs’ feedback, we held two rounds of one-on-one usability testing sessions with 8 additional PCPs to gather feedback on prototype alerts. These sessions informed iterative UI design and backend processes, including alert frequency and reappearance circumstances. Results The backend process development identified needs and requirements from our team, information technology, UFHealth, and PCPs. Thirteen PCPs (male = 62%, White = 85%) participated across 7 user feedback sessions and 8 usability testing sessions. During the user feedback sessions, PCPs ( n = 5) identified flaws such as the term “high risk” of overdose potentially leading to unintended consequences (e.g., immediate addiction services referrals), offered suggestions, and expressed trust in the tool. In the first usability testing session, PCPs ( n = 4) emphasized the need for natural risk presentation (e.g., 1 in 200) and suggested displaying the alert multiple times yearly for at-risk patients. Another 4 PCPs in the second usability testing session valued the UFHealth-specific alert for managing new or unfamiliar patients, expressed concerns about PCPs’ workload when prescribing to high-risk patients, and recommended incorporating the details page into training sessions to enhance usability. Conclusions The final backend process for our CDS alert aligns with PCP needs and UFHealth standards. Integrating feedback from PCPs in the early development phase of our ML-driven CDS tool helped identify barriers and facilitators in the CDS integration process. This collaborative approach yielded a refined prototype aimed at minimizing unintended consequences and enhancing usability.
Chapter
In this chapter, the author describes impairments brought by aging and Parkinson’s disease to older users, to understand how these impact the individual’s senses, and to define the characteristics and requirements of this niche category of fragile users. The application of User-Centered Design methodologies to smart devices addressed to aging users requires a deep understanding of their abilities, and a correct analysis of their conditions to improve the usability of the product, service, or process that is going to be designed. The analysis presented in this chapter aims to define the aspects of motor and cognitive impairments that could be overcome by design and technological solutions improving the person’s senses.
Article
Full-text available
Background Patients newly diagnosed with diabetes mellitus (diabetes), who require insulin must acquire diabetes “survival” skills prior to discharge home. COVID-19 revealed considerable limitations of traditional in-person, time-intensive delivery of diabetes education and survival skills training (diabetes survival skills training). Furthermore, diabetes survival skills training has not been designed to meet the specific learning needs of patients with diabetes and their caregivers, particularly if delivered by telehealth. The objective of the study was to identify and understand the needs of users (patients newly prescribed insulin and their caregivers) to inform the design of a diabetes survival skills training, specifically for telehealth delivery, through the application of user-centered design and adult learning and education principles. Methods Users included patients newly prescribed insulin, their caregivers, and laypersons without diabetes. In semi-structured interviews, users were asked about experienced or perceived challenges in learning diabetes survival skills. Interviews were audio-recorded and transcribed. Investigators performed iterative rounds of coding of interview transcripts utilizing a constant comparative method to identify themes describing the dominant challenges users experienced. Themes were then mapped to adult learning and education principles to identify novel educational design solutions that can be applied to telehealth-based learning. Results We interviewed 18 users: patients (N = 6, 33 %), caregivers (N = 4, 22 %), and laypersons (N = 8, 44 %). Users consistently described challenges in understanding diabetes survival skills while hospitalized; in preparing needed supplies to execute diabetes survival skills; and in executing diabetes survival skills at home. The challenges mapped to three educational strategies: (1) spiral learning; (2) repetitive goal directed practice and feedback, which have the potential to translate into design solutions supporting remote/virtual learning; and (3) form fits function organizer, which supports safe organization and use of supplies to execute diabetes survival skills independently. Conclusion Learning complex tasks, such as diabetes survival skills, requires time, repetition, and continued support. The combination of a user-centered design approach to uncover learning needs as well as identification of relevant adult learning and education principles could inform the design of more user-centered, feasible, effective, and sustainable diabetes survival skills training for telehealth delivery.
Article
Background Mental health conditions are a significant public health problem globally, responsible for >8 million deaths per year. In addition, they lead to lost productivity, exacerbate physical illness, and are associated with stigma and human rights violations. Uganda, like many low- and middle-income countries, faces a massive treatment gap for mental health conditions, and numerous sociocultural challenges exacerbate the burden of mental health conditions. Objective This study aims to describe the development and formative evaluation of a digital health intervention for improving access to mental health care in Uganda. Methods This qualitative study used user-centered design and design science research principles. Stakeholders, including patients, caregivers, mental health care providers, and implementation experts (N=65), participated in focus group discussions in which we explored participants’ experience of mental illness and mental health care, experience with digital interventions, and opinions about a proposed digital mental health service. Data were analyzed using the Consolidated Framework for Implementation Research to derive requirements for the digital solution, which was iteratively cocreated with users and piloted. Results Several challenges were identified, including a severe shortage of mental health facilities, unmet mental health information needs, heavy burden of caregiving, financial challenges, stigma, and negative beliefs related to mental health. Participants’ enthusiasm about digital solutions as a feasible, acceptable, and convenient method for accessing mental health services was also revealed, along with recommendations to make the service user-friendly, affordable, and available 24×7 and to ensure anonymity. A hospital call center service was developed to provide mental health information and advice in 2 languages through interactive voice response and live calls with health care professionals and peer support workers (recovering patients). In the 4 months after launch, 456 calls, from 236 unique numbers, were made to the system, of which 99 (21.7%) calls went to voicemails (out-of-office hours). Of the remaining 357 calls, 80 (22.4%) calls stopped at the interactive voice response, 231 (64.7%) calls were answered by call agents, and 22 (6.2%) calls were not answered. User feedback was positive, with callers appreciating the inclusion of peer support workers who share their recovery journeys. However, some participant recommendations (eg, adding video call options) or individualized needs (eg, prescriptions) could not be accommodated due to resource limitations or technical feasibility. Conclusions This study demonstrates a systematic and theory-driven approach to developing contextually appropriate digital solutions for improving mental health care in Uganda and similar contexts. The positive reception of the implemented service underscores its potential impact. Future research should address the identified limitations and evaluate clinical outcomes of long-term adoption.
Article
Full-text available
Sam Cell is a counter business where sales are still done manually without the help of technology. Sam Cell's sales only cover the area around the counter and are not yet widespread in all regions, so income is still relatively small compared to other counter businesses. Sam Cell also doesn't have a good promotional system to increase sales. So this research has sales innovation through application design. Therefore, to achieve this goal, the user centered design method was chosen in designing the Mykonter application which focuses on user convenience (usability) and satisfaction (satisfaction) with the application design. The user centered design method consists of 4 iterative stages which can be used to strengthen innovation, solve a problem and help understand user needs so as to provide the right solution. The results obtained from user validation when using the Prototype are the conclusion that the application design has met the benchmark criteria, by obtaining a user satisfaction level of 53.5 points, where these points have met the criteria rules for measuring the System Usability Scale so that this application design can be developed by the development team to serve as a basis for building a Mykonter application design.
Article
Chinese ancient book catalogs are important cultural heritage and academic resources for the study of ancient Chinese history and culture. These catalogs need to be curated so that their value can be fully exploited in today's digital environment. This study is based on a collaborative curation project where eight representative ancient catalogs were curated into a diachronic dataset and tools to discover and analyze the data were developed. We reviewed literature and consulted humanities scholars to derive the characteristics and curation requirements of the ancient catalogs. A collaborative model was proposed based on the requirements to guide the curation process. This model reveals the duality of humanities scholars' role in collaborative curation and depicts main curation activities including metadata and description, appraisal and selection, data processing, developing tools, access and use, and evolution. Lessons learned from the curation practice include two main issues—project personnel and humanities scholars' acceptance of visualization. The study also yields a dataset and a set of tools that can be directly used by scholars interested in knowledge organization and ancient catalog related topics.
Article
Full-text available
User interface design is critical for ensuring that agricultural technology is accessible and usable for farmers. Usability and accessibility for farmers can boost crop yields and lower losses. Therefore, it is crucial to understand the preferences and needs of farmers, particularly in terms of user interface design. This study examines the preferences of chili farmers for user interface elements in reporting chili pests and diseases and investigates how farmer characteristics (i.e. age categories and educational backgrounds) influence these preferences. Data was collected from a group of chili farmers in Batu Pahat using a survey instrument and field experimental tasks that list several user interface elements according to the tasks given in relation to disease and pest attack reporting information for chili crops. The study includes user interface-related tasks for online map services such as Google Maps and Waze, which aim to report the location of attacks. The study’s findings underscore the significance of user interface elements in shaping user experiences. Google Maps emerged as the favored navigation service, highlighting the importance of a straightforward and user-friendly interface. The study suggests that enhancing user knowledge of lesser-known functions can lead to higher satisfaction and loyalty. In agricultural applications, visual cues and intuitive design, exemplified by the “Picture Radio Button” and “Horizontal Date” elements, were well-received. Overall, this study highlights the importance of considering farmers’ demographic characteristics in designing user interfaces for agricultural technology. By doing so, agricultural technology can be made more accessible and usable for farmers, ultimately leading to more effective management of chili pests and diseases. The findings of this research will yield advantages by aiding farmers, specifically in Malaysia, in transitioning into intelligent farmers, aligning with the objectives of the Shared Prosperity Vision 2030 and the realization of smart agriculture in Malaysia. Furthermore, this endeavor is consistent with the Food and Agriculture Organization of the United Nations (FAO) initiative aimed at digitizing farmers, encompassing smallholder farmers as well.
Article
Full-text available
Background The field of eHealth is growing rapidly and chaotically. Health care professionals need guidance on reviewing and assessing health-related smartphone apps to propose appropriate ones to their patients. However, to date, no framework or evaluation tool fulfills this purpose. Objective Before developing a tool to help health care professionals assess and recommend apps to their patients, we aimed to create an overview of published criteria to describe and evaluate health apps. Methods We conducted a systematic review to identify existing criteria for eHealth smartphone app evaluation. Relevant databases and trial registers were queried for articles. Articles were included that (1) described tools, guidelines, dimensions, or criteria to evaluate apps, (2) were available in full text, and (3) were written in English, French, German, Italian, Portuguese, or Spanish. We proposed a conceptual framework for app evaluation based on the dimensions reported in the selected articles. This was revised iteratively in discussion rounds with international stakeholders. The conceptual framework was used to synthesize the reported evaluation criteria. The list of criteria was discussed and refined by the research team. Results Screening of 1258 articles yielded 128 (10.17%) that met the inclusion criteria. Of these 128 articles, 30 (23.4%) reported the use of self-developed criteria and described their development processes incompletely. Although 43 evaluation instruments were used only once, 6 were used in multiple studies. Most articles (83/128, 64.8%) did not report following theoretical guidelines; those that did noted 37 theoretical frameworks. On the basis of the selected articles, we proposed a conceptual framework to explore 6 app evaluation dimensions: context, stakeholder involvement, features and requirements, development processes, implementation, and evaluation. After standardizing the definitions, we identified 205 distinct criteria. Through consensus, the research team relabeled 12 of these and added 11 more—mainly related to ethical, legal, and social aspects—resulting in 216 evaluation criteria. No criteria had to be moved between dimensions. Conclusions This study provides a comprehensive overview of criteria currently used in clinical practice to describe and evaluate apps. This is necessary as no reviewed criteria sets were inclusive, and none included consistent definitions and terminology. Although the resulting overview is impractical for use in clinical practice in its current form, it confirms the need to craft it into a purpose-built, theory-driven tool. Therefore, in a subsequent step, based on our current criteria set, we plan to construct an app evaluation tool with 2 parts: a short section (including 1-3 questions/dimension) to quickly disqualify clearly unsuitable apps and a longer one to investigate more likely candidates in closer detail. We will use a Delphi consensus-building process and develop a user manual to prepare for this undertaking. Trial Registration PROSPERO International Prospective Register of Systematic Reviews CRD42021227064; https://www.crd.york.ac.uk/prospero/display_record.php?ID=CRD42021227064
Article
Full-text available
This paper describes the organizational approaches and usability methodologies considered by HCI professionals to increase the strategic impact of usability research within companies. We collected the data from 134 HCI professionals at three conferences: CHI 98, CHI 99, and the Usability Professionals' Association 1999 conference. The results are the first steps towards a toolkit for the usability community that can help HCI practitioners learn from the experiences of others in similar situations. Keywords Usability, strategic usability, corporate planning, methodology, HCI professionals, organizational change INTRODUCTION Usability organizations often say they would like to be more effective and influential in how corporations develop products. Since usability organizations have grown within many companies over the last 5-10 years, we now have the opportunity to examine how influential various approaches have been at the more strategic level. For this research, we defined "strate...
Article
This issue of the IBM Systems Journal explores the topic of building ease of use into the IBM user experience with hardware, software, Web sites, and services. This paper provides an overview of the process and organizational transformation that IBM has gone through in improving the user experience with our offerings. IBM's process for building ease of use into the user experience is described and two versions of the process are introduced and contrasted. The IBM User-Centered Design (UCD) approach, which has been used for the last several years, is contrasted with the traditional approach to the development of offerings. A recent major enhanced version of the process, called User Engineering (UE), which is optimized for the IBM e-business on demand™ strategy, is contrasted with the existing UCD process. The key elements of our enablement, leadership, and guidance strategy for these processes are outlined, including mission, process integration, education and training, communication, collaboration, and tools and technology. An overview of the papers in this issue is also provided.
Article
IBM is a diverse multinational company that strives to lead in the creation, devel- opment, and manufacture of the world's most advanced information technologies, including computer systems, software, networking systems, storage devices, and microelectronics. Worldwide research labs work in all areas of information technol- ogy, from physics and cognitive science to leading-edge application research, while the IBM network of solutions and services professionals translates the advanced technologies into additional business value for our customers. IBM operates in more than 160 countries and has more than 319,000 employees worldwide. Critical to the success of our information technologies is a strategic focus on the design of the total user experience in our offerings by applying our user-centered de- sign (UCD) process, incorporating findings from basic human-computer interaction research, and continually improving our UCD methodologies and technologies. Because a human factors organization was first established at IBM in the mid-1950s, the company has used various usability and human factors methods. The IBM version of UCD was first developed in the early 1990s (Vredenburg, 1999) based on the seminal work of Norman and Draper (1986). Our version of UCD is an
Article
Are the computing and telecommunications technologies making the entire world a better place in which to live?
cn) is a professor at Renmin University of China China; he was associated with the University of Waterloo
  • Ji-Ye Mao
Ji-Ye Mao (jymao@ruc.edu.cn) is a professor at Renmin University of China, Beijing, P.R. China; he was associated with the University of Waterloo, Waterloo, Canada, when the research for this article was conducted.
User-Centered Survey Results, email posting to CHI-WEB@ACM.ORG
  • W Hudson
  • Hudson W.
Hudson, W. User-Centered Survey Results, email posting to CHIWEB@ACM.ORG, May 3, 2000.
Measuring user experience
  • Ellis P.
Ellis, P. and Ellis, S. Measuring user experience. New Architect 6, 2 (2001), 29-31.
Designing the total user experience at IBM. Inter-national Journal of Human
  • K Vredenburg
Vredenburg, K., Ed. Designing the total user experience at IBM. Inter-national Journal of Human-Computer Interaction 14, 2002, 275–558.
Leveraging usability to maximize your Web site
  • C Knobel
  • Knobel C
Knobel, C. Leveraging usability to maximize your Web site. AICPA Infortech Update 11, 1, (Jan./Feb. 2002), 4-7.
Smith (pwsmith@ca.ibm.com) is a research associate at the IBM Centre for Advanced Studies
  • W Paul
Paul W. Smith (pwsmith@ca.ibm.com) is a research associate at the IBM Centre for Advanced Studies, Toronto, Canada.
A toolkit for strategic usability: Results from workshops, panels, and surveys
  • S Rosenbaum
  • J A Rohn
  • J Humburg
Rosenbaum, S., Rohn, J.A., and Humburg, J. A toolkit for strategic usability: Results from workshops, panels, and surveys. In Proceedings of CHI'2000 (Amsterdam, 2000), 337-344.
User-Centered Design: An Integrated Approach
  • K Vredenburg
  • S Isensee
Vredenburg, K., Isensee, S., and Righi, C. User-Centered Design: An Integrated Approach. Prentice Hall, 2001.