Automotive UI 2016, 8th international conference in automotive user interfaces and vehicular applications, work in progress presentation of Stavros Tasoudis.
FLUX·3D - Forward Looking User eXperienceMario Guillo
FLUX·3D is a tool for making possible to the people participating actively -and in a sustainable way- in the design of products, services and processes. This tool makes possible to approach a complex problem (such as the evaluation -in absolute and relative terms- of an innovation/prototype) in a simple and systematic way, which can be very helpful for making decisions (and defining future strategies) and/or improving the development of an innovation. FLUX·3D has been designed and developed by FUTURLAB - University of Alicante (Spain) together with Aalto University (Finland).
Imagining the Future through Social Media as a Tool for Social Innovation (E...Mario Guillo
F212.org is a virtual think tank of university students interested in sharing ideas on how to face main future challenges. It describes the results of a comparative study about the images of the future found among young students from Haaga Helia University of Applied Science (Finland) Tamkang University (Taiwan); and University of Alicante (Spain).
1. The document discusses key aspects of conducting rigorous academic research in computing disciplines such as computer science.
2. It emphasizes the importance of gathering sufficient and appropriate data, properly analyzing it without assumptions, and ensuring conclusions are well-founded and presented professionally.
3. The document also provides examples of research topics related to computing, the internet, and developing computer-based systems, noting that all require collecting, analyzing, and drawing conclusions from data to answer a research question.
El autor describe sus nueve años en la escuela primaria Valera, desde su llegada con sentimientos encontrados de miedo y emoción, hasta su graduación con nostalgia y preparación para el futuro. Tuvo excelentes maestros como Pilar Escolano en infantil y Don Ángel en primaria que lo enseñaron bien y lo prepararon para tener éxito.
El documento clasifica los tipos de software en software de sistema, software de programación y software de aplicación. Luego enumera varias categorías de aplicaciones de software, incluidas las aplicaciones para control de sistemas y automatización industrial, aplicaciones ofimáticas, software educativo y software empresarial. También describe varios tipos de sistemas de información para la gestión como sistemas expertos basados en inteligencia artificial y sistemas de apoyo a decisiones. Finalmente, presenta el tema propuesto de la tesis sobre un sistema de soporte de decisiones para el control de incentivos
El documento trata sobre la comunicación y los diferentes tipos y elementos que la componen. Explica que la comunicación implica la transmisión de información de un emisor a un receptor a través de un canal, y que la comunicación interpersonal ocurre entre personas mediante lenguaje o gestos. También describe las características comunes de los medios masivos de comunicación y cómo internet ha revolucionado la comunicación en las últimas décadas.
El decreto 1014 establece la política pública de utilizar software libre en las instituciones públicas de Ecuador. Define software libre como programas de computación que pueden usarse y distribuirse sin restricciones y cuyos códigos fuentes están disponibles para su modificación y mejora. Antes de instalar software libre, las instituciones deben verificar su capacidad técnica para brindar soporte. Solo se permite usar software propietario cuando no haya una solución de software libre disponible o cuando esté en riesgo la seguridad nacional.
Blogger es un servicio gratuito creado en 1998 que permite a los usuarios crear y publicar blogs en línea de forma sencilla y sin necesidad de escribir código. Los usuarios pueden agregar contenido a través de un formulario web y ver los cambios reflejados de inmediato. Blogger popularizó el uso de formularios para publicar contenido en blogs.
FLUX·3D - Forward Looking User eXperienceMario Guillo
FLUX·3D is a tool for making possible to the people participating actively -and in a sustainable way- in the design of products, services and processes. This tool makes possible to approach a complex problem (such as the evaluation -in absolute and relative terms- of an innovation/prototype) in a simple and systematic way, which can be very helpful for making decisions (and defining future strategies) and/or improving the development of an innovation. FLUX·3D has been designed and developed by FUTURLAB - University of Alicante (Spain) together with Aalto University (Finland).
Imagining the Future through Social Media as a Tool for Social Innovation (E...Mario Guillo
F212.org is a virtual think tank of university students interested in sharing ideas on how to face main future challenges. It describes the results of a comparative study about the images of the future found among young students from Haaga Helia University of Applied Science (Finland) Tamkang University (Taiwan); and University of Alicante (Spain).
1. The document discusses key aspects of conducting rigorous academic research in computing disciplines such as computer science.
2. It emphasizes the importance of gathering sufficient and appropriate data, properly analyzing it without assumptions, and ensuring conclusions are well-founded and presented professionally.
3. The document also provides examples of research topics related to computing, the internet, and developing computer-based systems, noting that all require collecting, analyzing, and drawing conclusions from data to answer a research question.
El autor describe sus nueve años en la escuela primaria Valera, desde su llegada con sentimientos encontrados de miedo y emoción, hasta su graduación con nostalgia y preparación para el futuro. Tuvo excelentes maestros como Pilar Escolano en infantil y Don Ángel en primaria que lo enseñaron bien y lo prepararon para tener éxito.
El documento clasifica los tipos de software en software de sistema, software de programación y software de aplicación. Luego enumera varias categorías de aplicaciones de software, incluidas las aplicaciones para control de sistemas y automatización industrial, aplicaciones ofimáticas, software educativo y software empresarial. También describe varios tipos de sistemas de información para la gestión como sistemas expertos basados en inteligencia artificial y sistemas de apoyo a decisiones. Finalmente, presenta el tema propuesto de la tesis sobre un sistema de soporte de decisiones para el control de incentivos
El documento trata sobre la comunicación y los diferentes tipos y elementos que la componen. Explica que la comunicación implica la transmisión de información de un emisor a un receptor a través de un canal, y que la comunicación interpersonal ocurre entre personas mediante lenguaje o gestos. También describe las características comunes de los medios masivos de comunicación y cómo internet ha revolucionado la comunicación en las últimas décadas.
El decreto 1014 establece la política pública de utilizar software libre en las instituciones públicas de Ecuador. Define software libre como programas de computación que pueden usarse y distribuirse sin restricciones y cuyos códigos fuentes están disponibles para su modificación y mejora. Antes de instalar software libre, las instituciones deben verificar su capacidad técnica para brindar soporte. Solo se permite usar software propietario cuando no haya una solución de software libre disponible o cuando esté en riesgo la seguridad nacional.
Blogger es un servicio gratuito creado en 1998 que permite a los usuarios crear y publicar blogs en línea de forma sencilla y sin necesidad de escribir código. Los usuarios pueden agregar contenido a través de un formulario web y ver los cambios reflejados de inmediato. Blogger popularizó el uso de formularios para publicar contenido en blogs.
O documento discute orações subordinadas adverbiais, que modificam verbalmente a oração principal funcionando como adjunto adverbial. Ele classifica nove tipos de orações subordinadas adverbiais de acordo com sua função (causal, consecutiva, etc.) e fornece exemplos e conjunções típicas para cada tipo.
Este documento descreve a evolução da cidade de Roma, desde sua fundação como uma aldeia até se tornar a capital de um vasto império. Começa com a lenda da fundação de Roma por Rômulo e Remo e descreve como Roma se tornou uma cidade-estado sob os etruscos no século VII a.C. Depois relata como uma república foi estabelecida no século VI a.C. e como o império romano se expandiu nos oito séculos seguintes, eventualmente abrangendo três continentes.
1) Arithmetic pipelines divide arithmetic operations like multiplication and floating point addition into multiple stages to perform the operations concurrently and increase computational speed.
2) Vector and array processors use multiple processing elements that can perform the same operation on multiple data items simultaneously, further increasing speed.
3) Pipelining helps throughput by allowing new tasks to begin before previous ones finish, but does not reduce the latency of individual tasks. The pipeline rate is limited by its slowest stage.
O documento resume os principais ciclos econômicos do Brasil desde a exploração do Pau-brasil até a indústria. O primeiro ciclo foi a exploração do Pau-brasil entre 1500-1530 para exportação de corante, seguido pelo ciclo da cana-de-açúcar entre 1530-1690 que impulsionou o desenvolvimento do Nordeste. As invasões holandesas no século XVII causaram o declínio da economia açucareira e abriram caminho para o ciclo do ouro.
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This document summarizes a presentation given by Katrien Verbert on interactive recommender systems. It discusses how recommender systems are typically "black boxes" that do not explain their recommendations to users. The presentation aims to open up this black box by exploring ways to increase transparency, user control, and interaction with recommender systems. Examples of interactive recommender systems that allow users to explore the recommendation process and provide explanations are described. Research on developing and evaluating such interactive systems through multiple user studies is summarized. The objective is to enhance user trust and engagement with recommender systems.
Contextual Inquiry: How Ethnographic Research can Impact the UX of Your WebsiteRachel Vacek
Ethnographic research methods like contextual inquiry were used to understand user experiences of the university library website. Contextual interviews were conducted with students, faculty, and staff, followed by interpretation sessions to analyze the data. This involved creating sequence models of user tasks, affinity diagrams to group themes, and personas. The goal was to gain insights into how users work in order to design services and a website that better meet their needs. Challenges included the time and resources required, but advantages were an in-depth understanding of users and their research processes to inform improvements.
Sara Jones presented on information spaces for creative design. She discussed creativity research at City University London, including techniques used in creativity workshops like brainstorming. She described technologies like interactive surfaces and digitally augmented spaces that can support creativity. These include software tools, as well as the Creative Design Stations being developed at City University to support collaborative creativity through features like shared whiteboards, access to references, and creation of outputs. Future work involves further evaluating techniques and technologies through case studies.
This document summarizes Katrien Verbert's presentation on interactive recommender systems. The presentation covered several topics:
1) Different types of recommendation techniques including collaborative filtering, content-based filtering, and knowledge-based filtering.
2) Research on interactive recommender systems that aim to increase transparency, user control, and diversity of recommendations.
3) Several user studies conducted on interactive recommender systems that explored talks and conferences, finding that explanations and various levels of user control can impact user experience.
This document summarizes a presentation given by Katrien Verbert on interactive recommender systems. It provides an overview of Verbert's research group at KU Leuven, which focuses on recommender systems, visualization, and intelligent user interfaces. The presentation describes various techniques for building interactive recommender systems, including explaining recommendations to users, enabling user interaction with the recommendation process, and addressing challenges like diversity, cold starts, and context awareness. It also summarizes several studies conducted by Verbert and collaborators on interactive music and research talk recommender systems.
Human-centered AI: towards the next generation of interactive and adaptive ex...Katrien Verbert
The document describes research on human-centered AI and interactive explanation methods. It discusses explainable AI and the goals of explaining model outcomes to increase user trust and acceptance, and enabling users to interact with the explanation process to improve models. It then provides an overview of the Augment/HCI research group at KU Leuven and its work on explanation methods, recommendation techniques, and evaluating explanations through user studies.
Practicing Anthropology in Design and BusinessAmy L. Santee
On March 1st, 2018 I returned to Dr. Jeremy Spoon‘s undergraduate Applied Anthropology class at Portland State University, to give a presentation on doing anthropology in design and business. In the presentation, I discuss my educational background, academia-to-work transition, career experience, my evolving perspective on practicing anthropology, and how I apply anthropology in user experience, design and business.
This session targets GFW’s private sector partners and those working with the private sector. The discussion will focus on the 2017 work plan for GFW Commodities and Finance, seeking input from partners to clarify major milestones, roles, and expectations for the initiative.
This document is a resume for Wenjun Sun, who is pursuing a PhD in Industrial Engineering at the University of Wisconsin-Madison with a focus on human factors and ergonomics. It outlines her education, including an expected PhD from UW-Madison in August 2015, as well as relevant experience in areas such as user research, usability testing, and interactive design projects. Her objective is to obtain a position related to human-computer interaction, user experience, and other areas involving human factors engineering.
PhD proposal: Specialized heuristics for crowdsourcing website designdonellemckinley
The document discusses research on developing heuristics to support the design and evaluation of GLAM and academic crowdsourcing websites. It aims to address the lack of empirically-based guidance for these projects. The research will use Action Design Research methodology to iteratively develop a set of specialized heuristics. These heuristics will provide a tool to help meet project objectives of sufficient participation and high-quality contributions. The heuristics will also support crowdsourcing website design and evaluation practice.
Social and Collaborative Construction of Structured Knowledge WWW2007Simon Buckingham Shum
Sereno, B., Buckingham Shum, S. and Motta, E. (2007). Formalization, User Strategy and Interaction Design: Users’ Behaviour with Discourse Tagging Semantics. Workshop on Social and Collaborative Construction of Structured Knowledge, 16th International World Wide Web Conference (WWW 2007), Banff, AB, Canada; 8-12 May 2007. [http://www2007.org/workshops/paper_30.pdf]
HI5030 Business Systems Analysis And Design.docxwrite4
This document summarizes 7 academic articles related to information architecture, UX/UI design, and methodologies for data collection and analysis. The articles discuss various approaches to evaluating information usefulness, blockchain adoption challenges, integrating chatbots for education, dual process models for addressing design problems, developing secure smart infrastructure projects, factors for technology business growth and survival, and optimizing UX/UI for customer satisfaction. The document analyzes the quantitative and qualitative methods used in each study and the key findings regarding information structure, interface design, and user experience.
Human-centered AI: how can we support end-users to interact with AI?Katrien Verbert
Human-centered AI: how can we support end-users to interact with AI?
This document discusses how to design human-centered AI systems that support end-users. It explores explaining model outcomes to increase trust and acceptance, and enabling users to interact with explanation processes. Personal characteristics like need for cognition impact how users respond to explanations. Explanations should be personalized and allow different levels of detail. Evaluations show explanations improve understanding but also increase cognitive load, so simplification is important. The goal is to preserve human control and ensure AI meets user needs.
O documento discute orações subordinadas adverbiais, que modificam verbalmente a oração principal funcionando como adjunto adverbial. Ele classifica nove tipos de orações subordinadas adverbiais de acordo com sua função (causal, consecutiva, etc.) e fornece exemplos e conjunções típicas para cada tipo.
Este documento descreve a evolução da cidade de Roma, desde sua fundação como uma aldeia até se tornar a capital de um vasto império. Começa com a lenda da fundação de Roma por Rômulo e Remo e descreve como Roma se tornou uma cidade-estado sob os etruscos no século VII a.C. Depois relata como uma república foi estabelecida no século VI a.C. e como o império romano se expandiu nos oito séculos seguintes, eventualmente abrangendo três continentes.
1) Arithmetic pipelines divide arithmetic operations like multiplication and floating point addition into multiple stages to perform the operations concurrently and increase computational speed.
2) Vector and array processors use multiple processing elements that can perform the same operation on multiple data items simultaneously, further increasing speed.
3) Pipelining helps throughput by allowing new tasks to begin before previous ones finish, but does not reduce the latency of individual tasks. The pipeline rate is limited by its slowest stage.
O documento resume os principais ciclos econômicos do Brasil desde a exploração do Pau-brasil até a indústria. O primeiro ciclo foi a exploração do Pau-brasil entre 1500-1530 para exportação de corante, seguido pelo ciclo da cana-de-açúcar entre 1530-1690 que impulsionou o desenvolvimento do Nordeste. As invasões holandesas no século XVII causaram o declínio da economia açucareira e abriram caminho para o ciclo do ouro.
Interactive recommender systems: opening up the “black box”Katrien Verbert
This document summarizes a presentation given by Katrien Verbert on interactive recommender systems. It discusses how recommender systems are typically "black boxes" that do not explain their recommendations to users. The presentation aims to open up this black box by exploring ways to increase transparency, user control, and interaction with recommender systems. Examples of interactive recommender systems that allow users to explore the recommendation process and provide explanations are described. Research on developing and evaluating such interactive systems through multiple user studies is summarized. The objective is to enhance user trust and engagement with recommender systems.
Contextual Inquiry: How Ethnographic Research can Impact the UX of Your WebsiteRachel Vacek
Ethnographic research methods like contextual inquiry were used to understand user experiences of the university library website. Contextual interviews were conducted with students, faculty, and staff, followed by interpretation sessions to analyze the data. This involved creating sequence models of user tasks, affinity diagrams to group themes, and personas. The goal was to gain insights into how users work in order to design services and a website that better meet their needs. Challenges included the time and resources required, but advantages were an in-depth understanding of users and their research processes to inform improvements.
Sara Jones presented on information spaces for creative design. She discussed creativity research at City University London, including techniques used in creativity workshops like brainstorming. She described technologies like interactive surfaces and digitally augmented spaces that can support creativity. These include software tools, as well as the Creative Design Stations being developed at City University to support collaborative creativity through features like shared whiteboards, access to references, and creation of outputs. Future work involves further evaluating techniques and technologies through case studies.
This document summarizes Katrien Verbert's presentation on interactive recommender systems. The presentation covered several topics:
1) Different types of recommendation techniques including collaborative filtering, content-based filtering, and knowledge-based filtering.
2) Research on interactive recommender systems that aim to increase transparency, user control, and diversity of recommendations.
3) Several user studies conducted on interactive recommender systems that explored talks and conferences, finding that explanations and various levels of user control can impact user experience.
This document summarizes a presentation given by Katrien Verbert on interactive recommender systems. It provides an overview of Verbert's research group at KU Leuven, which focuses on recommender systems, visualization, and intelligent user interfaces. The presentation describes various techniques for building interactive recommender systems, including explaining recommendations to users, enabling user interaction with the recommendation process, and addressing challenges like diversity, cold starts, and context awareness. It also summarizes several studies conducted by Verbert and collaborators on interactive music and research talk recommender systems.
Human-centered AI: towards the next generation of interactive and adaptive ex...Katrien Verbert
The document describes research on human-centered AI and interactive explanation methods. It discusses explainable AI and the goals of explaining model outcomes to increase user trust and acceptance, and enabling users to interact with the explanation process to improve models. It then provides an overview of the Augment/HCI research group at KU Leuven and its work on explanation methods, recommendation techniques, and evaluating explanations through user studies.
Practicing Anthropology in Design and BusinessAmy L. Santee
On March 1st, 2018 I returned to Dr. Jeremy Spoon‘s undergraduate Applied Anthropology class at Portland State University, to give a presentation on doing anthropology in design and business. In the presentation, I discuss my educational background, academia-to-work transition, career experience, my evolving perspective on practicing anthropology, and how I apply anthropology in user experience, design and business.
This session targets GFW’s private sector partners and those working with the private sector. The discussion will focus on the 2017 work plan for GFW Commodities and Finance, seeking input from partners to clarify major milestones, roles, and expectations for the initiative.
This document is a resume for Wenjun Sun, who is pursuing a PhD in Industrial Engineering at the University of Wisconsin-Madison with a focus on human factors and ergonomics. It outlines her education, including an expected PhD from UW-Madison in August 2015, as well as relevant experience in areas such as user research, usability testing, and interactive design projects. Her objective is to obtain a position related to human-computer interaction, user experience, and other areas involving human factors engineering.
PhD proposal: Specialized heuristics for crowdsourcing website designdonellemckinley
The document discusses research on developing heuristics to support the design and evaluation of GLAM and academic crowdsourcing websites. It aims to address the lack of empirically-based guidance for these projects. The research will use Action Design Research methodology to iteratively develop a set of specialized heuristics. These heuristics will provide a tool to help meet project objectives of sufficient participation and high-quality contributions. The heuristics will also support crowdsourcing website design and evaluation practice.
Social and Collaborative Construction of Structured Knowledge WWW2007Simon Buckingham Shum
Sereno, B., Buckingham Shum, S. and Motta, E. (2007). Formalization, User Strategy and Interaction Design: Users’ Behaviour with Discourse Tagging Semantics. Workshop on Social and Collaborative Construction of Structured Knowledge, 16th International World Wide Web Conference (WWW 2007), Banff, AB, Canada; 8-12 May 2007. [http://www2007.org/workshops/paper_30.pdf]
HI5030 Business Systems Analysis And Design.docxwrite4
This document summarizes 7 academic articles related to information architecture, UX/UI design, and methodologies for data collection and analysis. The articles discuss various approaches to evaluating information usefulness, blockchain adoption challenges, integrating chatbots for education, dual process models for addressing design problems, developing secure smart infrastructure projects, factors for technology business growth and survival, and optimizing UX/UI for customer satisfaction. The document analyzes the quantitative and qualitative methods used in each study and the key findings regarding information structure, interface design, and user experience.
Human-centered AI: how can we support end-users to interact with AI?Katrien Verbert
Human-centered AI: how can we support end-users to interact with AI?
This document discusses how to design human-centered AI systems that support end-users. It explores explaining model outcomes to increase trust and acceptance, and enabling users to interact with explanation processes. Personal characteristics like need for cognition impact how users respond to explanations. Explanations should be personalized and allow different levels of detail. Evaluations show explanations improve understanding but also increase cognitive load, so simplification is important. The goal is to preserve human control and ensure AI meets user needs.
This Presentation contains Project idea along with the project diagrams and methodology explained. This Project can be used in Different sectors like in Industry, in Prediction analysis, for trend analysis, for sales & profit calculations etc.
The Innovation Engine for Team Building – The EU Aristotele Approach From Ope...ARISTOTELE
ARISTOTELE approach has been presented at the Innovation Adoption Forum for Industry and Public Sector within the 6th IEEE International Conference on Digital Ecosystem Technologies (IEEE DEST - CEE 2012). The presentation about ARISTOTELE has been held by Paolo Ceravolo and Ernesto Damiani (University of Milan) during the keynote "The Innovation Engine for Team Building – The EU Aristotele Approach". Learn more on http://www.aristotele-ip.eu/
Web 2.0 Messaging Tools for Knowledge Management? Exploring the Potentials of...Sebastian Dennerlein
The document explores the potential use of the messaging tool Slack for knowledge management. It analyzes five case studies of Slack implementation to identify how the tool was used for different knowledge activities, including transferring, organizing, saving, acquiring, and generating knowledge. While Slack was intended for communication and coordination, the key factor influencing its actual use for knowledge management was the intentions of those implementing it. When implementors prioritized networking or project management, Slack supported different knowledge activities beyond just messaging. However, the context of implementation only set possibilities—the implementors' goals determined how Slack benefited knowledge management in each case.
This document provides an overview of ethnographic research methods used in product design. It defines ethnography as the study and recording of human cultures through observations, interviews, and analysis of data collected in natural settings. The document discusses types of ethnographic research and methods, including detailed observations, unstructured interviews, experience sampling, and contextual inquiry. It also outlines the stages of ethnographic data collection and describes observational data collection methods. Finally, it discusses how ethnography is used to gain insights into user behaviors and experiences to inform product design.
Similar to Mediated participatory design for contextually aware in vehicle experiences (20)
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Fleet management these days is next to impossible without connected vehicle solutions. Why? Well, fleet trackers and accompanying connected vehicle management solutions tend to offer quite a few hard-to-ignore benefits to fleet managers and businesses alike. Let’s check them out!
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Implementing ELDs or Electronic Logging Devices is slowly but surely becoming the norm in fleet management. Why? Well, integrating ELDs and associated connected vehicle solutions like fleet tracking devices lets businesses and their in-house fleet managers reap several benefits. Check out the post below to learn more.
Mediated participatory design for contextually aware in vehicle experiences
1. Stavros Tasoudis
Computer Science Ph.D. student, HCDI
T +44 (0) 7474093308
Brunel University London
College of Engineering, Design, and Physical Sciences. Department of Computer Science
AutomotiveUI’16, October 24-26, 2016, Ann Arbor, MI, US.
2. 02/2015 – Today Full time Computer Science Ph.D. student –
Brunel University London (Supervised by Dr. Mark Perry)
09/2011 – 07/2012 Exchange Student MSc IDE, TU Delft in
Strategic Product Design (Strategic Automotive)
09/2005 – 02/2014 University of the Aegean – Department of
Product & System Design Eng.
Stavros Tasoudis
AutomotiveUI’16, October 24-26, 2016, Ann Arbor, MI, US.
4. AutomotiveUI’16, October 24-26, 2016, Ann Arbor, MI, US.
Remote Communication and
Participation
Mediate the communication between
the driver/passenger and the designer
Participation and co-creation in:
Healthcare,
Organization,
Aviation,
NOT Automotive.
Research area
Mediated
Participatory
design
5. Traditional context-aware methods (Contextual
inquiry, Ethnographic study, Cultural probing)
disadvantages [1] :
Physical presence,
Motion sickness,
Intrusiveness,
Privacy,
Organizational challenges,
Effort
‘trip experience sampling’ (TES) Meschtscherjakov et al. [2].
Related work (Deficiencies)1/2
AutomotiveUI’16, October 24-26, 2016, Ann Arbor, MI, US.
6. Immediateness. Express feelings immediately after an event to
mitigate retrospective bias. [2] and
Situatedness [3] are limitations for capturing the experience when it
happens.
Hassenzahl: ‘people are not able to report what happened if the event is not
memorable’ [4].
Productivity or learnability are not primary. The primary is the person’s
experience at the moment experienced [5].
Related work (Deficiencies)2/2
AutomotiveUI’16, October 24-26, 2016, Ann Arbor, MI, US.
7. How can a telepresence system support experience designers in the
early stages of the design process?
Sub question 1: How can designers design for automotive experiences
remotely?
Sub question 2: How can a supportive system enhance their design results
while being more effective and efficient?
Research Question
AutomotiveUI’16, October 24-26, 2016, Ann Arbor, MI, US.
8. Automotive HCI:
Understanding of the process of Automotive UX design and how to
support it.
And Participatory design in Automotive
Remote communication: Development of remote participation systems
to support UX Design.
Remote UX research
Significance
AutomotiveUI’16, October 24-26, 2016, Ann Arbor, MI, US.
9. Design science research paradigm:
The designer answers questions relevant to human problems via
the creation of innovative artefacts.
‘Artefacts are not exempt from theories [8]:
They rely on kernel theories that are applied, tested, modified,
and extended’.
Design Science supports a pragmatic research paradigm [7]:
Calls for the creation of innovative artefacts to solve real-world
problems.
Research Methodology
AutomotiveUI’16, October 24-26, 2016, Ann Arbor, MI, US.
11. 3 design cycles of inspiration, design and evaluation. [9,6]
Participatory design[10,11,12]
Cycle 1: Discovery process, Generative tools for capturing what people say
do and make.[13,14]
Cycle 2: Prototyping, low fidelity paper prototype
Cycle 3: PrototypingHigh fidelity interactive prototype
Stakeholders:
Cycle 1: UX professionals
Cycle 2: UX Special Interest Groups
Cycle 3: UX Special Interest Groups
Research Methods2/3
AutomotiveUI’16, October 24-26, 2016, Ann Arbor, MI, US.
12. Research Methods3/3
AutomotiveUI’16, October 24-26, 2016, Ann Arbor, MI, US.
Cycle 1:
Concept
Inspiration:
Literature review
State of the art and state of
Science
Design:
Participatory design,
Component Interaction
Design of the process
Evaluation:
Ethnographic interviewing
UX Think aloud
Data collected:
Formative and Summative
Say, Do, Make
Thematic analysis
Cycle 2:
LF Prototype
Inspiration:
Data analysis
Defining the ‘Goals’
Design:
Participatory design
Vision in Product design
session
Special Interest Groups
Evaluation:
Ethnographic interviewing
(Momentary)
Empathic
understanding(Episodic)
Data collected:
Formative and Summative
Say, Do, Make
Thematic analysis
Cycle 3:
HF Prototype
Inspiration:
Data analysis
Re-Defining the ‘Goals’
Extending the Theory and
Framing the Vision
Design:
High fidelity prototype
Participatory design
Evaluation:
UX Think aloud(Momentary)
Empathic
understanding(Episodic)
Data collected:
Formative and Summative
Say, Do
Thematic analysis
LF: Low fidelity
HF: High fidelity
Design Iterations
13. How telepresence can support in-vehicle context aware in-situ design
research.
Communication Strategy (System & Process)
Working System Prototype.
Set of guidelines
Evaluations report:
Remote automotive experience design ‘Goals’.
Effectiveness and efficiency
Expected findings/Outcomes
AutomotiveUI’16, October 24-26, 2016, Ann Arbor, MI, US.
14. Methodological strategy:
Single in-depth method or mixed-methods approach
Holistic understanding and triangulation?
Artefact is a contribution by itself.
OR The artefact has to inform theory to be significant
Summative and/or formative data.
Contribution: Theory or Research artefact?
Participatory design:
Previous experiences, advantages and disadvantages.
Groups/individuals, workshop , prototype .e.t.c.
Other possible considerations ?
Questions and issues
AutomotiveUI’16, October 24-26, 2016, Ann Arbor, MI, US.
16. 1. A. Meschtscherjakov, D. Wilfinger, N. Gridling, K. Neureiter, and M. Tscheligi, “Capture the car!,” in Proceedings of the 3rd
International Conference on Automotive User Interfaces and Interactive Vehicular Applications - AutomotiveUI ’11, 2011, p. 105.
2. A. Meschtscherjakov, D. Wilfinger, S. Osswald, N. Perterer, and M. Tscheligi, “Trip experience sampling,” in Proceedings of the
4th International Conference on Automotive User Interfaces and Interactive Vehicular Applications - AutomotiveUI ’12, 2012, p. 225.
3. M. Csikszentmihalyi, Flow and the Foundations of Positive Psychology. Dordrecht: Springer Netherlands, 2014.
4. M. Hassenzahl, “Experience Design: Technology for All the Right Reasons,” Synth. Lect. Human-Centered Informatics, vol. 3, no.
1, pp. 1–95, Jan. 2010.
5. Simon, Herbert A. 1996. The Sciences of the Artificial. MIT Press. Retrieved April 14, 2016
(https://books.google.com/books?hl=en&lr=&id=k5Sr0nFw7psC&pgis=1).
6. E. Kaasinen, V. Roto, J. Hakulinen, T. Heimonen, J. P. P. Jokinen, H. Karvonen, T. Keskinen, H. Koskinen, Y. Lu, P. Saariluoma,
H. Tokkonen, and M. Turunen, “Defining user experience goals to guide the design of industrial systems,”
http://dx.doi.org/10.1080/0144929X.2015.1035335, 2015.
7. H. A. Simon, The Sciences of the Artificial. MIT Press, 1996.
8. 8 A. Hevner and S. Chatterjee, Design Research in Information Systems, vol. 22. Boston, MA: Springer US, 2010.
9. A. Hevner and S. Chatterjee, Design Research in Information Systems, vol. 22. Boston, MA: Springer US, 2010.
10. M. J. Muller, “Participatory design: the third space in HCI,” pp. 1051–1068, Jan. 2002
11. J. Simonsen and T. Robertson, Routledge International Handbook of Participatory Design. Routledge, 2012.
12. F. Sleeswijk Visser, R. van der Lugt, and P. J. Stappers, "Sharing user experiences in the product innovation process:
Participatory design needs participatory communication." Creativity and innovation management 16.1 (2007): 35-45.
13. E. B.-N. Sanders and P. J. Stappers, “Co-creation and the new landscapes of design,”
http://dx.doi.org/10.1080/15710880701875068, 2008.
14. E. B.-N. Sanders and P. J. Stappers, “Probes, toolkits and prototypes: three approaches to making in codesigning,”
http://dx.doi.org/10.1080/15710882.2014.888183, 2014.
References
AutomotiveUI’16, October 24-26, 2016, Ann Arbor, MI, US.
Editor's Notes
Emerging role of telepresence as in the early stages of the design process.
The research methods for the inspiration, design and evaluation of the proposed remote participation system as a User Experience, contribute to the currently growing UX research as a Strong Concept
Artefacts and theorys(extended) How is this connected with my study
Collect rich data that can reflect the interactive experience.
Concerns:
Time-intensiveness
Effort
and Participation
Mixed methodology.
They can be paper-based and two-dimensional with components made from words, phrases, quotes, shapes, photos, diagrams, pictures, sketches etc.
(Communication Theory, Models, communication modes and communication technology) that supports design for in-vehicle experiences in the early stages.
The ‘goals’ as defined by Kaasinen et al. [6], of the proposed remote participatory design system, for the early stages of designing for in-vehicle experiences.