Catálogo de publicaciones - libros
Universal Acess in Human Computer Interaction. Coping with Diversity: 4th International Conference on Universal Access in Human-Computer Interaction, UAHCI 2007, Held as Part of HCI International 2007, Beijing, China, July 22-27, 2007, Proceedings, P
Constantine Stephanidis (eds.)
En conferencia: 4º International Conference on Universal Access in Human-Computer Interaction (UAHCI) . Beijing, China . July 22, 2007 - July 27, 2007
Resumen/Descripción – provisto por la editorial
No disponible.
Palabras clave – provistas por la editorial
User Interfaces and Human Computer Interaction; Multimedia Information Systems; Information Storage and Retrieval; Computer Communication Networks; Software Engineering; Logics and Meanings of Programs
Disponibilidad
Institución detectada | Año de publicación | Navegá | Descargá | Solicitá |
---|---|---|---|---|
No detectada | 2007 | SpringerLink |
Información
Tipo de recurso:
libros
ISBN impreso
978-3-540-73278-5
ISBN electrónico
978-3-540-73279-2
Editor responsable
Springer Nature
País de edición
Reino Unido
Fecha de publicación
2007
Información sobre derechos de publicación
© Springer-Verlag Berlin Heidelberg 2007
Cobertura temática
Tabla de contenidos
CBEADS: A Framework to Support Meta-design Paradigm
Athula Ginige; Buddhima De Silva
We have developed a meta-model for Business applications. To generate applications using this meta-model we created a omponent ased Business pplication evelopment and eployment hell; CBEADS.The meta-model we created was based on three abstraction levels: Shell, Applications and Functions. The Shell provides the functionality common to any Web-based Business Application, and a set of configurable components and tools to create functions that are specific to an application. By using CBEADS we can rapidly develop Web-based Business Applications by creating instances of the meta-model based on the Meta Design Paradigm. The key aspect that underpinned this research work was the viewpoint that “software is a medium to capture knowledge rather than a product”. The developer’s knowledge is embedded into the shell and the tools. The End-user’s knowledge is used to populate instances of the meta-model from which applications are generated within CBEADS.
- Part I: Designing for Universal Access | Pp. 107-116
Formats for User Data in Inclusive Design
Joy Goodman; Patrick Langdon; P. John Clarkson
Although information about users is vitally important in inclusive design, its use is often limited. The literature suggests that this is, at least in part, due to the ways in which the information is provided, which do not always match designers’ needs. We therefore conducted a study to discover the information formats that designers do and do not like and use. In this paper, we draw implications for the presentation of design information, suggesting that it should be quick and easy to find and use, visual and stimulating, flexible and open-ended, and relate clearly and concretely to design issues. We also propose two categorisations of information formats and types and discuss the suitability of some specific examples of types of user information.
- Part I: Designing for Universal Access | Pp. 117-126
Designers’ Perceptions of Methods of Involving and Understanding Users
Joy Goodman; Susannah Clarke; Patrick Langdon; P. John Clarkson
Numerous methods have been developed to help designers to understand and consider the needs and desires of end-users, but many have had limited uptake in design practice. In order to understand why this is and to enable the development of more effective methods and tools, it is important to uncover how designers themselves think about and react to these methods. We are therefore currently conducting a card-sorting study with designers. We aim to uncover their perceptions of underlying similarities and relationships between design methods, and relate them to the frequency and enjoyment of use. This paper presents results from an initial sample of six designers. A cluster analysis identified a very strong clustering in these results, indicating that common underlying views about methods do exist. Six key clusters are identified, including two focused on user involvement and one on understanding users without direct user contact. The effect of different method characteristics on the frequency and enjoyment of method use are also considered. Initial results indicate that certain clusters of methods are used more often, as are methods that are informal and cheap.
- Part I: Designing for Universal Access | Pp. 127-136
Universal Design and Mobile Devices
Riitta Hellman
The use of mobile technologies for self services, and the inclusion of elderly and cognitively disabled users in the self-service society can be improved by the application of appropriate ac cessi bility guide lines for mobile de vices. We show how to operationalize the principles of uni versal design, and how to realize these principles on mobile de vices. Ten categories of ac cessi bility guide lines are presented, and accessible user interfaces for an electronic service on a mo bile phone are demonstrated.
- Part I: Designing for Universal Access | Pp. 147-156
A Method of Design Improvement with the Structured Product Concept
Ichiro Hirata; Toshiki Yamaoka
The product development in service science will become important for manufacturing industry. Therefore, the introduction of the "service science" concept is necessary in product development. This paper proposes a design improvement method based on HCD (Human Centered Design) concept, which can be introduced to middle/small enterprises, with the structured product concept. A case study of the operation panel design of home security system is discussed in this paper. This method is effective not only in making new products but also in improving developed products. Making a structured product concept is also effective to get consensus among the developers.
- Part I: Designing for Universal Access | Pp. 157-163
Scenario-Based Design as an Approach to Enhance User Involvement and Innovation
Veikko Ikonen
Scenario-Based Design has been implemented widely to the concept and product development processes. Especially in the development of Information and Communication Technologies the Scenario-Based Design approach has been utilized widely though with different variations and modifications. In this paper I focus on experiences how Scenario-Based Design approach has enhanced better user experience of design and increased user involvement and user-driven innovation in product development processes.
- Part I: Designing for Universal Access | Pp. 164-173
Customer-Centered Product and Brand Experience Design in China – What HP Is Learning
Linn Johnk; Zhengxuan Zhao; Nan-Xiang Sheng
With the fast economic development in emerging markets, Hewlett-Packard (HP) has to focus on satisfying the needs of customer in these markets. However, due to cross-cultural differences, HP can not automatically assume that products designed in the USA can satisfy customers in those markets. For this reason, HP wants to set up UCD teams to help design products for those markets. Setting up a UCD team in China is the first step of this plan. In this article, through a case study, we want to share what we have gained in past work, what lessons we have learned in practice, and what our next steps will be.
- Part I: Designing for Universal Access | Pp. 174-178
A Study of Motivated Interface Based on Human Centered Design
Atsuko Kuramochi; Chiharu Yamamoto
This paper is intended to observe what factors would be most effective for motivating the use of a new function. We named the factors that motivate the use of such function "Kickers". We took up GUI of a music player, and clarified the evaluation structure, in which users might want to start using, by using the Evaluation Grid. We also had the developers make evaluation, and compared the results with those of users. As a result, it was made clear that the early step of using the function is motivated by the operation of an emotional factor of becoming <interested> in the function and of a factor concerning easiness to <understand> it. This result was verified by conducting a quantitative questionnaire survey.
- Part I: Designing for Universal Access | Pp. 179-186
Children – Computer Interaction: An Inclusive Design Process for the Design of Our Future Playground
Lee Yanki
After observing children playing games, two design-engineering students designed a new concept for an interactive playground, the °. Its basic idea is to shift the computer screen onto the floor. In order to design optimal interfaces (hardware) and game scenarios (software) for everyone to enjoy, the ° decided to adopt an inclusive design process. This paper starts with a discussion of popularism in design, which critiques the conventional welfare designers’ approach to treat ’users’ as study subjects. From the design of the design workshops to the final design solution, this paper presents how a group of young design students worked with a design researcher to formulate their first user-involvement design experience in such a way that all participants in the process could engage in the inclusive experience of exchanging knowledge between designers and users. Finally, the paper documents the user-involvement process from the perspectives of different collaborators, including design students, design researcher, high school students and their school education consultant. Hence, this paper aims to advocate the relevance of designing with people rather for them.
- Part I: Designing for Universal Access | Pp. 187-196
Local Voice in a Global World – User-Centered Design in Support of Everyday Practices
Kirsti Lehtimäki; Taina Rajanti
The design of ICT products is at present optimized for mass manufacturing in a global scale. Yet local communities and specific users have needs that are in danger of being excluded from the benefits of new technology. We present our experience of co-designing targeted products with local stakeholders embedded in their concrete social and material context and everyday practices. Our claim is such embedded design could be achieved through combining modular global technology with local handcrafts, which contain shared cultural meanings and guaranteed affordance.
- Part I: Designing for Universal Access | Pp. 197-206