Images of users and products shown during design processes increase users’ willingness to use the design outcome

Author(s):  
Bo T. Christensen

AbstractTwo studies tested whether introducing images to designers during the design process lead to more useful design solutions as evaluated by the end users’ willingness to use the final design. It was hypothesized based on theories in cognitive science and design that there were at least two paths from images to usefulness. One path concerns analogically transferring within-domain properties to the design solution. The other path concerns mentally simulating end-user characteristics and preferences and inclusion of the user in the resulting design. Study 1 supported that random images led to increased outcome usefulness, and supported both hypothesized paths, by using within-domain products and end-user images as input. Study 2 showed that the image categories competed for attention, and that the within-domain product stimuli attracted the most attention and was considered the most inspirational to the designers. The practical use of the technique may lead to only marginally original products perhaps limiting its applicability to incremental innovation.

Author(s):  
Aybüke Aurum ◽  
Oya Demirbilek

As we enter the third millennium, many organizations are forced to constantly pursue new strategies to differentiate themselves from their competitors. Examples include offering customers streams of new products and services, as well as continuously seeking to improve productivity, services and the effectiveness of product design, development and manufacturing processes. Consequently, new concepts, approaches and tools are emerging quickly as the globalization trend expands across the world. Product complexity, pressures to reduce production cycle time, the need for stakeholders’ contributions and multinational company as well as consumer requirements create the demand for sophisticated multi-designer collaborative virtual environments where product design can be shared and acted upon (Kunz, Christiansen, Cohen, Jin, & Levitt, 1998; Ragusa & Bochanek, 2001; Anderson, Esser & Interrante, 2003). Thus, researchers and practitioners recognize that collaboration is an essential aspect of contemporary, professional product design and development activities. The design process is collaborative by nature. Collaborative design fosters participation of stakeholders in any form during the design process. The design of a successful product is dependent on integrating information and experiences from a number of different knowledge domains. These domains include consumer (end-user) requirements, industrial designers’ professional design skills as well as manufacturers’ needs. This results in a product that performs at a functional as well as aesthetic level and that can be manufactured by the right process at the right price. End-user involvement is essential to product design, since products that do not achieve consumer satisfaction or meet consumer needs are doomed to fail (Schultz, 2001). Accurate understanding of user needs is an essential aspect in developing commercially successful products (Achilladelis, 1971). Hence, it is very important for industrial designers to gather the end-users’ needs and incorporate them into their designs. The involvement of manufacturers in the initial stages of the domestic product design process can lead to a dramatic reduction in a product’s development lifecycle time, also facilitating the coordination of the purchasing and engineering functions (Bochanek & Ragusa, 2001; Demirbilek, 2001). The increasing complexity of artifacts and the globalization of product development are changing research methodologies and techniques. A prime example of this includes the application of a virtual collaborative design environment (VCDE) for product design and manufacturing. This article focuses on the concept of virtual collaborative design. It describes a research effort to investigate cross-cultural collaboration in product development using online applications for domestic product design. The aim of this research is to investigate issues related to the virtual collaborative design (VCD) process, and to bring an understanding of stakeholder needs during the collaborative design process as well as to improve the relationships between end-users, designers and manufacturers. The article presents findings based on a survey study conducted with four different potential stakeholders: representatives of consumers, software designers, industrial designers and manufacturers.


2020 ◽  
Vol 10 (4) ◽  
pp. 567-583
Author(s):  
Arinola Adefila ◽  
Amal Abuzeinab ◽  
Timothy Whitehead ◽  
Muyiwa Oyinlola

PurposeThis paper develops a novel user-acceptance model for circular solutions to housing design. The model has been systematically developed from a case study of an upcycled plastic bottle building in a low-income community in Nigeria. It is common practice to use participatory approaches to consult end users in communities, typically after design concepts have been proposed and conceptualised. However, this often leads to critical socio-cultural or usability elements being overlooked and the design being substandard. Therefore, this paper develops a robust model for designers, specialists and activists involved in construction that can be used during all phases of a project. This approach demonstrates that user needs should be considered before building designs and plans are generated, providing a greater frame of reference for practitioners, consultants and end users. Enabling the integration of holistic needs of the community and the development of circular design solution.Design/methodology/approachA case study methodology has been employed to develop this model, uses appreciative inquiry methodology. This includes multiple methods to capture end users’ perception: focus groups, interactions with the local community and self-recorded comments. This case study is part of a broader research project to develop replicable low-cost self-sufficient homes utilising local capacity using upcycled, locally available materials.FindingsThe findings identify the challenges associated with designing circular solution housing without a robust understanding of interrelated factors, which ensure sustainability and user acceptance. The conclusions demonstrate why essential socio-cultural factors, usually unrelated to technical development, should be understood and contextualised when designing sustainable solutions in low/middle-income communities. The authors argue that without this holistic approach, undesirable consequences may arise, often leading to more significant challenges. Instead of referring to multiple frameworks, this distinctive model can be used to evaluate user acceptance for low-cost housing in particular and other dimensions of circular solution design that involve end-user acceptance. The model blends circular solution dimensions with user-acceptance concerns offering a guide that considers essential features that are both user-friendly and pragmatic, such as utility, technological innovation and functionality as well as their intersectionality.Research limitations/implicationsThe research relied on a single case study, which focussed on end-user engagement of upcycling waste materials as an application of circular solutions. The model will contribute to developing socially accepted circular solutions taking into consideration local context factors.Originality/valueThe paper is proposing a model for user acceptance of circular construction materials relevant to low- and middle-income countries (LMICs).


1993 ◽  
Vol 8 (2) ◽  
pp. 121-123
Author(s):  
Roger Harris

The conference highlighted the increasing complexity of the role of IS personnel. On the one hand, the demands of increased competitiveness are forcing technical experts to gain better understanding of the commercial requirements of the end users they serve, and on the other hand, the opportunities offered by the End-User Computing phenomenon are placing increasing demands on the technical capabilities of the end users themselves. The emerging picture is one of a highly dynamic IS profession, with expanding boundaries, fewer barriers between itself and other professions and offering greater opportunities for those entering it and increased challenges for those already in it.


Author(s):  
Erich Elkins ◽  
John E. Quinn

A process for developing the user interface and the industrial design for products intended for international markets is presented. The process was derived from lessons learned while developing a business telecommunications device. The device required an interface that was easier to use and a product design that would be attractive to worldwide business users. The design process was based on two iterations of user testing. The first iteration included 51 users from three major U.S. metropolitan areas; while the second had 294 users from four European cities, three U.S., and two Asian. The recommended process requires that multiple competing designs be presented to users for iterative validation and revision before selecting the final design. The competing designs increase the likelihood that cultural differences are met and the best design solution is achieved.


2019 ◽  
Author(s):  
Frederiek de Vette ◽  
Monique Tabak ◽  
Wendy Oude Nijeweme-D'Hollosy ◽  
Hermie Hermens ◽  
Miriam Vollenbroek

BACKGROUND Games are increasingly used in eHealth as a strategy for user engagement. While these game-based applications receive attention in literature, there is an enormous diversity of end users and objectives targeted by eHealth. Identifying game content that drives and sustains engagement is therefore challenging. Future developments would benefit from more openness on the game design process and motivational strategies applied. OBJECTIVE Our objective was to provide insight in our approach in the development of game-based eHealth in practice. By means of a case study, PERSSILAA, we elaborate the entire game design process and show the motivational strategies applied, to aid researchers and designers of future game-based applications. PERSSILAA is a self-management platform which aims to counter frailty by offering older adults training modules in the domains of healthy nutrition, physical and cognitive training to maintain a healthy lifestyle. METHODS We introduce four phases in the process towards game-based eHealth: 1) end-user research, 2) conceptualisation, 3) creative design and 4) refinement. RESULTS A total number of 168 participants participated in end-user research (1), resulting in an overview of their preferences for game content and a set of game design recommendations. We found that conventional games currently popular among older adults do not necessarily translate well into engaging concepts for eHealth. Recommendations include: focusing game concepts on thinking, problem solving, variation, discovery and achievement, using high quality aesthetics. Stakeholder sessions with developing partners resulted in strategies for long-term engagement (2), using indicators of user performance on the platform’s training modules. These performance indicators, e.g. completed training sessions or exercises, form the basis for game progression. Results from prior phases were used in creative design (3) to create the game “Stranded!”. The user plays a shipwrecked person who has to gather parts for a life raft by completing in-game objectives. Iterative prototyping (4) resulted in the final prototype of the game-based application. A total number of 35 end users participated using simulated training modules. The online game-based application was used without reported errors for a six weeks. End users scored appreciation (74/100), ease of use (73/100), expected effectivity and motivation (62/100), fun and pleasantness of using the application (75/100) and intended future use (66/100) which implicates that the application is ready for use by a larger population. CONCLUSIONS The study resulted in a game-based application for which the entire game design process within eHealth was transparently documented. We believe we have contributed to the transfer of knowledge on game design that supports engagement in eHealth applications. Our user evaluations indicate that results from end-user research and consequential strategies for long-term engagement led to game content that is engaging to the older adult end user.


2018 ◽  
Vol 12 (2) ◽  
pp. 87-99 ◽  
Author(s):  
Deborah Wingler ◽  
Herninia Machry ◽  
Sara Bayramzadeh ◽  
Anjali Joseph ◽  
David Allison

Objective: The purpose of this study was to compare the effectiveness of four different design communication media in helping clinical end users understand spatial and functional information and in supporting their ability to provide design feedback. Background: It is critical to involve clinical end users early in the design process to test design solutions and ensure the design of a new healthcare facility supports their ability to deliver high-quality care. Traditional architectural design communication media such as floor plans and perspectives can be challenging for clinical design team members to understand. Physical and virtual mock-ups are becoming more popular as design communication media. However, nominal evidence exists comparing the effectiveness of different design media in supporting clinical end-user engagement and contribution during the design process. Method: An exploratory, qualitative study was conducted with clinical end users to evaluate the effectiveness of four different media commonly used in design communication. Results: Traditional architectural representations convey limited useful information to clinical end users, impacting the amount and type of feedback they can provide. More immersive media, such as physical and virtual mock-ups, support an increasingly holistic understanding of proposed design solutions, inciting more design solutions that range from the inclusion and exclusion of design features to location, position, and functionality of those features. Conclusions: When used in combination, each media can contribute to eliciting clinical end-user feedback at varying scales. The overall preference and higher effectiveness in eliciting design feedback from clinical end users highlights the importance of physical mock-up in communicating healthcare design solutions.


Author(s):  
Mohan Murthy MK ◽  
Sanjay HA ◽  
Supreeth BM

IaaS providers provide infrastructure to the end users with various pricing schemes and models. They provide different types of virtual machines (small, medium, large, etc.). Since each IaaS provider uses their own pricing schemes and models, price varies from one provider to the other for the same requirements. To select a best IaaS provider, the end users need to consider various parameters such as SLA, pricing models/schemes, VM heterogeneity, etc. Since many parameters are involved, selecting an efficient IaaS provider is a challenging job for an end user. To address this issue, in this work we have designed, implemented and tested a decision-assist system which assists the end users to select efficient IaaS provider(s). Our decision-assist system consists of an analytical model to calculate the cost and decision strategies to assist the end user in selecting the efficient IaaS provider(s). The decision assist system considers various relevant parameters such as VM configuration, price, availability, etc. to decide the efficient IaaS provider(s). Rigorous experiments have been conducted by emulating various IaaS providers, and we have observed that our DAS successfully suggests the efficient IaaS provider/ providers by considering the input parameters given by the user.


Author(s):  
Donald L. Amoroso

The End-User Characteristics Matrix, a mapping of user characteristics onto four end-user taxonomies, provides a more detailed perspective on the end user as developer/operator of computer-based information systems. Understanding individual end users is probably the most critical element to effectively managing end-user computing. Yet many managers do not really understand the end user they are attempting to manage. The purpose of this paper is to develop a framework which will allow the manager of end users to identify and describe user characteristics which differentiate, define, and help us better understand the end user.


2017 ◽  
Vol 25 (0) ◽  
pp. 113-118 ◽  
Author(s):  
Yan Hong, ◽  
Yan Hong, ◽  
Yan Hong, ◽  
Yan Hong, ◽  
Xianyi Zeng ◽  
...  

This paper presents a virtual design process for a tight-fitting garment pattern for adapted consumer garments, aimed at consumers with scoliosis. The design process proposed is based on a virtual human model created using a 3D scanner, allowing simulation of the morphological shape of an individual with atypical physical deformations. Customized 2D and 3D virtual garment prototyping tools are used in combination to create products through interactions between the consumer, designer and pattern maker. After following an interactive sequence: Scanning – Design – Display – Evaluation – Adjustment, a final design solution acceptable to both the designer and consumer can be obtained. Through this process, traditional 2D garment design knowledge, especially design rules influenced by the fabric information, is fully utilized to support the design process proposed. Using the knowledge based collaborative design process, design satisfaction can be largely improved.


2021 ◽  
pp. 1-41
Author(s):  
Angelina Espinoza ◽  
Ernesto Del-Moral ◽  
Alfonso Martínez-Martínez ◽  
Nour Alí

Designing an ontology that meets the needs of end-users, e.g., a medical team, is critical to support the reasoning with data. Therefore, an ontology design should be driven by the constant and efficient validation of end-users needs. However, there is not an existing standard process in knowledge engineering that guides the ontology design with the required quality. There are several ontology design processes, which range from iterative to sequential, but they fail to ensure the practical application of an ontology and to quantitatively validate end-user requirements through the evolution of an ontology. In this paper, an ontology design process is proposed, which is driven by end-user requirements, defined as Competency Questions (CQs). The process is called CQ-Driven Ontology DEsign Process (CODEP) and it includes activities that validate and verify the incremental design of an ontology through metrics based on defined CQs. CODEP has also been applied in the design and development of an ontology in the context of a Mexican Hospital for supporting Neurologist specialists. The specialists were involved, during the application of CODEP, in collecting quality measurements and validating the ontology increments. This application can demonstrate the feasibility of CODEP to deliver ontologies with similar requirements in other contexts.


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