Article

What Is Human Centred Design?

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Abstract

Reflections upon the meaning of the word 'design' are made and a relatively complete definition of the paradigm of human centred design is formulated. Aspects of both the background and the current practice of the paradigm are presented, as is a basic structural model of the design questions addressed. Examples are provided of the economic benefit of human centred design in business settings as an approach for designing products, systems and services which are physically, perceptually, cognitively and emotionally intuitive. Examples are further provided of the coherence of the paradigm with the logic and structure of several currently popular marketing and banding frameworks. Finally, some strategic implications of adopting human centred design as a business strategy are suggested.

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... Therefore, such process uses the empathy of its participants to solve problems. According to Giacomin (2014), it is composed of three procedural steps: ...
... In this research, the information originates in the responses to the questionnaire distributed to the teachers at public schools (A) and private schools (B). Giacomin (2014) explains that it is possible to observe ideas that arise from collecting acquired information. The most used dynamic in such stage is brainstorming, which allows the participating group to create from other participants' ideas (Gerbaudo et al., 2021). ...
... The most used dynamic in such stage is brainstorming, which allows the participating group to create from other participants' ideas (Gerbaudo et al., 2021). In the Human Centred Design (HCD) toolkit (Giacomin, 2014), the procedural steps of brainstorming consist of: ...
Article
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To mitigate the impacts of the COVID-19 pandemic, Brazilian educational institutions were closed and interrupted their in-person activities in March 2020, affecting almost 100% of the Brazilian student population, and accelerating the adoption of virtual classes in elementary school. This measure forced students to shift from face-to-face to virtual classes, resulting in a shift to virtual classes for almost all students. This abrupt interruption of face-to-face classes affected social interaction and cooperation among students. Due to this scenario, this research-study focused on improving virtual classes using Digital Information and Communication Technologies (DICTs). The study proposed four methodological stages: analysis of socio-emotional skills during the use of DICTs, and the design of digital activities and tasks that would enhance social interaction and the improvement of elementary students’ focus from the perspective of elementary school teachers. The method was implemented and validated through results that demonstrated that the use of DICTs, combined with tailored pedagogical activities according to the reality of students access to technology, aided in the development of socio-emotional skills, since, during virtual classes, positive impacts were recognized in the sense of organization both in the group dynamics in which students demonstrated empathy and collaboration with colleagues who had difficulties in using the DICTs, as well as in individual activities.
... to follow the HcD process, designers can utilize applicable frameworks, such as those proposed by landry [39] and Giacomin [49]. the HcD process comprises several key phases, including empathizing with the users, defining the problem, generating potential solutions, creating prototypes, testing, and ultimately implementing the final product. ...
... Figure 4. illustrates the iterative process of human-centred design for wearable exoskeletons. inspired by the design frameworks of landry [39], giacomin [49] and arunkumar [6]. caD means computer-aided design. ...
... illustrates the iterative process of human-centred design for wearable exoskeletons leading to sustainability in the field. inspired by the design frameworks of landry [39], giacomin [49] and arunkumar [6]. the overall quality of adherence in the included studies was evaluated using a standardized set of criteria in this systematic review. the studies were rated moderately high in quality with an average score of 4 out of 5 points. ...
Article
Purpose of the article: As technologies continue to advance, designing wearable exoskeletons that are comfortable, safe, reliable, and engaging for users is an arduous task. The integration of HCD principles in exoskeleton development significantly contributes to ensuring that the product meets the needs and preferences of users. This study systematically reviews the application of human-centred design (HCD) principles in the development of wearable exoskeletons. Methodology: It synthesizes existing literature, identifies key HCD concepts and assesses their impact on exoskeleton usability, comfort, and safety. The findings of the study revealed a moderate application of HCD in many of the studies; however, the concepts were found to play a crucial role in enhancing the usability, safety, and comfort of wearable exoskeleton technology implementation. Challenges revealed in the study include limited stakeholder involvement, a lack of standardized evaluation metrics, non-consideration of ethical, legal, and social issues, and a lack of studies on the potential adverse effects of exoskeleton use. Besides identifying the challenges faced in integrating HCD principles into exoskeleton development, the study also proposed pragmatic approaches to overcome them. Results: The study underscores the significance of incorporating human-centred design principles in the design and development of wearable exoskeletons. This has implications for industry, rehabilitation, health, and agriculture to churn out positive outcomes. The research contributes to the expanding literature on wearable exoskeletons and HCD, offering valuable insights into the advancement of this technology in various domains and suggesting areas for future studies to address identified gaps. Keywords: Human-centred design; comfort; safety; usability; user-centered design; wearable exoskeleton.
... One participative approach that specifically optimize human-machine interaction and interfaces in the sense of usability, is human-centered design. This approach applies techniques and knowledge from human factors research and aims for products, services, and systems that are physically, perceptually, and cognitively intuitive (Giacomin, 2014). The main principle of humancentered design is to gain and apply knowledge from and about people and their interactions with the environment to design services and products that meet their needs and desires (van der Bijl-Brouwer & Drost, 2017). ...
... In contrast, participatory implementation involves employees in the change and development processes, potentially reducing resistance to recent changes (Hochmuth, 2020). This approach aligns with human-centered design principles, which focus on making interactive systems more user-friendly by applying knowledge from human factors research (Giacomin, 2014). The incremental approach, which implements changes in small steps, allows employees to gradually learn new behaviors and skills (Tarlatt, 2001). ...
... As assumed, the more employee participation an organization allows in designing an assistive AI system, the more favorable it is perceived by employees and the more they accept it. This is in line with common approaches concerning design processes to build technological systems as well as in change processes in general (Giacomin, 2014;Hochmuth, 2020;Tarlatt, 2001). Despite the high complexity of artificial intelligence systems, users also show greater acceptance in this context if they can influence how organizations integrate and use these systems within their processes. ...
Preprint
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For successful integration of Artificial Intelligence (AI) in organizations during technological progress, it is crucial to understand which psychological factors influence the acceptance of AI-based interaction systems. To contribute to this, we conducted two vignette experiments. In our first experiment (N = 196), we explored how different implementation strategies for assistive AI in organizations affect acceptance indicators such as warmth, competence, affective attitudes (fear and trust), and perceived humanness. Consistent with our hypotheses we found that participative and transparent implementation strategies lead to significantly higher acceptance compared to top-down approaches. Further, according to our hypotheses informed by Self-Categorization Theory and the Stereotype Content Model, we found indirect effects of warmth and competence when predicting trust and acceptance by humanness. In our second experiment (N = 288), we investigated applicants’ perceptions of AI in personnel selection by varying the degree of AI involvement in application decision. Influenced by factors such as humanness and social presence, the intention to use as a measure of acceptance decreased with increasing involvement. Additionally, following Unified Theory of Acceptance and Use of Technology, we found indirect effects for performance expectancy and social influence between humanness and behavioral intention. Our research highlights that both, the method of implementation and the extent of AI involvement, impact user acceptance levels. These findings contribute to the ongoing conversation about technology acceptance, particularly concerning AI applications in professional settings and provide indications for strategic approaches for its implementation in organizations.
... Portanto, tal processo utiliza a empatia de seus participantes para resolver problemas. De acordo com Giacomin (2014), é composto por três etapas processuais: ...
... A dinâmica mais utilizada nessa etapa é o brainstorming, que permite que o grupo participante crie a partir de ideias de outros participantes (Gerbaudo et al., 2021). No kit de ferramentas de Design Centrado no Ser Humano (Giacomin, 2014), as etapas processuais do brainstorming consistem em: ...
Article
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RESUMO: Para mitigar os impactos da pandemia da COVID-19, as instituições de ensino brasileiras foram fechadas e encerraram as atividades presenciais em março de 2020, o que afetou quase 100% da população estudantil brasileira, acelerando a adoção de aulas virtuais no ensino fundamental. Isto forçou os alunos a mudarem de aulas presenciais para virtuais, resultando numa interrupção abrupta da interação social e do sentido de cooperação entre os alunos. Devido a este cenário, esta pesquisa investigou um método viável para melhorar aulas virtuais utilizando Tecnologias Digitais de Informação e Comunicação (TDIC). Propôs quatro etapas metodológicas: análise das habilidades socioemocionais durante o uso das TDIC e o desenho de atividades digitais que potencializassem a interação social e a melhora do foco dos alunos na perspectiva dos professores de ensino primário. O método foi implantado e validado por meio dos resultados que demonstraram que o uso das TDIC em conjunto com atividades pedagógicas desenvolvidas conforme a realidade de acesso dos alunos à tecnologia auxiliou no desenvolvimento de competências socioemocionais já que, durante as aulas virtuais, foram reconhecidos impactos positivos no sentido de organização tanto nas dinâmicas de grupo em que os alunos demonstraram empatia e colaboração com colegas que tinham dificuldades na utilização das TDIC, quanto nas atividades individuais.
... Dessa maneira, a transformação realizada pelo trabalho do designer não só é fundamental para garantir que os usuários possam realizar as tarefas que desejam, mas também permite que sejam desempenhadas ações mais eficientes, indicando, dessa forma, como o usuário as executará. O paradigma do design centrado no humano se baseia em técnicas que buscam compreender as necessidades, desejos e experiências das pessoas com os produtos, sistemas e serviços, tornando-os mais intuitivos em seus aspectos físicos, cognitivos e emocionais (GIACOMIN, 2014). Porém, como viu-se anteriormente, a utilização dos artefatos está associada a um processo de alienação, onde as pessoas não só fazem o que desejam com os objetos, mas também aquilo que os objetos sugerem. ...
... À medida que se tornam familiares aos seus usuários, se intensifica o processo de alienação pelo qual os mesmos passam. Tais aplicativos são projetados de modo a prever comportamentos do usuário, antecipando seu estado emocional e promovendo estímulos sensoriais para manipulação fácil e rápida, características que dão ao produto a qualidade de uso intuitivo (GIACOMIN, 2014). Dessa maneira, sendo a análise semiótica uma interpretação consciente dos signos encontrados nas telas dos aplicativos iFood, demonstrou-se como as decisões e ações dos usuários são impactadas por conta das interpretações possíveis dentro daquele contexto. ...
Article
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Through a Peircean-based semiological analysis, this article investigates the relations between digital platform interfaces and different social agents. This case study was the Client and Deliveryperson versions apps of the food delivery platform iFood, notable for its large base of active users in Brazilian territory. After selecting key points of interaction between platform and users, the elements on screen was thoroughly described – guided by an analysis script that helped reveal the triadic nature of a sign, as proposed by Peirce. The results enabled to conclude that the experience and interactions within the application prompt each social agent to occupy a specific, predetermined social role.
... HCD aims to have users work together with designers during the design process. HCD's roots lie in disciplines such as psychology, engineering, business, design, and education, and it that holds promise in enhancing evidence-based interventions [21]. HCD techniques focus on the interactions among users, designers, and researchers to improve design process and end-product effectiveness. ...
... HCD techniques focus on the interactions among users, designers, and researchers to improve design process and end-product effectiveness. Although no single definition adequately encompasses HCD techniques, there are key elements of HCD approaches that have been implemented across various applications [21], which include: ...
... This includes more than just recognizing their areas lacking skill, but also comprehending their reasons, obstacles, and preferences for learning. Brown (2009) emphasizes that empathy involves viewing the world from According to Giacomin (2014), this empathetic method enables designers to "think beyond themselves" and discover new understandings of user requirements. In terms of employee education, this may result in finding new obstacles or incentives for learning that are not easily seen when using a traditional method of designing the curriculum from the top down. ...
... Furthermore, the cyclical process of HCD enables training programs to adapt rapidly to shifts in industry demands and technological progress (Kumar, 2013). Furthermore, HCD can prevent expensive errors and ineffective training programs by recognizing and tackling learner needs at the beginning of the design process (Giacomin, 2014). ...
Article
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One of the most important ways to cut carbon emissions and fight climate change is to switch to green hydrogen, a clean energy source made by electrolysis using renewable resources. A significant obstacle to this shift, nevertheless, is the lack of a trained labor force that can handle the complexity of hydrogen technologies. In addition to addressing technical skills, this study highlights the importance of a people-centric approach to workforce training that promotes flexibility, creativity, and lifelong learning. Organizations can bridge the skills gap and promote sustainable growth in the green hydrogen economy by giving individual learning needs and career development priority. This study examines the important connections between training accessibility, skills acquisition, institutional support, and workforce preparation using both theoretical and empirical data. The findings reveal that fostering familiarity with green hydrogen concepts significantly enhances skill acquisition and readiness to transition into this evolving sector. Furthermore, the study identifies major barriers to training—namely cost, inaccessibility, and time constraints—and suggests that hybrid and online training models, supported by strong institutional partnerships, offer the most effective solutions. This paper concludes by proposing a people-centric training framework that can empower the workforce to meet the demands of the green hydrogen economy, ultimately contributing to a just and efficient energy transition.
... It has evolved from an engineering-based approach that focused on improving "man-machine fit", to one that broadly encompasses placing "our understanding of people (. . .) at the forefront in the design of new technology" [2,16]. ...
Conference Paper
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Human-centered design (HCD) centers users' perspectives in the technology design process. This approach is widely used in ICTD to develop digital interventions for people in low-and middle-income countries (LMICs), including mobile health (mHealth) applications. However, primarily using HCD to develop digital interventions limits understanding of how to design interventions for users who do not regularly use digital technologies, particularly smartphones. In this article, we contribute a case study documenting our collaboration with Kenyan adolescents and their caregivers to develop a prototype paper-based diary to support type 1 diabetes (T1D) management. We describe how outcomes from the project's user research and ideation phases-in particular, findings from two design workshops-contributed to the development of the diary. Our findings motivate a discussion about considering alternative HCD outcomes: in particular, non-digital interventions, new knowledge creation, and community-building
... El diseño como proceso, puede desempeñar un papel crucial al abordar los problemas complejos que enfrentan los pueblos originarios y en consecuencia los paisajes bioculturales. A través de enfoques centrados en el usuario, de carácter participativo y culturalmente sensibles, el diseño puede contribuir a soluciones más efectivas y sostenibles (Giacomin, 2014 A continuación, se destacan algunos aspectos en los que el codiseño podría contribuir a la conservación de paisajes bioculturales: ...
Book
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El Programa Nacional Estratégico Cultura en el que se enmarca esta investigación, impulsó la formación de un colectivo de investigación e incidencia transdiciplinario, integrado por habitantes de base comunitaria, académicos y organizaciones no gubernamentales que se planteó el objetivo de coproducir conocimientos y codiseñar una estrategia para reconocer los paisajes bioculturales asociados al agua en la zona del norte del Estado de México y así, contribuir a su resignificación y conservación. El colectivo expresó su preocupación por el tema del agua y su crisis actual y, a través del codiseño, se reconocieron elementos y aspectos que definen a los paisajes bioculturales. En la región mazahua destacan, entre otros, humedales, ríos, presas y ojos de agua (también llamados chupaderos), espacios en los que se han realizado prácticas tradicionales como la colecta de plantas (e.g. sanreje, berros) y animales acuáticos (e.g. acociles / morga, ajolotes / zükjabü, ranas / we’e, charales / ñ’ijmoõ’õ), el lavado de ropa en lavaderos de roca, así como ceremonias religiosas para la provisión de lluvias (i.e. día de la Santa Cruz). La resignificación de estos paisajes asegura la coexistencia de nuestra cultura y la biodiversidad que albergan.
... As design-led innovation has become a strategic tool that helps organizations devise alternative ways of gaining competitive advantages (Battistella et al. 2012;Bucolo et al. 2012;Wrigley 2017), regardless of the industry they work for, designers can no longer be seen as mere form givers but rather as problem solvers (Muratovski 2015;Suoheimo 2019). Designers' responsibilities today range from researching and defining a core problem, considering user/stakeholder needs and designing experiences, acknowledging cultural differences and bringing cultural innovations, adopting and humanizing technologies, understanding business requirements, and shaping value propositions (Bucolo and Matthews 2011;Ely 2020;Giacomin 2014;Holt and Cameron 2010;Muratovski 2020). ...
Article
This article investigates the furniture industry to explore, first, the organization of design in relation to other functions—i.e., manufacturing, marketing, management, sales, finance, and suppliers within the New Product Development (NPD) processes, and, second, the roles that in-house designers play in these processes. The research adopted a qualitative approach. It draws on the semi-structured interviews conducted with seventeen in-house industrial designers with at least two years of work experience in the Turkish furniture industry, covering NPD processes in thirteen large furniture enterprises. Interviews are analyzed thematically via the template analysis approach. In the Turkish furniture industry, designers are formally required to take on the roles of designer, trend follower, and project supervisor. Designers also adopt the roles of design communicator, purchasing agent, and multi-skilled employee, with the aim of improving their status within the organization. Despite the breadth of their roles in the NPD, designers are not widely seen as leaders in NPD processes. Findings empirically describe where design functions and organizational roles of designers lie within the NPD process. The research has implications for design managers, design educators, and designers who wish to pursue a career in the furniture industry. It also extends the discussions on the changing role of designers in organizations in design management research, showing how the designer’s extra roles increase inter-functional communication and promote design-led activities of the organization.
... These three qualities are important when considering a tool usable [192], indicating the ease with which users can interact with a system or product to achieve their goals effectively, efficiently, and satisfactorily [193]. This aspect is critical in designs for higher productivity, reduced errors, and enhanced user engagement [194]. Meeting these standards requires that products are intuitive, accessible, and tailored to the diverse needs of users [195], and enhance human performance [196]. ...
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This dissertation presents a comprehensive approach to enhancing Theobroma cacao productivity by developing a Decision Support System based on smart farming technologies tailored to smallholder farm conditions. The research integrates data mining techniques, optimization models, and user-centered design principles to address the key environmental, operational, and technological challenges that impact cocoa production. The dissertation is structured into three primary phases: data analysis using the Knowledge Discovery in Databases framework, developing a two-stage stochastic optimization model, and designing a smart farming web application to provide real-time decision support. The findings reveal that environmental variables such as humidity, rainfall, wind speed, and temperature significantly influence cocoa yield, with irrigation and water logging management as critical interventions for optimizing production. The optimization model, tested through extensive simulations, demonstrates its effectiveness in managing water resources and mitigating environmental uncertainties. The smart farming solution, designed with a user-centered approach, offers smallholder farmers an accessible and intuitive tool for real-time decision-making. This research contributes to agricultural optimization by bridging gaps between theoretical models and practical applications in cocoa crop optimization, addressing socio-economic barriers to technology adoption, and providing a scalable solution that can be adapted to other crops and farming systems. Future research opportunities are outlined, focusing on integrating real-time data, enhancing socio-economic models, and expanding the Decision Support System to include multi-crop systems and financial decision support.
... to understand the needs and preferences of older women, a hcD approach was used. hcD focuses on the needs and wants of the users along with their experiences (Giacomin 2015). Further, an e-textile based device was chosen for this study as e-textiles are a perfect wearable substrate for integrating a fall (or near-fall) sensing system as they can be made to be discrete and are comfortable to wear against the skin. ...
... As mentioned, technologies must adapt to the users, not vice versa. For this purpose, human-centered design is a developmental approach dedicated to this goal [82,83]. This guarantees excellent adaptability and a smooth transition to the developed solution. ...
Article
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Autonomous driving is a rising technology expected to revolutionize commuting. Even if the spread of autonomous vehicles is slower than expected some years ago, their progress will not stop and will become a reality shortly. Therefore, we must manage them both technologically and by considering their impact on other aspects such as safety, economy, society, and environment. Of these, trust in these vehicles by society is a crucial element that must be accounted for when designing the interaction between human passengers and autonomous vehicles. Economical and social impacts derived from the diffusion of autonomous vehicles hold both promises and challenges, as different sectors and professions might undergo considerable changes, along with our idea of transport infrastructure. This paper aims to analyze future developments and effects of this technology by starting with a review of the related work. For this purpose, we have analyzed several papers with contrasting perspectives and conclusions. This paper is not limited to summarizing them but also points out relevant research directions.
... Negli ultimi anni, l'HCD si è evoluto dalla valutazione dell'usabilità a un'azione progettuale che considera l'intera esperienza utente. Utilizzare tecniche che empatizzano con gli utenti permette di comprendere bisogni e desideri spesso inconsci (Maguire, 2001;Giacomin, 2014). Sebbene l'usabilità rimanga un obiettivo primario, integrare aspetti emozionali e relazionali è cruciale, poiché le emozioni influenzano significativamente l'esperienza d'uso. ...
Book
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Il volume esplora la dimensione emozionale e psico-emotiva dell’esperienza pediatrica nel contesto sanitario, con un focus particolare sul ruolo e sui contributi dell’Emotional Design e dell’approccio Human-Centred Design (HCD). Presenta una rassegna delle teorie sulle emozioni, degli studi delle scienze affettive, delle neuroscienze sociali e cognitive, e dei contributi della ricerca nel design e nella psicologia cognitiva. Il lavoro analizza il tema dell’affettività dei bambini nella valutazione e progettazione di esperienze utenti positive, come requisito da considerare all’interno del processo di progettazione dei sistemi ospedalieri. Esamina, inoltre, le strategie e gli strumenti di valutazione tipici dello Human-Centred Design (HCD), della User Experience (UX) e degli Affective Evaluation Methods (AEM), che consentono di misurare le emozioni e di valutarne le implicazioni nel percorso di cura. Comprendere la risposta affettiva dei giovani pazienti nell’interazione con sistemi, prodotti e servizi medicali costituisce l’obiettivo principale di questo lavoro, volto a sviluppare strategie progettuali che integrino gli stati emotivi dell’utente nell’approccio iterativo HCD. Attraverso l’Emotion Design Process, è possibile analizzare e interpretare le emozioni all’interno dell’ambiente ospedaliero, traducendole in soluzioni più empatiche e mirate, per migliorare l’esperienza complessiva di cura. Rivolto a progettisti, studenti di Design e ricercatori, il libro fornisce un quadro teorico e pratico sul contributo del design per il miglioramento dell’esperienza di cura dei bambini. Supportato dall’Azienda Ospedaliero-Universitaria Meyer e arricchito dal confronto con esperti in psicologia, ergonomia e medicina, il volume propone approcci, strategie, strumenti e ipotesi progettuali per valutare l’impatto emotivo sui bambini e immaginare nuovi scenari di intervento nel contesto sanitario.
... In this case, it is evident how incorporating user perspectives would be helpful in several directions in different ways but would require different user involvement for future work. A patient-centric perspective based on a human- (Giacomin, 2014;van der Bijl-Brouwer & Dorst, 2017) or person-centred tradition (Leplege et al., 2007) refers to the inclusion of a human or person as part of the procedure, as patient-centric results are difficult to define (Détienne et al., 2019). ...
Article
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The concept of framing has been used as a creative and constructive tool in the design process. This study provides new insights into frames and framing as a tool for understanding disciplinary differences in multidisciplinary collaborations where design research is included. With an increasing focus on patient participation in the design of health and assistive technology, the importance of considering the users' perspectives cannot be overstated. However, bridging the gap between different disciplinary practices of framing problems that incorporate user experiences and values is a challenge. A case study of the (project name)(xxxx) research project was selected to investigate the practical implications of insights on mobility from a focus group interview with lower-limb prosthetic users. A follow-up ideation workshop with an interdisciplinary group of researchers from the project xxxx was used as the starting point for exploring different disciplinary perspectives. The research contributes to the concept on framing by demonstrating how examining relevant perspectives from the literature provides valuable insights into different ways of framing in the design process.
... HCD is a research methodology in health care that considers the expertise of stakeholders, and more specifically beneficiaries of health services, essential to the problem-solving and solution-generating processes [34]. HCD uses iterative processes where researchers are deeply immersed in a specific context and take a facilitator's role to support all stakeholders, whose expertise is recognized as central, in defining and reframing problems as well as creating and refining solutions [35][36][37]. HCD is an appropriate method to investigate persistent problems and disparities that are not improved by existing interventions [27]. It is a promising approach to addressing health disparities where the needs of vulnerable and marginalized populations may not be met by traditional research approaches [38]. ...
Article
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Background: Adolescent voices are frequently excluded from sexual and reproductive health (SRH) research. Despite progressive policies and access to SRH care, adolescents in New York City who live in neighborhoods with high poverty and those who identify as Black or Hispanic experience poor SRH outcomes, including high rates of unplanned pregnancies and sexually transmitted infections.
... The vast differences in local resources and manufacturing capabilities between the global north and south mean that there will probably not be 'one design that fits all' contexts. For global replicability, new design approaches need to be considered that take differences in global resources into account and specifically target the needs of local users and marketsthis could mean creating appropriate designs that employ frugal design principles (Murphy, McBean & Farahbakhsh 2009;Bihouix 2020;Agarwal & Brem 2021) coupled with human-centered design (Giacomin 2014). It is also advisable to create designs that allow modifications catering to the needs and preferences of individual microenterprises and their employees (Gregg et al. 2020). ...
Article
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By making building instructions freely accessible to everyone, open-source machine tools (OSMTs) promise to democratize manufacturing by enabling users in marginalized settings to build machines tools by themselves. There is, however, a lack of empirical evidence of the replicability of OSMT designs in low-resource contexts. This article explores OSMT replicability through qualitative and empirical methods to answer the central research question: Are designs that are fully open source also globally replicable? A comparative experiment was carried out by replicating an open-source 3D printer in two different locations: in Germany (resource-rich) and in Oman (resource-poor). The experiment aimed to determine the barriers faced with the replication in each location. It was significantly more challenging to replicate the 3D printer in Oman, primarily due to difficulties in sourcing and manufacturing, necessitating extensive modifications, which demanded greater skills and dexterity from users compared to those in Germany. Qualitative interviews found that limited digital literacy posed a significant barrier for microenterprise owners in replicating OSMT. Finally, design guidelines were proposed to enhance the global replicability of contextualized OSMT designs.
... Human-centered design (HCD) has been popularized as a way to design products that can improve the lives of end-users [28]. The approach focuses on increasing "value" to end-users and includes a variety of methods for investigating people's needs, generating ideas to meet those needs, and then integrating and testing solutions within their contexts [29]. HCD often encourages the use of design ethnography, which is a set of in-situ approaches for gathering information and engaging with specific groups of people during a design process [30]. ...
Conference Paper
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As people interact with physical artifacts, the interaction can produce a wide range of social impacts on the user. Of all possible social impact outcomes, design processes have traditionally focused on health and safety. Within health and safety, most design methods and standards aim to mitigate the probability of physical harm while neglecting other aspects of health, such as mental and social well-being. We argue that expanding the focus of design to consider a more holistic view of health will require looking beyond performance-based standards. Specifically, we suggest that affordance theory and technological mediation could be used as strategies when designing for health, enabling designers to focus on the various conditions and mechanisms that solutions may or may not enable. Although the idea of affordances is not new, their application to design remains limited. Adoption of affordance theory in design processes may be limited by criticisms that affordances are too abstract and ambiguous. Further, most health-related standards reflect generalized best practices that do not account for differences in health needs across different individuals and populations. We argue that affordance theory may enable new approaches for designers to directly consider the co-production of physical, mental, and social health in design processes.
... While the need for positive AI is clear, how to achieve it remains an open question. To address this gap, we present the development and evaluation of a "positive AI design method" that integrates insights from positive design (Desmet and Pohlmeyer, 2013), positive computing (Calvo and Peters, 2014), humancentered design (Norman, 2005;Giacomin, 2014;Boy, 2017), and cybernetics (Dobbe et al., 2021;Glanville, 2014;Martelaro and Ju, 2018;Sweeting, 2016) to develop AI for wellbeing. Efforts to integrate ethical values into AI design, such as value-sensitive design (VSD), have been recognized for their potential to align AI systems with broader societal values (Umbrello and van de Poel, 2021). ...
Article
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In an era where artificial intelligence (AI) permeates every facet of our lives, the imperative to steer AI development toward enhancing human wellbeing has never been more critical. However, the development of such positive AI poses substantial challenges due to the current lack of mature methods for addressing the complexities that designing AI for wellbeing poses. This article presents and evaluates the positive AI design method aimed at addressing this gap. The method provides a human-centered process for translating wellbeing aspirations into concrete interventions. First, we explain the method’s key steps: (1) contextualizing, (2) operationalizing, (3) designing, and (4) implementing supported by (5) continuous measurement for iterative feedback cycles. We then present a multi-case study where novice designers applied the method, revealing strengths and weaknesses related to efficacy and usability. Next, an expert evaluation study assessed the quality of the case studies’ outcomes, rating them moderately high for feasibility, desirability, and plausibility of achieving intended wellbeing benefits. Together, these studies provide preliminary validation of the method’s ability to improve AI design, while identifying opportunities for enhancement. Building on these insights, we propose adaptations for future iterations of the method, such as the inclusion of wellbeing-related heuristics, suggesting promising avenues for future work. This human-centered approach shows promise for realizing a vision of “AI for wellbeing” that does not just avoid harm, but actively promotes human flourishing.
... The inquiry advances through a human-centered approach (Giacomin, 2014) that encompasses investigating stakeholder needs and eliciting corresponding requirements. This process unfolds in the following sequential steps: ...
... This iterative process allowed for the identification of usability issues and the incorporation of additional features that improved the overall functionality and accessibility of the tool. A user-centered design philosophy was employed to make the application as intuitive as possible, with the goal of reducing the barriers associated with complex data analysis [22], [23]. The interface was designed to be simple and visually engaging, with clear instructions, tooltips, and guidance to assist users with varying levels of technical expertise. ...
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The increasing concern over air pollution and its impacts on human health has highlighted the need for accessible air quality analysis tools. Many cities and communities worldwide are implementing air quality monitoring programs, but existing tools are often expensive and require specialized expertise, limiting their use for communities with fewer resources. This working paper presents the development of a no-code air quality sensor analysis and visualization application, which is a work in progress. The goal is to provide a user-friendly platform that allows users to upload, analyze, and visualize air quality data without requiring advanced technical skills. By integrating features such as exploratory data analysis, statistical modeling, and customizable visualizations, the tool aims to democratize access to air quality information. This accessible approach empowers community members, policymakers, and researchers to better understand pollutant levels, identify contamination sources, and foster collective action to improve air quality. The ongoing development focuses on ensuring flexibility, multilingual support, and ease of use, making the application suitable for diverse contexts and audiences.
... Designers are playing an increasingly active role in the healthcare sector, leveraging design-based research, visualization and prototyping methods to reimagine systems of care (Partridge 2017;Tsekleves & Cooper 2017;Mahtani et al. 2022;Lamé et al. 2023). This trend has been accompanied by the recognition and adoption of human-centered design (HCD) within the healthcare industry (Bazzano et al. 2017;Göttgens & Oertelt-Prigione 2021;Melles, Albayrak, & Goossens 2021), which places the human at the center of the research and development process of interventions, using techniques such as visualization, communication between researchers and stakeholders, empathy and simulation to better understand and address the needs of all stakeholders (Bazzano et al. 2017;Bjerkan et al., 2015;Giacomin 2014;Gill et al. 2023;Hridi et al. 2022;Saedi & Rice 2020;Saedi & Rice 2021). ...
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This article outlines a human-centered approach to developing digital patient stories, for sharing their experiences in health care, while preserving patient and others’ privacy. Employing a research-through-design approach, the study proposes a design solution using visualization and digital storytelling to document patients’ and families’ experiences and emotions, as well as their interactions with healthcare professionals in the postnatal unit. By transforming selected observational data into animated stories, this approach has the potential to elicit empathy, stimulate stakeholder engagement, and serve as a practical training tool for clinicians. This work was conducted as part of a broader study that aims to contribute to the existing knowledge base by advancing our understanding of stakeholder needs in birthing facilities and through postpartum discharge. This study primarily focuses on strategies for the development of digital stories and summarizes the factors that contributed to the production of digital stories within the context of sensitive data. It may serve as a valuable resource for students, researchers and practitioners interested in utilizing digital stories to encourage discussions, education and ultimately to enhance systems of health care for respect, equity and support.
... As we summarized in previous research published in Sustainability (March 2023) [21], common design methods in existing studies on HMI design for autonomous vehicles include User-Centered Design (UCD) [27], Participatory Design [28], and Co-Creation [29], etc. These three mainstream approaches can all be characterized by conducting design through analysis, synthesis, and evaluation in three consecutive steps. ...
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The integration of automated vehicle (AV) technology in public transportation systems offers promising opportunities to improve the flexibility and safety of the traffic environment. However, user acceptance remains a critical challenge in the field of human-machine interaction for the effective deployment of shared autonomous vehicles (SAVs). This study presents a design framework aimed at enhancing user acceptance through human-machine interface (HMI) design tailored to SAVs. The framework is developed in adherence to relevant interaction design principles, following a systematic approach encompassing three key steps: analysis, synthesis, and evaluation. It integrates user acceptance factors into the design process, providing a structured method for designers. The framework was iteratively refined through interviews with three international domain experts; a focus group discussion with 10 researchers and professionals specializing in automotive interaction designers; and a workshop with 30 students and designers. The results demonstrate the framework's ability to guide the development of user-acceptable HMI solutions. The paper concludes by emphasizing the need for further exploration into how user acceptance factors evolve over time and how real-world testing can validate the framework's effectiveness in promoting user acceptance and satisfaction.
... Key to the application of human-centred design is using multidisciplinary skills and perspectives, user-centred, evaluation-driven refinement of the design, and involving the user throughout a highly iterative design process [2]. ...
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Design skills are increasingly recognized as a core competency for software professionals. Unfortunately, these skills are difficult to teach because design requires freedom and open-ended thinking, but new designers require a structured process to keep them from being overwhelmed by possibilities. We scaffolded this by creating worksheets for every Design Thinking step, and embedding them in a PowerPoint deck on which students can collaborate. We present our experience teaching a team design project course to 200 first-year-university students, taking them from user interviews to functional prototypes. To challenge and support every student in a class where high school programming experience ranged from zero hours to three computer science courses, we gave teams the option of developing single-user or multi-user (distributed) web applications, using two Event-Driven Programming frameworks. We identified common failure modes from previous years, and developed the scaffolded approach and problem definition to avoid them. The techniques developed include using a "game matrix" for structured brainstorming and developing projects that require students to empathize with users very different from themselves. We present quantitative and qualitative evidence from surveys and focus groups that show how these strategies impacted learning, and the extent to which students' awareness of the strategies led to the development of metacognitive abilities.
... Although engineering designers and industrial designers substantially apply diverse practices and different design approaches, 39,43,45 the use of a UCD process supports them in establishing a profound understanding of the context for use and leads to involving users throughout the design and development iterative process. [46][47][48] The UCD process is believed to be a form of progress and provides the requisite knowledge of human factors, semiotics, functions, communication, and meaning to establish a profound and substantial knowledge about the users. Therefore, designers should rely on acquaintance and skills to provide esthetics and ergonomics to products to empathize with users; this results in an enhanced ability to accommodate inclusive design for users with special needs throughout the design process, thereby producing mainstream products that are not only desirable but also pleasurable and satisfying for all users. ...
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The Industrial Revolution (IR) was the most important single development in human history over the past three centuries and since then; it has continued to shape the contemporary world. From its beginning, it has been a global process that resulted from changes happening in global economic relationships that further redefine them, a process that has persisted until today. Industrialization was the primary force in world history in the 19 th and 20 th centuries, and still powerfully continues to share the 21 st century. During the IR, the industrial design (ID) journey began, and today, designers are being called more often to intervene in large and intricate systems of design. This kind of intervention involves the need to understand users and their relationships with each other and their circumstances. At present, the application of a user-centered design process is considered a form of progress because it enables designers to create better products for users by considering the functionality and stylistic characteristics of the products concerning people's physical and emotional needs. This paper summarizes the history of ID and the consequences of the designer's figure, offering a broad overview spanning from the IR to today.
... According to Kolko (2015) and Giacomin (2014), Design Thinking leverages techniques that foster communication, interaction, empathy, and engagement among stakeholders, seeking to understand their needs, desires, and experiences, often surpassing conscious realizations. Thus, it employs a "designer" mentality-constructive, experimental, and rooted in user needs and context-to generate innovative solutions. ...
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Contextualização: A saúde enfrenta desafios no fornecimento de soluções clínicas inovadoras e centradas no usuário. Este artigo tem como objetivo apresentar uma abordagem metodológica orientada pelo design para o desenvolvimento e gerenciamento clínico centrado no usuário, inovador e assertivo. Métodos: O artigo apresenta um método inovador e centrado no usuário no desenvolvimento clínico utilizando uma ferramenta do Design Thinking. Essa abordagem compreende três estágios: Inspiração, Ideação e Desenvolvimento. Resultados: Foi desenvolvido o Design Terapêutico Assertivo-DTA. O DTA integra princípios de abordagens de design estabelecidas, como Design Thinking, Design Sprint e Guia de Design Centrado no Usuário, oferecendo uma estrutura estruturada para o desenvolvimento terapêutico com foco na experiência do usuário e nos resultados. O estudo destaca o potencial do DTA na melhoria da qualidade dos cuidados, reduzindo simultaneamente os encargos econômicos e sociais. O artigo ressalta a importância de práticas baseadas em evidências e de um planejamento sistemático, alinhado à metodologia do DTA. A implementação do DTA pode facilitar uma mudança para uma prestação de cuidados de saúde personalizada, acessível e eficiente. Conclusão: DTA marca um avanço significativo em direção a cuidados de saúde centrados no paciente e com boa relação custo-benefício. A fase de testes em curso, em conjunto com o Clinical Canvas, visa validar a sua aplicabilidade no mundo real. A adoção dos princípios do DTA permite remodelação do cenário dos cuidados de saúde, fornecendo soluções personalizadas que se alinham com as necessidades dos pacientes, otimizando a utilização de recursos e melhorando os resultados.
... According to Kolko (2015) and Giacomin (2014), Design Thinking leverages techniques that foster communication, interaction, empathy, and engagement among stakeholders, seeking to understand their needs, desires, and experiences, often surpassing conscious realizations. Thus, it employs a "designer" mentality-constructive, experimental, and rooted in user needs and context-to generate innovative solutions. ...
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Contextualização: A saúde enfrenta desafios no fornecimento de soluções clínicas inovadoras e centradas no usuário. Este artigo tem como objetivo apresentar uma abordagem metodológica orientada pelo design para o desenvolvimento e gerenciamento clínico centrado no usuário, inovador e assertivo. Métodos: O artigo apresenta um método inovador e centrado no usuário no desenvolvimento clínico utilizando uma ferramenta do Design Thinking. Essa abordagem compreende três estágios: Inspiração, Ideação e Desenvolvimento. Resultados: Foi desenvolvido o Design Terapêutico Assertivo-DTA. O DTA integra princípios de abordagens de design estabelecidas, como Design Thinking, Design Sprint e Guia de Design Centrado no Usuário, oferecendo uma estrutura estruturada para o desenvolvimento terapêutico com foco na experiência do usuário e nos resultados. O estudo destaca o potencial do DTA na melhoria da qualidade dos cuidados, reduzindo simultaneamente os encargos econômicos e sociais. O artigo ressalta a importância de práticas baseadas em evidências e de um planejamento sistemático, alinhado à metodologia do DTA. A implementação do DTA pode facilitar uma mudança para uma prestação de cuidados de saúde personalizada, acessível e eficiente. Conclusão: DTA marca um avanço significativo em direção a cuidados de saúde centrados no paciente e com boa relação custo-benefício. A fase de testes em curso, em conjunto com o Clinical Canvas, visa validar a sua aplicabilidade no mundo real. A adoção dos princípios do DTA permite remodelação do cenário dos cuidados de saúde, fornecendo soluções personalizadas que se alinham com as necessidades dos pacientes, otimizando a utilização de recursos e melhorando os resultados.
... HCD is a research methodology in health care that considers the expertise of stakeholders, and more specifically beneficiaries of health services, essential to the problem-solving and solution-generating processes [34]. HCD uses iterative processes where researchers are deeply immersed in a specific context and take a facilitator's role to support all stakeholders, whose expertise is recognized as central, in defining and reframing problems as well as creating and refining solutions [35][36][37]. HCD is an appropriate method to investigate persistent problems and disparities that are not improved by existing interventions [27]. It is a promising approach to addressing health disparities where the needs of vulnerable and marginalized populations may not be met by traditional research approaches [38]. ...
Article
Background Adolescent voices are frequently excluded from sexual and reproductive health (SRH) research. Despite progressive policies and access to SRH care, adolescents in New York City who live in neighborhoods with high poverty and those who identify as Black or Hispanic experience poor SRH outcomes, including high rates of unplanned pregnancies and sexually transmitted infections. Objective This qualitative study aims to guide Black and Hispanic adolescent mothers in identifying problem areas in SRH care and cocreate health service recommendations with input from health care stakeholders to address those problems and improve SRH experiences. Methods Through ethnographic interview methods, adolescent mothers in New York City shared their experiences from before pregnancy through parenting and identified problem areas in adolescent SRH services and education. Data were analyzed inductively and using situational analysis. Adolescent participants attended 2 cocreation workshops. In the first workshop, they confirmed interview findings, set priorities, and created rough prototypes. Following the first workshop, health care providers were interviewed to inform refinement of the rough prototypes. Adolescents further developed prototypes in the second cocreation workshop and named the resulting toolkit. Results A total of 16 adolescent mothers participated in 47 interviews, and 10 (63%) participants attended at least 1 cocreation workshop. They highlighted deficiencies in sexual health education and emphasized the roles of health care providers and parents, rather than schools, in improving it. Adolescent participants designed recommendations for adolescents and health care providers to support quality conversations between adolescents, parents, and health care providers and created a preappointment checklist to help young patients initiate conversations with health care providers. Young participants stressed that sex education should address topics beyond sexually transmitted infections and pregnancy, such as emotional health and relationships. They created guidelines for health care providers outlining communication strategies to provide respectful, unbiased care and contraceptive counseling that encourages adolescent autonomy. Participants shared specific suggestions for how to support young parents respectfully. Health care stakeholders recommended adding information on confidential care; supporting lesbian, gay, bisexual, transgender, and queer youth; and focusing on improving communication between health care providers and patients rather than creating educational materials. In the second workshop, adolescent participants revised the prototypes based on feedback from health care stakeholders and named the toolkit of recommendations First Steps. Conclusions This study highlighted the important roles that parents and health care workers play in adolescent sexual health education. Cocreated toolkits offer a practical approach for health care providers to engage adolescents and their parents in meaningful, adolescent-centered conversations that can promote health, safety, and well-being.
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This article reports on findings from a practice-based Ph.D. project where the study explored the lived experience of women living with a disability, specifically Raynaud’s phenomenon, to inform a fashionable knitwear collection called Re-dress, and contribute to current discourse on disability, clothes and fashion design. Raynaud’s is triggered by the cold or a drop in atmospheric temperature, high levels of anxiety or stress, causing the narrowing of the blood vessels. Such an ‘attack’ causes numbness, pain, fatigue, dexterity and mobility issues. Raynaud’s is usually managed by keeping warm using appropriate clothing; however, the research identified a range of ‘design issues’ within existing clothing products. Some fail to mitigate the effects of cold and poor circulation effectively and others have limited appeal in terms of aesthetics. The project adopted a human-centred design approach, where participants’ desires and needs guide the design process. Qualitative data were gathered via semi-structured interviews and a focus group to develop and create the Re-dress capsule collection. The collection was then assessed by participants and feedback interviews were carried out, which this article discusses. Receiving feedback on the collection was important to gauge the success of the design interpretations. The research highlights that balancing performance with aesthetics is key to promote health and well-being; aesthetics supports social engagement for a multidimensional experience, as aesthetics is fundamental to enhance wearer’s pleasurable and inclusive experiences on a personal and public dimension; trying items of clothing highlights key design features for disability which increases wearer–product interaction to enhance agency and ownership, and attention is in the detail when designing suitable clothes for disabled people that wear them. The Re-dress capsule collection explicitly outlines how to marry performance, aesthetics and sensorial modalities in a garment.
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Introduction: We designed the Informed Health Choices (IHC) secondary school intervention and evaluated whether it improves students' ability to assess the trustworthiness of claims about treatment effects in Uganda. We conducted a process evaluation alongside a randomized trial to identify factors that may affect the implementation, fidelity, and scaling up of the intervention in Uganda. We also explored the potential adverse and beneficial effects of the intervention. Methods: We used mixed methods to collect, triangulate, and report data from a variety of sources. We observed at least 1 lesson in all 40 intervention schools. One teacher from each of these schools completed a teacher training evaluation form and lesson evaluation questionnaires after each lesson. We purposively selected 10 schools where we conducted a total of 10 focus group discussions with students and 1 with parents. We also conducted key informant interviews with policymakers (N=9), teachers (N=10), head teachers (N=4), and parents (N=3). We used a framework analysis approach to analyze the data. Findings: All participants in the process evaluation felt that the IHC intervention was needed, important, and timely. Students were motivated to attend class and learn the content because it spoke to their daily life experiences and their own challenges to decide what to do or believe when faced with health claims. The training workshop gave teachers the confidence to teach the lessons. The participating students demonstrated a clear understanding of the content and use of what was learned. The content improved both students' and teachers' appreciation of the critical thinking, communication, and problem-solving competencies in the lower secondary school curriculum. Conclusion: The findings of this process evaluation are consistent with the findings of the trial, which showed that the intervention improved the students' critical thinking skills. The IHC resources enabled teachers to teach this competency.
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This paper explores how business reconciles the perceived conflicting demands of social and profit logic to deliver value to shareholders and the wider community it serves. Through a human‐centered design lens, the paper identifies co‐creation as pivotal in the design of the business model that delivers social and economic value. Empirical data from an aquaculture SME case study was collected and analyzed to comprehend the role of social good in the development of the business model. The results demonstrate that societal improvements can be achieved when concurrently considered and designed into each stage of the business model development. The findings reveal that technology when deployed within the context of economic and societal improvements has the potential to support businesses in organizing services that deliver economic, societal, and environmental benefits. Replicating this approach requires organizations to develop a deep understanding of the social context that their customers operate within.
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Background Although substantial progress has been made in establishing evidence-based psychosocial clinical interventions and implementation strategies for mental health, translating research into practice—particularly in more accessible, community settings—has been slow. Objective This protocol outlines the renewal of the National Institute of Mental Health–funded University of Washington Advanced Laboratories for Accelerating the Reach and Impact of Treatments for Youth and Adults with Mental Illness Center, which draws from human-centered design (HCD) and implementation science to improve clinical interventions and implementation strategies. The Center’s second round of funding (2023-2028) focuses on using the Discover, Design and Build, and Test (DDBT) framework to address 3 priority clinical intervention and implementation strategy mechanisms (ie, usability, engagement, and appropriateness), which we identified as challenges to implementation and scalability during the first iteration of the center. Local redesign teams work collaboratively and share decision-making to carry out DDBT. Methods All 4 core studies received institutional review board approval by June 2024, and each pilot project will pursue institutional review board approval when awarded. We will provide research infrastructure to 1 large effectiveness study and 3 exploratory pilot studies as part of the center grant. At least 4 additional small pilot studies will be solicited and funded by the center. All studies will explore the use of DDBT for clinical interventions and implementation strategies to identify modification targets to improve usability, engagement, and appropriateness in accessible nonspecialty settings (Discover phase); develop redesign solutions with local teams to address modification targets (Design and Build phase); and determine if redesign improves usability, engagement, and appropriateness (Test phase), as well as implementation outcomes. Center staff will collaborate with local redesign teams to develop and test clinical interventions and implementation strategies for community settings. We will collaborate with teams to use methods and centerwide measures that facilitate cross-project analysis of the effects of DDBT-driven redesign on outcomes of interest. Results As of January 2025, three of the 4 core studies are underway. We will generate additional evidence on the robustness of DDBT and whether combining HCD and implementation science is an asset for improving clinical interventions and implementation strategies. Conclusions During the first round of the center, we established that DDBT is a useful approach to systematically identify and address chronic challenges of implementing clinical interventions and implementation strategies. In this subsequent grant, we expect to increase evidence of DDBT’s impact on clinical interventions and implementation strategies by expanding a list of common challenges that could benefit from modification, a list of exemplary solutions to address these challenges, and guidance on using the DDBT framework. These resources will contribute to broader discourse on how to enhance implementation of clinical interventions and implementation strategies that integrate HCD and implementation science. International Registered Report Identifier (IRRID) PRR1-10.2196/65446
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Urban chicken‐keeping is on the rise in London, in private gardens, community gardens, allotments, schools, and urban farm projects. In welcoming chickens into the city, urban spaces are being transformed: coops are being built, runs constructed, chicken‐friendly flora introduced, and space landscaped to accommodate both chickens and humans. Underneath the design of these multispecies urban spaces, there is a desire to bring the good life into the city, through a return to nature. Chicken‐keeping is being lauded by urban keepers and commentators alike as a response to urban crises over food provenance and quality, environmental ethics, and a growing unease with industrial agriculture. However, after chickens arrive in these urban spaces, it becomes quickly apparent that the design of the urban barnyard imposed by the human is rarely practical for, or enjoyed by, chickens: perfectly laid lawns are torn up, plants are demolished, and vegetable patches are gorged on, and chickens are at the mercy of local foxes. When chickens enter these urban barnyards, they demand humans pay attention to their desires, behaviours, and territoriality by overflowing and expanding their assigned space. As such, designing the urban barnyard is an ongoing spatio‐temporal iterative process between chickens, humans, and other non‐human actors in the more‐than‐human city. In this paper, using the case of the urban chicken, I argue that more‐than‐human (urban) geographies can find generative collaborations with design thinking in theorising human–environmental relationalities.
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Smart home technologies play a crucial role in reshaping the use of residential spaces, aspiring to enhance user experiences and foster a more efficient way of living. Assessing the state-of-the-art smart home technologies is essential for supporting their implementation and acceptance, particularly considering the rapid evolution within this field. This study, through a literature review, explores the taxonomy of smart home technology attributes, users’ preferences, and their alignment. The research reveals three primary themes of smart home attributes: technology, function, and user. Users’ preferences are categorized into functional aspects, value and benefits, social and cultural influences, ethical and responsible considerations, and user control and trust. The analysis shows disparities between some smart home technology attributes and users’ preferences, particularly in the dimensions of privacy, security and data usage, ethical consideration, social and environmental responsibility, cultural and demographic factors, trust, and social influence. Additionally, compatibility and cost of technology are often neglected. This paper contributes to the existing literature by presenting a taxonomy of smart home technology attributes and users’ preferences. We also call for a shift in design paradigms to ensure a more holistic integration of users’ preferences into smart home technologies.
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Sustainable cultural tourism can be a powerful means to enhance communities’ wellbeing increasing economic wealth in currently less known and remote areas, as well as residents’ awareness on local culture and cultural heritage, environmental preservation and social cohesion. However, tourism activities can threaten cultural and natural resources, especially in fragile natural & cultural areas. Sustainability-led innovation and creativity could contribute to ensure that tourism activity is conducted within a responsible framework, engaging local operators and stakeholders towards reaching shared objectives. The integration of a circular economy oriented approach in cultural tourism strategies can be beneficial to allow sustainable tourism activities which avoid depletion of natural resources, excessive greenhouse gas emissions, over-consumption of cultural resources. Local communities represent the owners and custodians of important natural and cultural resources, thus their active role in cultural tourism strategies development is fundamental to ensure their conservation, regeneration and valorisation over time. Engaging stakeholder groups already at the initial stage of designing changes, can contribute to the development of strategies aiming at implementation of community-based circular and human-centred actions in various areas. The paper describes the co-creation process conducted with various types of stakeholders in six European regions within the Horizon 2020 Be.CULTOUR project. Special attention was given to the process of activating local communities and making them co-create and co-initiative innovative solutions.
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Global recognition of the importance of responsible tourism and its benefits, which can be enjoyed by all, both now and in the future, without detriment to communities and the environment, is growing. While tourism is a major component of the Scottish economy, it also contributes to climate change through associated greenhouse gas emissions. Heritage and cultural tourism contributes to making better places for people to live in, and better places for people to visit, whilst contributing significantly to Scotland’s green recovery from the pandemic and its transition to net zero and a climate-resilient society, when responsible tourism principles are at the heart of decision making. Historic Environment Scotland (HES), Scotland’s lead public body for the historic environment and largest operator of paid-for visitor attractions published its HES Responsible Tourism Framework in March 2023, determining how the organisation will adopt responsible tourism principles to transform its approach to tourism operations, equally respecting the needs of local communities, visitors, the environment, and of the cultural heritage itself. In 2019, HES obtained funding to deliver a pilot project at Doune Castle, alongside which the Framework has been developed. The castle was chosen as a case study as it, and the village it is located in, has experienced pressure through increased footfall following its appearance on the hit TV series ‘Outlander’. This paper presents how the HES Responsible Tourism Framework has been applied at Doune Castle, supporting the transformation of heritage and cultural tourism to the site to a more responsible model.
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The Meaning of Things explores the meanings of household possessions for three generation families in the Chicago area, and the place of materialism in American culture. Now regarded as a keystone in material culture studies, Halton's first book is based on his dissertation and coauthored with Mihaly Csikszentmihalyi. First published by Cambridge University Press in 1981, it has been translated into German, Italian, Japanese, and Hungarian. The Meaning of Things is a study of the significance of material possessions in contemporary urban life, and of the ways people carve meaning out of their domestic environment. Drawing on a survey of eighty families in Chicago who were interviewed on the subject of their feelings about common household objects, Mihaly Csikszentmihalyi and Eugene Rochberg-Halton provide a unique perspective on materialism, American culture, and the self. They begin by reviewing what social scientists and philosophers have said about the transactions between people and things. In the model of 'personhood' that the authors develop, goal-directed action and the cultivation of meaning through signs assume central importance. They then relate theoretical issues to the results of their survey. An important finding is the distinction between objects valued for action and those valued for contemplation. The authors compare families who have warm emotional attachments to their homes with those in which a common set of positive meanings is lacking, and interpret the different patterns of involvement. They then trace the cultivation of meaning in case studies of four families. Finally, the authors address what they describe as the current crisis of environmental and material exploitation, and suggest that human capacities for the creation and redirection of meaning offer the only hope for survival. A wide range of scholars - urban and family sociologists, clinical, developmental and environmental psychologists, cultural anthropologists and philosophers, and many general readers - will find this book stimulating and compelling. Translations: Il significato degli oggetti. Italian translation. Rome: Edizione Kappa, 1986. Der Sinn der Dinge. German translation. Munich: Psychologie Verlags Union, 1989. Japanese translation 2007. Targyaink tukreben. Hungarian translation, 2011.
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The process of user-centered innovation: how it can benefit both users and manufacturers and how its emergence will bring changes in business models and in public policy. Innovation is rapidly becoming democratized. Users, aided by improvements in computer and communications technology, increasingly can develop their own new products and services. These innovating users—both individuals and firms—often freely share their innovations with others, creating user-innovation communities and a rich intellectual commons. In Democratizing Innovation, Eric von Hippel looks closely at this emerging system of user-centered innovation. He explains why and when users find it profitable to develop new products and services for themselves, and why it often pays users to reveal their innovations freely for the use of all.The trend toward democratized innovation can be seen in software and information products—most notably in the free and open-source software movement—but also in physical products. Von Hippel's many examples of user innovation in action range from surgical equipment to surfboards to software security features. He shows that product and service development is concentrated among "lead users," who are ahead on marketplace trends and whose innovations are often commercially attractive. Von Hippel argues that manufacturers should redesign their innovation processes and that they should systematically seek out innovations developed by users. He points to businesses—the custom semiconductor industry is one example—that have learned to assist user-innovators by providing them with toolkits for developing new products. User innovation has a positive impact on social welfare, and von Hippel proposes that government policies, including R&D subsidies and tax credits, should be realigned to eliminate biases against it. The goal of a democratized user-centered innovation system, says von Hippel, is well worth striving for. An electronic version of this book is available under a Creative Commons license.
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Incremental and Radical Innovation: Design Research vs. Technology and Meaning Change Donald A. Norman, Roberto Verganti Donald A. Norman and Stephen W. Draper, Centered System Design: New Perspectives on Human–Computer Inter- action (Mahwah, NJ: Lawrence Erlbaum Associates, 1986); Donald A. Norman, “Human-Centered Product Development,” Chapter 10 in The Invisible Computer: Why Good Products Can Fail, the Personal Computer Is So Complex, and Information Appliances Are the Solution (Cambridge, MA: MIT Press, 1998), Background Our work began independently. Norman was one of the originators of the class of design exploration now commonly known as user- centered or human-centered design (HCD). 1 These methods have a common framework: an iterative cycle of investigation—usually characterized by observations, an ideation phase, and rapid proto- type and testing. Each iteration builds on the lessons learned from the previous cycle, and the process terminates either when the results are appropriate or when the allotted time has run out. Norman realized that this continual process of checking with the intended users would indeed lead to incremental enhancements of the product; he also realized that it actually was a form of hill climbing—a well-known mathematical procedure for finding local optimization. In hill climbing’s application to design, consider a multi-dimensional hill where position on one dimen- sion—height along the vertical axis—represents product quality; and where position along the other dimensions, represents choices among various design parameters. This image is usually illus- trated with just two axes: product quality along the vertical axis and design parameters along the horizontal, as shown in Figure 1. Hill-climbing is used in situations, such as design, where the shape of the hill cannot be known in advance. Therefore, one makes tiny movements along all the design dimensions and selects the one that yields an increase in height, repeating until satisfied. This movement is precisely what the repeated rapid prototyping and testing is doing in HCD. Think of a blindfolded person trying to reach the top of a hill by feeling the ground in all directions around the current position and then moving to the highest posi- tion, repeating until the “ground” in all directions is lower than the current one: This position would be the top of the hill. Although the hill-climbing procedure guarantees continual improvement, with eventual termination at the peak of the hill, it has a well-known limit: “Climbers” have no way of knowing whether even higher hills might be scaled in some other part of the design space. Hill-climbing methods get trapped in local maxima. © 2013 Massachusetts Institute of Technology DesignIssues: Volume 30, Number 1 Winter 2014 doi:10.1162/DESI_a_00250
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The way we say the words we say helps us convey our intended meanings. Indeed, the tone of voice we use, the facial expressions and bodily gestures we adopt while we are talking, often add entirely new layers of meaning to those words. How the natural non-verbal properties of utterances interact with linguistic ones is a question that is often largely ignored. This book redresses the balance, providing a unique examination of non-verbal behaviours from a pragmatic perspective. It charts a point of contact between pragmatics, linguistics, philosophy, cognitive science, ethology and psychology, and provides the analytical basis to answer some important questions: How are non-verbal behaviours interpreted? What do they convey? How can they be best accommodated within a theory of utterance interpretation.
Article
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Many innovations in the information and communication technology (ICT) industry are driven by technological developments, rather than by concerns for users’ needs and preferences. This technology push approach brings a risk of creating products or services that people cannot or do not want to use. In some projects, however, people conduct human-centered design (HCD) as an alternative approach. In HCD, diverse experts, such as designers and researchers, cooperate with potential users—who are “experts of their experiences”1—to bring users’ ideas and knowledge into the innovation process and to jointly articulate problems and develop solutions.
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Despite continuing debates about the "user" emphasis in HCI, new design approaches, such as interaction design, continue to focus on humans as technology users, constraining the human-centeredness of design outcomes. This paper argues that the difference between "user" focus and a human-centered focus lies in the way in which technology is designed. The emphasis on problem closure that is embedded in current approaches to designing information systems (IS) precludes an examination of those issues central to human-centered design. The paper reviews recent approaches to user-centered IS design and concludes that these methods are targeted at the closure of technology-centered problems, rather than the investigation of suitable changes to a system of human- activity supported by technology. A dual-cycle model of human-centered design is presented, that balances systemic inquiry methods with human-centered implementation methods. The paper concludes with a suggestion that IS design should be viewed as a dialectic between organizational problem inquiry and the implementation of business process change and technical solutions.
Article
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Designers have been moving increasingly closer to the future users of what they design and the next new thing in the changing landscape of design research has become co-designing with your users. But co-designing is actually not new at all, having taken distinctly different paths in the US and in Europe. The evolution in design research from a user-centred approach to co-designing is changing the roles of the designer, the researcher and the person formerly known as the ‘user’. The implications of this shift for the education of designers and researchers are enormous. The evolution in design research from a user-centred approach to co-designing is changing the landscape of design practice as well, creating new domains of collective creativity. It is hoped that this evolution will support a transformation toward more sustainable ways of living in the future.
Conference Paper
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Playfulness can be observed in all areas of human activity. It is an attitude of making activities more enjoyable. Designing for playfulness involves creating objects that elicit a playful approach and provide enjoyable experiences. In this paper we introduce the design and evaluation of the PLEX Cards and its two related idea generation techniques. The cards were created to communicate the 22 categories of a Playful Experiences framework to designers and other stakeholders who wish to design for playfulness. We have evaluated the practical use of the cards by applying them in three design cases. The results show that the PLEX Cards are a valuable source of inspiration when designing for playfulness and the techniques help create a large amount of ideas in a short time.
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Seeing is investigated as a socially situated, historically constituted body of practices through which the objects of knowledge that animate the discourse of a profession are constructed and shaped. Analysis of videotapes of archaeologists making maps and lawyers animating events visible on the Rodney King videotape focuses on practices that are articulated in a work-relevant way within sequences of human interaction, including coding schemes, highlighting, and graphic representations. Through the structure of talk in interaction, members of a profession hold each other accountable for, and contest the proper constitution and perception of, the objects that define their professional competence.
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Emotion research has become a mature branch of psychology, with its own standardized measures, induction procedures, data-analysis challenges, and sub-disciplines. During the last decade, a number of books addressing major questions in the study of emotion have been published in response to a rapidly increasing demand that has been fuelled by an increasing number of psychologists whose research either focus on or involve the study of emotion. Very few of these books, however, have presented an explicit discussion of the tools for conducting research, despite the facts that the study of emotion frequently requires highly specialized procedures, instruments, and coding strategies, and that the field has reached a place where a large number of excellent elicitation procedures and assessment instruments have been developed and validated. The Handbook of Emotion Elicitation and Assessment corrects this oversight in the literature by organizing and detailing all the major approaches and instruments for the study of emotion. It is the most complete reference for methods and resources in the field, and will serve as a pragmatic resource for emotion researchers by providing easy access to a host of scales, stimuli, coding systems, assessment tools, and innovative methodologies. This handbook will help to advance research in emotion by encouraging researchers to take greater advantage of standard and well-researched approaches, which will increase both the productivity in the field and the speed and accuracy with which research can be communicated.
Book
Design for Emotion introduces you to the why, what, when, where and how of designing for emotion. Improve user connection, satisfaction and loyalty by incorporating emotion and personality into your design process. The conscious and unconscious origins of emotions are explained, while real-world examples show how the design you create affects the emotions of your users. This isn't just another design theory book - it's imminently practical. Design for Emotion introduces the A.C.T. Model (Attract/Converse/Transact) a tool for helping designers create designs that intentionally trigger emotional responses. This book offers a way to harness emotions for improving the design of products, interfaces and applications while also enhancing learning and information processing. Design for Emotion will help your designs grab attention and communicate your message more powerfully, to more people. Foreword by BJ Fogg, Founder & Director, Stanford Persuasive Technology Lab Creative professionals who design consumer products, entertainment, software, websites, marketing, and communications are beginning to appreciate the importance of evoking emotions and personality to capture viewers' attention and create satisfying experiences. Design for Emotion addresses the basic questions around designing emotional experiences; why, what, when, where and how do we design for emotion? With extensive real-world examples to help illustrate how emotion and personality are communicated through design, Design for Emotion isn't just another book on design theory - it's an imminently practical guide to applying and eliciting emotion in design. Design for Emotion: Explains the relationship between emotions and product personalities Details the most important dimensions of a product's personality Examines models for understanding users' relationships with products Explores how to intentionally design product personalities Provides extensive examples from the worlds of product, web and application design Includes a simple and effective model for creating more emotional designs The book also features interviews with Stephen P. Anderson, Aarron Walter, Marco van Hout, Patrick W. Jordan and Trish Miner, and case studies from Moni Wolf, Matt Pattison, Shayal Chhibber, Chris Fryer and Damian Smith. Harness the power of emotional design to enhance products, websites and applications while improving user experience and increasing customer satisfaction. Design for Emotion will help you communicate your client's message and brand values with the appropriate emotions and personality for their target audience. Improve user connection, satisfaction and loyalty by incorporating emotion and personality into your design process. The conscious and unconscious origins of emotions are explained, while real-world examples show how the design you create affects the emotions of your users. This isn't just another design theory book - it's imminently practical. Design for Emotion introduces the A.C.T. Model (Attract/Converse/Transact) a tool for helping designers create designs that intentionally trigger emotional responses. This book offers a way to harness emotions for improving the design of products, interfaces and applications while also enhancing learning and information processing. Design for Emotion will help your designs grab attention and communicate your message more powerfully, to more people. Provides a simple and effective model for understanding and applying emotional considerations to your designs. Explains why designing for emotion improves users' relationships with your product. Offers extensive examples from the world of product and interface design. Design for Emotion introduces you to the why, what, when, and how of incorporating emotion into your design process. Conscious and unconscious emotion are explained, while real world examples show how the design that you create can affect the emotions of your consumer. What makes this book more than just another design theory book is that it isn't - it is extensively practical. It introduces the ACT model (Attract/Converse/Transact) so that designers can actually create designs to trigger emotional responses. This book offers a way to harness emotions for affective learning and information processing that will help you get your message across more clearly and to more people. Provides a simple and effective model for applying emotional considerations to your designs Explains why designing for emotion enhances your process Extensive examples from all around us and in the digital environment of sites and produces that use emotion well and not so well.
Article
Bringing up issues in organizational design, communication practices, working relationships, and leadership styles, Marvin T. Brown explores the five key challenges facing modern businesses as they try to respond ethically to cultural, interpersonal, organizational, civic and environmental challenges. He demonstrates that if corporations are to meet the needs of civil society, they must facilitate inclusive communication patterns based on mutual recognition and civic cooperation. Corporate Integrity's essential reading for professionals in organizational ethics and business leaders.
Book
Design for Emotion introduces you to the why, what, when, where and how of designing for emotion. Improve user connection, satisfaction and loyalty by incorporating emotion and personality into your design process. The conscious and unconscious origins of emotions are explained, while real-world examples show how the design you create affects the emotions of your users. This isn't just another design theory book - it's imminently practical. Design for Emotion introduces the A.C.T. Model (Attract/Converse/Transact) a tool for helping designers create designs that intentionally trigger emotional responses. This book offers a way to harness emotions for improving the design of products, interfaces and applications while also enhancing learning and information processing. Design for Emotion will help your designs grab attention and communicate your message more powerfully, to more people. Foreword by BJ Fogg, Founder & Director, Stanford Persuasive Technology Lab Creative professionals who design consumer products, entertainment, software, websites, marketing, and communications are beginning to appreciate the importance of evoking emotions and personality to capture viewers' attention and create satisfying experiences. Design for Emotion addresses the basic questions around designing emotional experiences; why, what, when, where and how do we design for emotion? With extensive real-world examples to help illustrate how emotion and personality are communicated through design, Design for Emotion isn't just another book on design theory - it's an imminently practical guide to applying and eliciting emotion in design. Design for Emotion: Explains the relationship between emotions and product personalities Details the most important dimensions of a product's personality Examines models for understanding users' relationships with products Explores how to intentionally design product personalities Provides extensive examples from the worlds of product, web and application design Includes a simple and effective model for creating more emotional designs The book also features interviews with Stephen P. Anderson, Aarron Walter, Marco van Hout, Patrick W. Jordan and Trish Miner, and case studies from Moni Wolf, Matt Pattison, Shayal Chhibber, Chris Fryer and Damian Smith. Harness the power of emotional design to enhance products, websites and applications while improving user experience and increasing customer satisfaction. Design for Emotion will help you communicate your client's message and brand values with the appropriate emotions and personality for their target audience. Improve user connection, satisfaction and loyalty by incorporating emotion and personality into your design process. The conscious and unconscious origins of emotions are explained, while real-world examples show how the design you create affects the emotions of your users. This isn't just another design theory book - it's imminently practical. Design for Emotion introduces the A.C.T. Model (Attract/Converse/Transact) a tool for helping designers create designs that intentionally trigger emotional responses. This book offers a way to harness emotions for improving the design of products, interfaces and applications while also enhancing learning and information processing. Design for Emotion will help your designs grab attention and communicate your message more powerfully, to more people. Provides a simple and effective model for understanding and applying emotional considerations to your designs. Explains why designing for emotion improves users' relationships with your product. Offers extensive examples from the world of product and interface design. Design for Emotion introduces you to the why, what, when, and how of incorporating emotion into your design process. Conscious and unconscious emotion are explained, while real world examples show how the design that you create can affect the emotions of your consumer. What makes this book more than just another design theory book is that it isn't - it is extensively practical. It introduces the ACT model (Attract/Converse/Transact) so that designers can actually create designs to trigger emotional responses. This book offers a way to harness emotions for affective learning and information processing that will help you get your message across more clearly and to more people. Provides a simple and effective model for applying emotional considerations to your designs Explains why designing for emotion enhances your process Extensive examples from all around us and in the digital environment of sites and produces that use emotion well and not so well.
Article
In today's unsustainable world of goods, where products are desired, purchased, briefly used and then promptly landfilled to make way for more, consumption and waste are rapidly spiralling out of control with truly devastating ecological consequences. Why do we, as a consumer society, have such short-lived and under-stimulating relationships with the objects that we invest such time, thought and money in acquiring, but that will soon be thoughtlessly discarded? Emotionally Durable Design is a call to arms for professionals, students and academic creatives; proposing the emergence of a new genre of sustainable design that reduces consumption and waste by increasing the durability of relationships established between users and products. In this provocative text, Jonathan Chapman pioneers a radical design about-face to reduce the impact of modern consumption without compromising commercial viability or creative edge. The author explores the essential question, why do users discard products that still work? It transports the reader beyond symptom-focused approaches to sustainable design such as design for recycling, biodegradeability and disassembly, to address the actual causes that underpin the environmental crisis we face. The result is a revealing exploration of consumer psychology and the deep motivations that fuel the human condition, and a rich resource of creative strategies and practical tools that will enable designers from a range of disciplines to explore new ways of thinking and of designing objects capable of supporting deeper and more meaningful relationships with their users. This is fresh thinking for a brave new world of creative, durable and sustainable products, buildings, spaces and designed experiences.
Book
This 2007 book considers how agencies are currently figured at the human-machine interface, and how they might be imaginatively and materially reconfigured. Contrary to the apparent enlivening of objects promised by the sciences of the artificial, the author proposes that the rhetorics and practices of those sciences work to obscure the performative nature of both persons and things. The question then shifts from debates over the status of human-like machines, to that of how humans and machines are enacted as similar or different in practice, and with what theoretical, practical and political consequences. Drawing on scholarship across the social sciences, humanities and computing, the author argues for research aimed at tracing the differences within specific sociomaterial arrangements without resorting to essentialist divides. This requires expanding our unit of analysis, while recognizing the inevitable cuts or boundaries through which technological systems are constituted.
Article
This essay seeks to clarify the paradigm shift from object-centred to human-centred research and design. It suggests abandoning the technological determinism that underlies the industrial era conceptions of human-machine interactions, which still informs much of current human factors or ergonomic research and making room for models of human-machine interactions that are derived from the human use of language, conversation and play. The essay demonstrates the significance of this shift by contrasting two ways users account for their involvement with artifacts: extrinsic and intrinsic motivation. It contends that intrinsic motivation largely escapes the traditionally object-centred scientific research methods. To inquire into the use of intrinsically motivating artifacts and aid the design of artifacts that have a chance to be intrinsically motivating, therefore, demands taking a different epistemological path, one that acknowledges the crucial use of language. This essay outlines such a path, pursues it and ends with practical suggestions for the design of artifacts that enable intrinsically motivating interfaces to arise.
Book
The book brings together research that investigates how people experience products: durable, non-durable, or virtual. in contrast to other books, the present book takes a very broad, possibly all-inclusive perspective, on how people experience products. It thereby bridges gaps between several areas within psychology (e.g. perception, cognition, emotion) and links these areas to more applied areas of science, such as product design, human-computer interaction and marketing. The field of product experience research will include some of the research from four areas: Arts, Ergonomics, Technology, and Marketing. Traditionally, each of these four fields seems to have a natural emphasis on the human (ergonomics and marketing), the product (technology) or the experience (arts). However, to fully understand human product experience, we need to use different approaches and we need to build bridges between these various fields of expertise *Most comprehensive collection of psychological research behind product design and usability *Consistenly addresses the 3 components of human-product experience: the human, the product, and the experience *International contributions from experts in the field.
Article
How do we ensure that our Web sites actually give users what they need? What are the best ways to understand our users' goals, behaviors, and attitudes, and then turn that understanding into business results? Personas bring user research to life and make it actionable, ensuring we're making the right decisions based on the right information. This practical guide explains how to create and use personas to make your site more successful. The User Is Always Right: A Practical Guide to Creating and Using Personas takes you through each step of persona creation, including tips for conducting qualitative user research, new ways to apply quantitative research (such as surveys) to persona creation, various methods for generating persona segmentation, and proven techniques for making personas realistic. You'll also learn how to use personas effectively, from directing overall business strategy and prioritizing features and content to making detailed decisions about information architecture, content, and design.
Article
Scenarios of human±computer interaction help us to understand and to create computer systems and applications as artifacts of human activityÐas things to learn from, as tools to use in one's work, as media for interacting with other people. Scenario-based design of information technology addresses ®ve technical challenges: scenarios evoke re¯ection in the content of design work, helping developers coordinate design action and re¯ection. Scenarios are at once concrete and ¯exible, helping developers manage the ¯uidity of design situations. Scenarios afford multiple views of an interaction, diverse kinds and amounts of detailing, helping developers manage the many conse-quences entailed by any given design move. Scenarios can also be abstracted and categorized, helping designers to recognize, capture and reuse generalizations and to address the challenge that technical knowledge often lags the needs of technical design. Finally, scenarios promote work-oriented communication among stakeholders, helping to make design activities more acces-sible to the great variety of expertise that can contribute to design, and addressing the challenge that external constraints designers and clients face often distract attention from the needs and concerns of the people who will use the technology. q 2000 Elsevier Science B.V. All rights reserved.
Book
Digital technology has changed the way we interact with everything from the games we play to the tools we use at work. Designers of digital technology products no longer regard their job as designing a physical object--beautiful or utilitarian--but as designing our interactions with it. In Designing Interactions, award-winning designer Bill Moggridge introduces us to forty influential designers who have shaped our interaction with technology. Moggridge, designer of the first laptop computer (the GRiD Compass, 1981) and a founder of the design firm IDEO, tells us these stories from an industry insider's viewpoint, tracing the evolution of ideas from inspiration to outcome. The innovators he interviews--including Will Wright, creator of The Sims, Larry Page and Sergey Brin, the founders of Google, and Doug Engelbart, Bill Atkinson, and others involved in the invention and development of the mouse and the desktop--have been instrumental in making a difference in the design of interactions. Their stories chart the history of entrepreneurial design development for technology.
Article
This paper notes the importance of usable systems and promotes the process of human-centred design as a way to achieve them. Adopting the framework of ISO 13407, each of the main processes in the human-centred design cycle is considered in turn along with a set of usability methods to support it. These methods are briefly described with references to further information. Each set of methods is also presented in a table format to enable the reader to compare and select them for different design situations.
Chapter
Instruction should go well beyond a skill focus to one that connects technology use with the actual aims of curriculum and learning outcomes
Article
"Expanding Hermeneutics examines the development of interpretation theory, emphasizing how science in practice involves and implicates interpretive processes. Ihde argues that the sciences have developed a sophisticated visual hermeneutics that produces evidence by means of imaging, visual displays, and visualizations. From this vantage point, Ihde demonstrates how interpretation is built into technologies and instruments."
London: Pearson Education
  • T Gadd
London: Penguin Books
  • S Sinek
London: Random House Business
  • M Lindstrom
Building Strong Brands
  • D A Aaker
Buyology: How Everything We Believe about Why We Buy Is Wrong. London: Random House Business
  • M Lindstrom
Innovating for People: Planning Cards
  • Luma Institute
Ethical Marketing and the New Consumer
  • C Arnold