Parisa, MORADI
Auckland University of Technology
parisa.moradi@aut.ac.nz
Amabel, HUNTING
Auckland University of Technology
amabel.hunting@aut.ac.nz
Ricardo, SOSA
Auckland University of Technology
ricardo.sosa@aut.ac.nz
Selection of projects that I worked with stakeholders to develop product or service design. Projects developed in internships with companies as Play DXTR, Fydico and Mini Booster.
Not Interested in ICT? A Case Study to Explore How a Meaningful m-Learning Ac...Patricia Santos
Mobile devices are increasingly being used in lifelong learning. However, while older learners are active members of the lifelong learning system, little research has been aimed at understanding how m-learning can provide them with successful learning experiences. In this paper we address the question if m-learning can foster the acceptance and uptake of mobile technologies among a group of older people unfamiliar with ICT. Following a participatory design approach, 20 participants who were enrolled in a literature course created routes of geolocated questions about a fiction book they were reading and answered them in the real location using the QuesTInSitu application. Results indicate that their m-learning acceptance improved as their anxiety around use of technologies diminished. These findings question previous research in which use of mobile technologies tended to increase older users' anxiety and reduced their acceptance of technology. Participants described the experience as playful, enjoyable and useful.
DEVELOPMENT OF INTERACTIVE INSTRUCTIONAL MODEL USING AUGMENTED REALITY BASED ...IJITE
The research aims to develop an interactive instructional model usingaugmented reality based on
edutainment to enhance emotional quotientand evaluate the model. Two phases of the research will be
carried out: a development and an evaluation of the model. Samples are experts in the field of IT, child
psychology, and 7th grade curriculum management. Ten experts are selected by purposive sampling
method. The obtained data are analyzed using mean and standard deviation.
The research result demonstrates the following findings:
1) The results of this research show that Model consists of 3 elements: IIAR, EduLA, and EQ. EQ is a
means to assess EQ based on Time Series Experimental Design using 2 kinds of tools; i.e. EQ Assessment
by programs in tablet computers, and EQ Assessment by behavioral observation.
2 ( The ten experts have evaluated the model and commented that the developed model showed high
suitability
Selection of projects that I worked with stakeholders to develop product or service design. Projects developed in internships with companies as Play DXTR, Fydico and Mini Booster.
Not Interested in ICT? A Case Study to Explore How a Meaningful m-Learning Ac...Patricia Santos
Mobile devices are increasingly being used in lifelong learning. However, while older learners are active members of the lifelong learning system, little research has been aimed at understanding how m-learning can provide them with successful learning experiences. In this paper we address the question if m-learning can foster the acceptance and uptake of mobile technologies among a group of older people unfamiliar with ICT. Following a participatory design approach, 20 participants who were enrolled in a literature course created routes of geolocated questions about a fiction book they were reading and answered them in the real location using the QuesTInSitu application. Results indicate that their m-learning acceptance improved as their anxiety around use of technologies diminished. These findings question previous research in which use of mobile technologies tended to increase older users' anxiety and reduced their acceptance of technology. Participants described the experience as playful, enjoyable and useful.
DEVELOPMENT OF INTERACTIVE INSTRUCTIONAL MODEL USING AUGMENTED REALITY BASED ...IJITE
The research aims to develop an interactive instructional model usingaugmented reality based on
edutainment to enhance emotional quotientand evaluate the model. Two phases of the research will be
carried out: a development and an evaluation of the model. Samples are experts in the field of IT, child
psychology, and 7th grade curriculum management. Ten experts are selected by purposive sampling
method. The obtained data are analyzed using mean and standard deviation.
The research result demonstrates the following findings:
1) The results of this research show that Model consists of 3 elements: IIAR, EduLA, and EQ. EQ is a
means to assess EQ based on Time Series Experimental Design using 2 kinds of tools; i.e. EQ Assessment
by programs in tablet computers, and EQ Assessment by behavioral observation.
2 ( The ten experts have evaluated the model and commented that the developed model showed high
suitability
DEVELOPMENT OF INTERACTIVE INSTRUCTIONAL MODEL USING AUGMENTED REALITY BASED ...IJITE
The research aims to develop an interactive instructional model usingaugmented reality based on
edutainment to enhance emotional quotientand evaluate the model. Two phases of the research will be
carried out: a development and an evaluation of the model. Samples are experts in the field of IT, child
psychology, and 7th grade curriculum management. Ten experts are selected by purposive sampling
method. The obtained data are analyzed using mean and standard deviation.
The research result demonstrates the following findings:
1) The results of this research show that Model consists of 3 elements: IIAR, EduLA, and EQ. EQ is a
means to assess EQ based on Time Series Experimental Design using 2 kinds of tools; i.e. EQ Assessment
by programs in tablet computers, and EQ Assessment by behavioral observation.
2 ( The ten experts have evaluated the model and commented that the developed model showed high
suitability.
Embedding user behaviours directly directly into the design process.
In 2011, Nokia wanted to utilize new approaches to product concept development that could uncover consumer behaviours in a more agile and cost effective way compared to traditional ethnographic methods, whilst still leading to the development of rich insights.
Nokia already uses extensive online data for its tracking and analytics functions, but this was the first project to use online methodologies to gather qualitative data and develop insights for generative concept development. The project was a pilot, with a view to including the methodology on the future research agenda. This paper describes the exploration of concept development techniques with online research methodologies, which has now informed Nokia Consumer Intelligence’s approach to online qualitative research.
Written by Sharmila Subramanian, Research Director, Face and Katherine Gough, Head of Ethnographic Resarch, Nokia Design.
Pakistan Journal of Science (Vol. 68 No.2June, 2016) 164 .docxbunyansaturnina
Pakistan Journal of Science (Vol. 68 No.2June, 2016)
164
A TECHNIQUE TO INCREASE THE USABILITY OF E-LEARNING WEBSITES
Q. Ain, M. Aslam
*
, S. Muhammad
**
, S. Awan
**
, M. T. Pervez
**
, N. Naveed
**
and A. Basit
**
S. Qadri
***
Department of Computer Science, School Education Department, Govt. of Punjab
*
Department of Computer Science and Engineering, University of Engineering & Technology, Lahore, Pakistan.
**
Department of Computer Science, Virtual University of Pakistan, Lahore, Pakistan.
***
Department of Computer Science, The Islamia University of Bahawalpur
Corresponding Author: [email protected]
ABSTRACT: Distance learning is an ancient idea to impart education to the learners who were
unable to join the regular educational institutes. Revolution in information technology has changed this
mode of learning to e-learning. E-learning is the mode of education in which the learners in remote
areas were educated through the use of technology. Many institutes have developed dedicated websites
and learning management systems such as open courseware, to introduce e- learning method. These
learning management systems are very efficient, have vast learning material and communication
channels without assistive support for physically disabled users. Lack of assistive technology support
in these websites stimulated negative user experiences. In this research work an e-learning usability
evaluation model based on user’s mental model, had been developed. Objective of this research work
was to reduce the gap between user’s mental model and designer’s perception. The major problem
while improving usability was a communication gap between user and designer.
Keywords:Usability, Accessibility, User Experience, Cognitive Burden, Learning Adaptive, Usability Evaluation
Model.
(Received 19-02-2015 Accepted 02-06-2016).
INTRODUCTION
Just making things easy to visualize may not be
a parameter to address the usability. Usability is a well-
defined unit of product adoption level of user with
contentment, competence and worth. User experience,
cognition and learning ability are important factors for
website surfing (ISO-9241-11, 1998). Usability of
websites is measured by its user adaptive level, screen
reading level, satisfaction and learnability. The above-
mentioned factors affect accessibility of a website design,
user adaptation and display of contents with ease of use
and navigation. Massachusetts institute of technology
(MIT) launched its open courseware in 2002 for the first
time in the history which gave the concept of e-learning.
A lot of irrelevant images or textures on the websites lead
to cognitive burden which disturbs the users. A
combination of intrinsic burden, germane burden and
extraneous burden is known as cognitive burden (Hasan,
2012).
The purpose of developing e-learning usability
evaluation model is to reduce the gap between mental
model of th.
Development of interactive instructional model using augmented reality based ...IJITE
The research aims to develop an interactive instructional model usingaugmented reality based on
edutainment to enhance emotional quotientand evaluate the model. Two phases of the research will be
carried out: a development and an evaluation of the model. Samples are experts in the field of IT, child
psychology, and 7th grade curriculum management. Ten experts are selected by purposive sampling
method. The obtained data are analyzed using mean and standard deviation.
The research result demonstrates the following findings:
1) The results of this research show that Model consists of 3 elements: IIAR, EduLA, and EQ. EQ is a
means to assess EQ based on Time Series Experimental Design using 2 kinds of tools; i.e. EQ Assessment
by programs in tablet computers, and EQ Assessment by behavioral observation.
(2The ten experts have evaluated the model and commented that the developed model showed high
suitability.
A brief introduction to User Experience (UX) Research (in English and Bahasa Indonesia). This lecture was delivered on 19th February 2019 at Ciputra University, Surabaya, Indonesia.
Human Computer Interaction Chapter 2 Interaction and Interaction Design Basi...VijiPriya Jeyamani
Interaction:
Introduction
Models of interaction
Ergonomics
Interaction styles
The context of the interactions
Paradigms:
Introduction
Paradigms for interaction.
2.2 Interaction Design:
Introduction
What is design?
User focus
Scenarios
Navigation design
Screen design and layout
Interaction and prototyping
Ten Lessons Learnt to Drive and Transform Open Source Software User Experienc...All Things Open
Presented at: All Things Open 2019
Presented by: Piet Kruithof, IBM, Ju Lim, Red Hat, & Melissa Meingast, Hewlett Packard Enterprise
Find more slides by Ju Lim: https://www.slideshare.net/julienlim
Ten Lessons Learnt to Drive and Transform Open Source Software User Experienc...Ju Lim
"Ten Lessons Learnt to Drive and Transform Open Source Software User Experience, and How to Get There" talk was presented by Piet Kruithof, Ju Lim, and Melissa Meingast at All Things Open 2019 in Raleigh, NC on 14 October 2019.
Abstract
The greatest strength associated with open source communities is the developer-driven culture that leverages processes and tools optimized for code development and review. One reason this model works is the developers are also the consumers of the software.
But what if community members aren’t the only ones using the software? How do we give them a voice within the open source community?
This discussion includes an overview of our efforts to drive and transform open source software user experience, how we got there, and what needs to be improved.
DEVELOPMENT OF INTERACTIVE INSTRUCTIONAL MODEL USING AUGMENTED REALITY BASED ...IJITE
The research aims to develop an interactive instructional model usingaugmented reality based on
edutainment to enhance emotional quotientand evaluate the model. Two phases of the research will be
carried out: a development and an evaluation of the model. Samples are experts in the field of IT, child
psychology, and 7th grade curriculum management. Ten experts are selected by purposive sampling
method. The obtained data are analyzed using mean and standard deviation.
The research result demonstrates the following findings:
1) The results of this research show that Model consists of 3 elements: IIAR, EduLA, and EQ. EQ is a
means to assess EQ based on Time Series Experimental Design using 2 kinds of tools; i.e. EQ Assessment
by programs in tablet computers, and EQ Assessment by behavioral observation.
2 ( The ten experts have evaluated the model and commented that the developed model showed high
suitability.
Embedding user behaviours directly directly into the design process.
In 2011, Nokia wanted to utilize new approaches to product concept development that could uncover consumer behaviours in a more agile and cost effective way compared to traditional ethnographic methods, whilst still leading to the development of rich insights.
Nokia already uses extensive online data for its tracking and analytics functions, but this was the first project to use online methodologies to gather qualitative data and develop insights for generative concept development. The project was a pilot, with a view to including the methodology on the future research agenda. This paper describes the exploration of concept development techniques with online research methodologies, which has now informed Nokia Consumer Intelligence’s approach to online qualitative research.
Written by Sharmila Subramanian, Research Director, Face and Katherine Gough, Head of Ethnographic Resarch, Nokia Design.
Pakistan Journal of Science (Vol. 68 No.2June, 2016) 164 .docxbunyansaturnina
Pakistan Journal of Science (Vol. 68 No.2June, 2016)
164
A TECHNIQUE TO INCREASE THE USABILITY OF E-LEARNING WEBSITES
Q. Ain, M. Aslam
*
, S. Muhammad
**
, S. Awan
**
, M. T. Pervez
**
, N. Naveed
**
and A. Basit
**
S. Qadri
***
Department of Computer Science, School Education Department, Govt. of Punjab
*
Department of Computer Science and Engineering, University of Engineering & Technology, Lahore, Pakistan.
**
Department of Computer Science, Virtual University of Pakistan, Lahore, Pakistan.
***
Department of Computer Science, The Islamia University of Bahawalpur
Corresponding Author: [email protected]
ABSTRACT: Distance learning is an ancient idea to impart education to the learners who were
unable to join the regular educational institutes. Revolution in information technology has changed this
mode of learning to e-learning. E-learning is the mode of education in which the learners in remote
areas were educated through the use of technology. Many institutes have developed dedicated websites
and learning management systems such as open courseware, to introduce e- learning method. These
learning management systems are very efficient, have vast learning material and communication
channels without assistive support for physically disabled users. Lack of assistive technology support
in these websites stimulated negative user experiences. In this research work an e-learning usability
evaluation model based on user’s mental model, had been developed. Objective of this research work
was to reduce the gap between user’s mental model and designer’s perception. The major problem
while improving usability was a communication gap between user and designer.
Keywords:Usability, Accessibility, User Experience, Cognitive Burden, Learning Adaptive, Usability Evaluation
Model.
(Received 19-02-2015 Accepted 02-06-2016).
INTRODUCTION
Just making things easy to visualize may not be
a parameter to address the usability. Usability is a well-
defined unit of product adoption level of user with
contentment, competence and worth. User experience,
cognition and learning ability are important factors for
website surfing (ISO-9241-11, 1998). Usability of
websites is measured by its user adaptive level, screen
reading level, satisfaction and learnability. The above-
mentioned factors affect accessibility of a website design,
user adaptation and display of contents with ease of use
and navigation. Massachusetts institute of technology
(MIT) launched its open courseware in 2002 for the first
time in the history which gave the concept of e-learning.
A lot of irrelevant images or textures on the websites lead
to cognitive burden which disturbs the users. A
combination of intrinsic burden, germane burden and
extraneous burden is known as cognitive burden (Hasan,
2012).
The purpose of developing e-learning usability
evaluation model is to reduce the gap between mental
model of th.
Development of interactive instructional model using augmented reality based ...IJITE
The research aims to develop an interactive instructional model usingaugmented reality based on
edutainment to enhance emotional quotientand evaluate the model. Two phases of the research will be
carried out: a development and an evaluation of the model. Samples are experts in the field of IT, child
psychology, and 7th grade curriculum management. Ten experts are selected by purposive sampling
method. The obtained data are analyzed using mean and standard deviation.
The research result demonstrates the following findings:
1) The results of this research show that Model consists of 3 elements: IIAR, EduLA, and EQ. EQ is a
means to assess EQ based on Time Series Experimental Design using 2 kinds of tools; i.e. EQ Assessment
by programs in tablet computers, and EQ Assessment by behavioral observation.
(2The ten experts have evaluated the model and commented that the developed model showed high
suitability.
A brief introduction to User Experience (UX) Research (in English and Bahasa Indonesia). This lecture was delivered on 19th February 2019 at Ciputra University, Surabaya, Indonesia.
Human Computer Interaction Chapter 2 Interaction and Interaction Design Basi...VijiPriya Jeyamani
Interaction:
Introduction
Models of interaction
Ergonomics
Interaction styles
The context of the interactions
Paradigms:
Introduction
Paradigms for interaction.
2.2 Interaction Design:
Introduction
What is design?
User focus
Scenarios
Navigation design
Screen design and layout
Interaction and prototyping
Ten Lessons Learnt to Drive and Transform Open Source Software User Experienc...All Things Open
Presented at: All Things Open 2019
Presented by: Piet Kruithof, IBM, Ju Lim, Red Hat, & Melissa Meingast, Hewlett Packard Enterprise
Find more slides by Ju Lim: https://www.slideshare.net/julienlim
Ten Lessons Learnt to Drive and Transform Open Source Software User Experienc...Ju Lim
"Ten Lessons Learnt to Drive and Transform Open Source Software User Experience, and How to Get There" talk was presented by Piet Kruithof, Ju Lim, and Melissa Meingast at All Things Open 2019 in Raleigh, NC on 14 October 2019.
Abstract
The greatest strength associated with open source communities is the developer-driven culture that leverages processes and tools optimized for code development and review. One reason this model works is the developers are also the consumers of the software.
But what if community members aren’t the only ones using the software? How do we give them a voice within the open source community?
This discussion includes an overview of our efforts to drive and transform open source software user experience, how we got there, and what needs to be improved.
Excerpts from the book: Heller, S., Talarico, L. (2009). Design School Confidential: Extraordinary Class Projects From the International Design Schools. United States: Rockport Publishers.
Brecht, B. (1978). Brecht on Theatre: The Development of an Aesthetic. United Kingdom: Hill and Wang.
Epic Theatre
Alienation Effect
The Instructive Theatre
Theatre and Knowledge
Experimental Theatre
Rational and Emotional
Elements of Illusion
Simulation (or Computation) and its DiscontentsR. Sosa
20+ key ideas from Sherry Turkle's 2009 book. Highly recommended.
Funny how Slideshare forces people to pick one category for a presentation. This is as much about design as it is about education, technology, etc.
Van aquí fragmentos de este libro escrito por el gran Adolfo Sánchez Vázquez y publicado en 1965 con algunas ideas que con los años se han hecho cada vez MÁS relevantes e importantes para entender el diseño. Queda mucho por hacer para conectar estas ideas y desarrollarlas, mucho ha pasado en estos 80 años.
Key excerpts from the book “Māori Philosophy, Indigenous Thinking from Aotearoa” by Georgina Tuari Stewart, 2021. Chapter 5 is succinct but highly recommended
06-04-2024 - NYC Tech Week - Discussion on Vector Databases, Unstructured Data and AI
Discussion on Vector Databases, Unstructured Data and AI
https://www.meetup.com/unstructured-data-meetup-new-york/
This meetup is for people working in unstructured data. Speakers will come present about related topics such as vector databases, LLMs, and managing data at scale. The intended audience of this group includes roles like machine learning engineers, data scientists, data engineers, software engineers, and PMs.This meetup was formerly Milvus Meetup, and is sponsored by Zilliz maintainers of Milvus.
Adjusting OpenMP PageRank : SHORT REPORT / NOTESSubhajit Sahu
For massive graphs that fit in RAM, but not in GPU memory, it is possible to take
advantage of a shared memory system with multiple CPUs, each with multiple cores, to
accelerate pagerank computation. If the NUMA architecture of the system is properly taken
into account with good vertex partitioning, the speedup can be significant. To take steps in
this direction, experiments are conducted to implement pagerank in OpenMP using two
different approaches, uniform and hybrid. The uniform approach runs all primitives required
for pagerank in OpenMP mode (with multiple threads). On the other hand, the hybrid
approach runs certain primitives in sequential mode (i.e., sumAt, multiply).
The Building Blocks of QuestDB, a Time Series Databasejavier ramirez
Talk Delivered at Valencia Codes Meetup 2024-06.
Traditionally, databases have treated timestamps just as another data type. However, when performing real-time analytics, timestamps should be first class citizens and we need rich time semantics to get the most out of our data. We also need to deal with ever growing datasets while keeping performant, which is as fun as it sounds.
It is no wonder time-series databases are now more popular than ever before. Join me in this session to learn about the internal architecture and building blocks of QuestDB, an open source time-series database designed for speed. We will also review a history of some of the changes we have gone over the past two years to deal with late and unordered data, non-blocking writes, read-replicas, or faster batch ingestion.
06-04-2024 - NYC Tech Week - Discussion on Vector Databases, Unstructured Data and AI
Round table discussion of vector databases, unstructured data, ai, big data, real-time, robots and Milvus.
A lively discussion with NJ Gen AI Meetup Lead, Prasad and Procure.FYI's Co-Found
Techniques to optimize the pagerank algorithm usually fall in two categories. One is to try reducing the work per iteration, and the other is to try reducing the number of iterations. These goals are often at odds with one another. Skipping computation on vertices which have already converged has the potential to save iteration time. Skipping in-identical vertices, with the same in-links, helps reduce duplicate computations and thus could help reduce iteration time. Road networks often have chains which can be short-circuited before pagerank computation to improve performance. Final ranks of chain nodes can be easily calculated. This could reduce both the iteration time, and the number of iterations. If a graph has no dangling nodes, pagerank of each strongly connected component can be computed in topological order. This could help reduce the iteration time, no. of iterations, and also enable multi-iteration concurrency in pagerank computation. The combination of all of the above methods is the STICD algorithm. [sticd] For dynamic graphs, unchanged components whose ranks are unaffected can be skipped altogether.
14. Research journey
• Ongoing UX study of older adults
with a social robot
• Prolonged user research (2 weeks)
• N = 15
• Evaluating:
• Mental reasoning
• Physiological
• Gestural
• Behavioural
• Individual and situational factors
26. • Social inclusion
• Co-creation
• Participation
• Better living
Inclusive
UX Design
Editor's Notes
“USERS”?
Unaddressed dimensions of UX for the design of high-tech products such as AI, IoT, social robots, etc…
Users’ memory,
Previous interaction with technology,
Individual differences,
Aesthetics,
Sensory elements of the designs
shape the emotional user experience but remain largely unaddressed in the literature.
The emotional dimensions of everyday products can elicit a range of experiences for users
Recent studies identify multidimensional factors shaping user experience and illustrate the reactions in users including physiological and behavioural.
The multifaceted nature of emotions demands a systematic and deep level of understanding of user behaviour from attitudes and expectations prior to interaction, through purchasing decision making, initial and long-term usage, and post-usage.
(F. Martin & Sherman, 2015).
Emotions are multidimensional that require systematic and deep level of understanding of users.
The acquisition and use of smart products are vital to the identities and relationships that connect individuals and determine their behaviours (Solomon, Dahl, White, Zaichkowsky, & Polegato, 2017).
Compared to the growth of UX profession and research, little to scarce scholarship addresses the learning and teaching aspects of UX design
The aim:
This research seeks to contribute to a better understanding of UX methods for smart products.
Our aim here is to provide a grounded model for studio education that accounts for the affective state of vulnerable users of smart products.
Building upon the literature, this research will offer a deeper understanding of teaching UX practices through the following activities:
Interactive problem solving workshops to teach the techniques of measuring emotions proposed by Jacob-Dazarola, Nicolás, and Bayona (2016).
Visualising data that can help compare and understand the value of each technique.
Co-design with older people to define the project priorities and represent their voices (Walker, 2018).
Creatively expand the knowledge, attitudes, values, and methodologies associated with inclusive UX designs that address the needs of ageing users.
A pedagogical approach to evaluate and analyse the affective interaction with smart products.
The training requires students to capture users’ emotions through mixed methods and visually analyse the data in ways that are adapted from the initial stages of a PhD research project and grounded in the literature.
model (Venkatesh, Thong, & Xu, 2016). UTAUT recommends users acceptance of technologies should be examined from initial introduction to post-adoption, throughout an extended period of time. The model suggests that studies need to focus on active adoption decision-making process. Routinized behaviours may result in retrospective reported individual reactions.
Building upon the literature, this research will offer a deeper understanding of teaching UX practices through the following activities:
Interactive problem solving workshops to teach the techniques of measuring emotions proposed by Jacob-Dazarola, Nicolás, and Bayona (2016).
Visualising data that can help compare and understand the value of each technique.
Co-design with older people to define the project priorities and represent their voices (Walker, 2018).
Creatively expand the knowledge, attitudes, values, and methodologies associated with inclusive UX designs that address the needs of ageing users.
A pedagogical approach to evaluate and analyse the affective interaction with smart products.
The training requires students to capture users’ emotions through mixed methods and visually analyse the data in ways that are adapted from the initial stages of a PhD research project and grounded in the literature.
a UX pedagogy to
Collaborating with AUT Centre for Active Ageing (ACAA):
social inclusion
co-creation,
and participation
active ageing
better living
Educate and facilitate the better understanding of the needs and demand of the community.
The pedagogical approach is part of an ongoing PhD study that looks at the multidimensional aspects of emotions through conducting prolonged user research.
It evaluates users’ emotions by looking through the mental reasoning, changes in physiological, gestural, behavioural, and individual responses.
The research targets older users’ engagement with smart products. It applies User Experience theories to study the emotional responses of an older generation of users.
A mixed methods approach to data collection is selected to collect both qualitative and quantitative data of the users, and to understand their emotional needs and experiences deeply.
There are four main methods of data collection: interviews, multimodal usability observation, solicited extended experience sampling, and co-design session.
This approach will combine traditional design tools, such as interviews to identify what participants think and say, with observation of both physiological and behavioural signals.
The self-report user experience method monitors users responses over the course of the research.
Lastly, by conducting a co-design/creative session reflection and ideation of future design of the smart products will take in place. The creative session will give the opportunity of taking the conversation beyond the lived experience and ideate what can be implemented in the future of designs.
Heart rate measuring which is quite accessible and easy technique for physiological and biometric data collection
Example of my users heart-rate. First user heart-rate jumped quite high to 130 when starting to interact with the robot. Second users’ heart-rate was quite steady. Reactions might be different based on individual physiological responses or maybe the fact that second user’s familiarity with digital technologies.
Behavioural
Prolonged activities for learning functions in naturalistic environments (journaling, outside the lab)
Thought-action
Gestures and expressions that can be categorised into emotional expressions (Observation, gestures, eye-gaze, facial expressions, movement)
A move from traditional UX design that are focused on “designers” to emotion based practices that are user-centred.
Augment the reliability of students’ designs:
Understanding users’ emotions & Prioritising users’ emotions in all stages of design
learning about the UX evaluating techniques
Refine new technologies into humanised instruments
Create meaningful and engaging experiences for the users
Design solutions based on enhancing users’ emotional needs
Basic knowledge about data collection, analysis, and data visualisations
Differentiate as UX practitioners compared to other design curriculums
By comparing and analysing users’ emotions, students will gain more in-depth understanding of the significance of conducting UX research in design practices.
Paper discussion
User-Centred program: A shift towards focusing on concepts of individual differences, such as different generation of users and concepts of familiarity.
Inclusive design: evaluation of older people’s emotions when interacting with smart products. One approach of improving the experience of complex contemporary products is to integrate intuitive interaction into designs practices with an aim of shifting towards a more inclusive society .
Testing the learning process: based on the design outcomes and feedbacks of users we can evaluate the quality of the workshops and student learnings.
The design community needs to prepare UX practitioners with broader perspective for the envisioned future of technologies designed for older users.
The design of future products has to extend beyond the narrow focus of age-related decline.
Designing for this space is not exclusive to supporting functional independency, but also about living experiences that have been digitalised such as experiences like reading, listening, making and creating, playing, communicating, and sharing.
Question for the conference
How a better understanding of human emotions may affect the role that UX designers currently play?
How an in-depth approach to human emotions may reshape the professional practice of UX designers?
Dimensions to evaluate emotions. Dimensions of Emotions
Cognitive
Individual’s evaluation, classification, and ratings of products. (scale ratings questionnaires)
Physiological
Physiological responses that can be measured into quantitative data (ECG, EEG, Heart-rate, GSR)
Behavioural
Prolonged activities for learning functions in naturalistic environments (journaling, outside the lab)
Thought-action
Gestures and expressions that can be categorised into emotional expressions (Observation, gestures, eye-gaze, facial expressions, movement)
Subjective
Individual differences, perspectives, values, and responses (interviewing)
Through the development of active problem-solving scenarios, students learn to understand the multidimensional aspects of emotions and cultivate the skills and dispositions needed to empathise with users.
Visualisations seek to enhance students’ knowledge of how these methods can provide complementary information and how to analyse and interpret the collected data. The proposed model seeks to inform design education on effective ways to design with new technologies for more meaningful and positive emotional experiences.
Active problem-solving scenarios
understand the multidimensional aspects of emotions
empathise with users
Data visualisations to enhance students’ knowledge of complementary information
Analyse and interpret the collected data.
Effective design with new technologies to create meaningful and positive emotional experiences.
Social inclusion
Co-creation
Participation
Better living