Academic literature on the topic 'Information systems user experience design and development'

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Journal articles on the topic "Information systems user experience design and development"

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Suratno, Bambang, and Jihan Shafira. "Development of User Interface/User Experience using Design Thinking Approach for GMS Service Company." Journal of Information Systems and Informatics 4, no. 2 (August 21, 2022): 469–94. http://dx.doi.org/10.51519/journalisi.v4i2.344.

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Information systems have an important role for firms to increase productivity. A service company located in Bontang, East Kalimantan, Indonesia (GMS), is engaged in scaffolding installation services and scaffolding rentals. The company has steadily experienced annual increase in the number of customers over the years. However, due to the still in manual-way of managing the scaffolding material, the increase of workload has also led to the increasing number of material handling human error cases and inefficient service processing time. As a company that provides B2B services, the management (user) then needs a website-based system for scaffolding material management that is tailored to their service operations and suits their special needs to support their operation. Thus, this study analyzes the suitable user interface/user experience using the Design Thinking method, which consists of 5 steps, namely Empathize, Define, Ideate, Prototype and Test. It serves as the initial phase of information system building to make sure that the design of the website based information system will suit the needs of their management. After conducting empathize stage using interview techniques and questionnaires and also conducting the define stage to gain insights on the required needs, it was known that the website system needed particular features, namely the availability of customer data, material data, user data, work partner data, transaction reports, invoices, integration with whatsapp and email, as well as a dashboard to visualize data such as the amount of material rented, available materials, and transaction history. In the prototype development stage, online UI/UX design tools are used. Using the prototype, the testing stage was then carried out, using the System Usability Scale (SUS) method. As a result, a value of 80.86 was obtained, meaning that the system created has good usability and can be used on an ongoing basis.
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Yi, Ji Hyun, and Hae Sun Kim. "User Experience Research, Experience Design, and Evaluation Methods for Museum Mixed Reality Experience." Journal on Computing and Cultural Heritage 14, no. 4 (December 31, 2021): 1–28. http://dx.doi.org/10.1145/3462645.

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Wearable Mixed Reality (MR) technology is a tool that gives people a new enhanced experience that they have not encountered before. This study shows the process of designing new museum experiences while considering how this technology changes previous museum experiences, what those experiences are, and what people should feel through these experiences. This process was systematically conducted according to the UX design process of analysis, synthesis, and evaluation. In the analysis step, six types of museum artifact viewing experiences were defined: knowing, restoring, exploring, expanded scale, encountering, and sharing experience through research and user surveys related to the museum experience. In addition, through research analysis related to MR technology, presence, flow, and natural interaction were defined as three essential factors that users should feel in the MR experience. In the synthesis stage, optimized wearable MR experiences were designed and implemented by applying the necessary experience types and essential factors according to the characteristics of each artifact. In the evaluation stage, user experience evaluations such as user experience tests for essential factors in the MR experience, User Experience Questionnaire (UEQ) tests for interaction products, and the Visual Aesthetics of Websites Inventory (VisAWI) test for visual experiences from various perspectives were conducted on the developed results. Through these evaluations, users gave positive scores to the design results based on the experience types and essential factors defined in this study. When applying new media technologies such as wearable MR technology, improved technology implementation is important, but an understanding of the applied field must first be obtained, and user analysis must first be thoroughly conducted. This study will be a guide to the systematic development process to be followed when applying wearable MR technology to other fields.
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Tridalestari, Ferra Arik, Hanung Nindito Prasetyo, and Wawa Wikusna. "How to Use Design Thinking on Trash Bank Process Modeling?" Ingénierie des systèmes d information 26, no. 5 (October 31, 2021): 507–13. http://dx.doi.org/10.18280/isi.260511.

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The development of system model using the traditional System Development Life Cycle often faces big problems. One of the biggest problems is determining the process model. The existing requirements analysis method is not good enough in producing process model. There are many invalid process models, although they have gone through a series of observations on users. To deal with this, a 'soft' or human-centered method is therefore required. Problems are seen and determined from the point of view of the people involved in the problems. One method that can be used to solve problems is the Design Thinking approach. Design Thinking is the process of creating new ideas and innovative approaches that can solve user problems. This paper proposes the use of an alternative Design Thinking approach in conducting a requirements analysis on the development of Trash Bank system with an interactive qualitative approach. The approach taken is to integrate the concept of Design Thinking in the requirements analysis stage. Through collaboration model the Design Thinking to Requirements analysis, the resulting process model is more valid because the process of exploring the requirements becomes deeper, which is based on user experience. The exploration of user experience from Collaboration model will become the basis for process modeling. According to the approach taken, a more humane and more explored prototype of the system flow is obtained from the human attitude that is involved in the process.
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Liu, Chunyan, Zhenzhen Pan, Canlin Zhang, and Wei Miao. "Nonheritage Creative Product Design and Development and Marketing Strategies for Computer Vision and User Experience." Security and Communication Networks 2022 (August 27, 2022): 1–10. http://dx.doi.org/10.1155/2022/9685280.

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With the rapid development of economic and culture, intangible cultural heritage has gradually moved towards the public, and at the same time, many cultural and creative products have been derived. In the face of fierce market competition, nonheritage and creative products gradually occupied a certain market share with their unique cultural heritage and won the love of some consumers. However, at the same time, the development of nonheritage and creative products cannot keep up with the market that is changing with each other, and the design and development of cultural and creative products are far behind market changes. Moreover, the recognition of some consumers cannot improve the booming development of nonheritage creative products, and the future development of nonheritage and creative products is facing a serious crisis. Computer vision has absolute advantages in image processing, which can help nonheritage products for development and design, and further improve the quality of the product. In the process of designing and developing a certain product, our commonly used research method is user experience. User experience strategies can help us design cultural and creative products that fit the characteristics of the times from the perspective of consumers. This article introduces the basic architecture and guidelines of the user experience strategy. In addition, the main research object of this article is nonheritage and creative products, which aims to explore how to use various design thinking methods to develop more valuable products. On this basis, this article integrates computer vision technology in the process of designing and development of nonheritage cultural and creative products and supplemented by user experience strategies to further innovate the design concept of cultural and creative products. Experiments show that the design and development of intangible cultural heritage products based on computer vision and user experience can effectively improve product quality, and the product qualification rate basically reaches 90%. At the same time, this move can further stimulate consumers' desire to purchase, and their purchase intention can reach up to 72%.
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Hashim, Wahidah, Emmanuel O. C. Mkpojiogu, Azham Hussain, and Shahrun Nizam Abdul-Aziz. "A Product Pain-Pleasure Framework for Software Product Design in the Usability and User Experience Domains." Webology 18, SI01 (January 13, 2021): 01–31. http://dx.doi.org/10.14704/web/v18si01/web18004.

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This study utilized a literature review strategy to examine prior literature pertaining to the frameworks concerning how to minimize users‘ pain and maximize their pleasure while interacting with the designs of interactive products. The findings of the study reveal that several such frameworks are in existence and are mainly in other domains different from usability and user experience. In these, the emphasis were mostly on satisfaction and dissatisfaction criteria which do not cover the broader perspectives of user experience that comprise hedonic, affective, aesthetics and other hedonomic facets. This prompts for the development of a framework that tailored to usability and user experience concerns to enable user experience designers design interactive products that will enhance users‘ experience. The proposed framework was adapted from previous related frameworks It is a three-factor framework that is composed of pain factors, linear factors and pleasure factors. The study proposes this framework to facilitate the design of interactive systems that improves the experience of users.
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Park, Da Yeon, Jungsik Choi, Soyeong Ryu, and Mi Jeong Kim. "A User-Centered Approach to the Application of BIM in Smart Working Environments." Sensors 22, no. 8 (April 8, 2022): 2871. http://dx.doi.org/10.3390/s22082871.

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Considerable research has been performed on smart working environments in the architecture, engineering, and construction industry, with building information modeling considered as a critical element for implementing intelligent working systems. Although much software has been developed, a lack of understanding inhibits a user-centered approach to the application of building information modeling in architectural design offices. This study focuses on usability factors for the development of software and proposes a direction for the adoption of building information modeling in architectural design offices. This study adopts a persona method that focuses on user experience, starting with a survey conducted in two large domestic architectural offices. For developing the persona scenarios, this study provides a conceptual framework of usability, identifies user demands, and characterizes user experience. Four representative personas were developed for the representative types of users in smart working environments. The persona scenarios provide a basis that directly reflects user needs and experiences regarding the use of building information modeling software in architectural design offices. Two implications of the application of building information modeling are proposed based on the scenarios: a user-friendly working environment for smart workflows and a customized training program focusing on user experience for the use of building information modeling software.
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Chiu, Hung-Sheng, and Chyan Yang. "A User-centric Office Framework for Knowledge Workers." Journal of Information & Knowledge Management 01, no. 02 (September 2002): 155–63. http://dx.doi.org/10.1142/s0219649202000467.

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This article describes a successful experience on a software project of Technology Development Program (TDP) of Ministry Of Economic Affairs (MOEA) in Taiwan. It describes the design and implementation of a smart office task framework to automate system integration and to enable user-centric application. To achieve the goal of implicit knowledge accumulation and inheritance, we developed a service framework at the backend for integrating diverse systems seamlessly and an interface agent at the front for hiding complex efforts on manually binding different systems. Based on years of experience in components-based system development with multilayered flow architecture, the ACT (Advanced e-Commerce Technology) laboratory adapted Web Services to wrap various existing systems into a general RPC/RMI format, used ontology to define and integrate new functionalities semantically, and took advantage of agents to enable a user-centric office environment. The design rationale, application scenario, architecture, and future plan are presented.
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Li, Zhen, Jiao Zhang, Mengwan Li, Jizhuo Huang, and Xiangyu Wang. "A Review of Smart Design Based on Interactive Experience in Building Systems." Sustainability 12, no. 17 (August 20, 2020): 6760. http://dx.doi.org/10.3390/su12176760.

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Smart building is the result of the penetration of information technology and control technology into traditional buildings, and is the future development direction of buildings. User-centric building smart design can achieve a sustainable life, and smart technology integration based on smart design can support sustainable development and improve user satisfaction, happiness, and overall quality of life. In intelligent design, researchers focus on the “people-oriented” approach, designed to bring users the ultimate interactive experience. Based on the interactive experience principle of smart design in the smart building system, this article classifies and summarizes intelligent design from the “five senses” interaction, including visual interaction, voice interaction, tactile interaction, cognitive interaction, and emotional interaction. We analyze the application of smart design in architecture and discuss how to embody the principles of user-centered interactive experience design in the process of smart design. This article provides a comprehensive and systematic literature review, clarifies the importance of the “people-oriented” approach in the smart design of buildings, and summarizes how to improve the sustainability of intelligent buildings from the perspective of a “people-oriented” approach. This paper proposes future research suggestions and directions and promotes the sustainable development of the smart building.
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Liu, Huabai. "Ming-Style Furniture Display Design Based on Immersive 5G Virtual Reality." Security and Communication Networks 2022 (March 23, 2022): 1–15. http://dx.doi.org/10.1155/2022/1553296.

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No matter the traditional Ming-style furniture is made of exquisite materials, elegant, and simple, or the literati philosophy, connotation, and literati spiritual outlook, values, world outlook, etc. reflected behind it, all have left us with excellent cultural heritage. As a fast-developing technology, virtual reality has a bright future. This paper mainly studies the Ming-style furniture display based on immersive 5G virtual reality technology. Ming-style furniture displays design prototype system development based on user experience. The prototype of the guided design drawings is completed, the Ming-style furniture and display space is modeled in Unity3d, interactive elements are added, and finally it is realized that users can roam in the scene from a first-person perspective and the furniture in the scene, color, material, etc., as well as the detailed display of the items in the scene, the control of the lights in the scene, the control of the sound, and so on are changed. After the establishment of the system, a certain user evaluation is performed on the established system. Questionnaire surveys, focus group interviews, and other methods are used to conduct very detailed investigations and usability tests on users. Then, the test results are realized and the system is optimized to a certain extent. Finally, the user experience of the system design is improved. The experimental survey results show that the average user experience score is 43.7 points and the rating is in the “good” range, which basically meets the user experience. This research plays an important role in improving user experience and at the same time enriches the research in the field of domestic furniture virtual display and has certain significance for the future development of furniture companies.
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Huang, Jieqiong, and Xiaozhi Wang. "User Experience Evaluation of B2C E-Commerce Websites Based on Fuzzy Information." Wireless Communications and Mobile Computing 2022 (June 18, 2022): 1–10. http://dx.doi.org/10.1155/2022/6767960.

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With the popularization of personal computers and the development of the Internet, the number of netizens is increasing. The emerging B2C e-commerce platform shows the fierce competition in the e-commerce market. B2C e-commerce distribution is faced with the problems of high distribution cost, long time, and poor quality, which leads to the poor user experience of B2C online shopping and the lack of trust in e-commerce enterprises. This research mainly discusses the user experience evaluation of B2C e-commerce websites based on fuzzy information. First, the AHP analytic hierarchy process is used to construct a hierarchical evaluation system, and then, the two-by-two judgment matrix is compared to the index factors at all levels, and experts are invited to score the method to determine the weight of each index to test whether it meets the consistency requirements. Finally, the fuzzy comprehensive evaluation method is used to perform fuzzy conversion of the original weight, and the membership degree set of the user experience evaluation factors is given, and the fuzzy comprehensive calculation result of the B2C website performance level is calculated. By combining in-depth interviews with website users and questionnaire surveys to analyze the behavioral characteristics of user information navigation, summarize the demand list for product search, product selection, product comparison, and product detail page browsing, and provide a reference for the design and development of information navigation. Calculating the decision model, mainly using fuzzy calculation, calculate the foreground value under each attribute and get the comprehensive foreground value. By comparing with the decision-making behavior model constructed by expected utility theory, it is found that the behavioral decision-making model constructed in this paper based on prospect theory can be closer to the actual situation. In this study, the satisfaction with the function provided reached 68 points, the emotional response 66 points, the aesthetic response 70 points, and the information construction 64 points. Through empirical research, the key factors affecting user satisfaction of B2C e-commerce logistics distribution are summarized, and a B2C e-commerce logistics distribution evaluation system based on user experience is established. This research will provide methods and ideas for the research on user experience design of e-commerce websites and the research and development of related network products. The article helps to draw out the countermeasures and suggestions for the development of the current B2C e-commerce logistics distribution.
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Dissertations / Theses on the topic "Information systems user experience design and development"

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Fabik, Lukáš. "Návrh informačního systému." Master's thesis, Vysoké učení technické v Brně. Fakulta podnikatelská, 2014. http://www.nusl.cz/ntk/nusl-224340.

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This thesis deals with methods of project management, including the evaluation and designing of a custom solution for small development teams with frequent teleworking. The thesis also compares the particular difference between classical predictive and agile software development methods. Based on a theoretical background and current state analysis, the purpose of this work is to design a new information system, which should serve as a SaaS solution, and describe its implementation by the proposed method.
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Huťka, Matúš. "Návrh informačního systému." Master's thesis, Vysoké učení technické v Brně. Fakulta podnikatelská, 2020. http://www.nusl.cz/ntk/nusl-417647.

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The object of my master’s thesis is the analysis and design of an information system for the company SAP ČR spol. s r.o., which will facilitate the process of monitoring the development of Fiori applications. The work contains a theoretical background, as a basis for processing analyses that are focused on the user. The following is the design of the information system, which helps to improve the company's internal processes.
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Jönsson, Frida, and Mihir Chouhan. "User Experience Design on Online Newspapers : A study of how the user experience design of self-financed Swedish online newspaper is." Thesis, Tekniska Högskolan, Högskolan i Jönköping, JTH, Datateknik och informatik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-43622.

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In this paper the study has audited the user experience design of the two self-financed Swedish online newspaper Aftonbladet and Jnytt. The eleven participants were in the ages of eighteen and twenty-six and had no earlier expertise in web development, due to one exception where a participant had taken a short web design course during a couple of weeks. The importance of having participants without earlier knowledge in web development was to make sure the user experience tested on the online newspaper were applicable to people who might use the site regularly without knowing the basics of building a website. The purpose of the study were to investigate if online newspaper had a good structured and whether or not they create a good user experience. Earlier studies of user experience design on online newspaper is limited and therefore this study will contribute with more research within the field. It is not accurate to generalize this study for all self-financed Swedish online newspapers since only two have been compared due to the lack of time, which is a limitation in this study. The study was executed with a usability test where participants were asked to fulfill tasks on the two sites and say what they were thinking out loud, supported with a short questionnaire and a semi-structured interview. The questionnaire was to make sure the participants were potential end-users and the semi-structured interview gave more clarity to the test as well as gave an insight of their first impression and preferences. The study gave a result showing that neither the sites had fully potential user experience design in focus and could be improved. However, Jnytt was the preferred online newspaper over Aftonbladet in terms of being less cluttered, more thoughtful placements of ads, a working search function and better color scheme. Some new findings were made on Aftonbladet where the search function did not work as planned, which annoyed most participants who came across the issue. When asked if the participant would consider visiting the online newspaper more often if there would be major changes to online newspaper over all, some of them said they thought it would as the experience would be more pleasant while some participant had other reasons to not visit the page, such as their lack of interests for news, and therefore do not believe that the web design and a better experience would affect it.
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Holm, Anders, and Kullström Christoffer Sundberg. "User Responsive User Experience Design: Building a Conceptual Framework." Thesis, Högskolan i Borås, Akademin för bibliotek, information, pedagogik och IT, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-1036.

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To a large extent, business-customer interactions are acted out on digital meeting places. When the possibilities for businesses to engage in face-to-face interactions decrease, relationship building and customer service becomes more of a challenge. Digital services are easily duplicated by competitors and with standardization of interfaces and products, customers tend to switch more frequently between providers. One area where the creation and maintenance of loyal customers appears to be highly relevant is the domain of e-banking. Studies have shown that by personalizing the experience for the user, customer loyalty can be enhanced. Existing methods of interface adaptation shifts the responsibility for the resulting user experience design from the designer to either the user or the system. However, research shows that handing over responsibility for the design to the user can damage the user experience. Furthermore, we argue that as long as computers cannot translate the meaning of what a human communicates, and understand the motivation that lies behind her actions, human designers and researchers need to own the responsibility for designing user experiences. Responsive web design differ from the concept of user responsiveness in the way that it is not truly responsive to the user but to the technical device that is used. Following a design science research methodology, this paper presents the development of a conceptual framework for user responsive user experience design (URUXD) that aims to strengthen the bond between user and provider by enabling a more relevant and personalized user experience. The conceptual framework introduces a way to design user responsive information systems that could be useful in domains where the user audience is large and diverse, as in the case of e-banking. A personalized user experience is enabled by transcending the current use of personas as design tools to also involve them in categorizing real-time users through the use of personas as mapping tools. Multiple persona sets are incorporated in the framework which gives the user experience designer the possibility of designing a holistic user experience for each persona set. The framework thus enables the incorporation of multiple GUI designs in an information system that is user responsive, without the risk of violating usability principles.
Interaktionen mellan företag och kund sker nuförtiden oftast på digitala mötesplatser. När möjligheten för företag att träffa kunden öga mot öga minskar blir det en utmaning att skapa nära affärsrelationer och förmedla bra kundservice. Med konkurrenter som enkelt kopierar digitala tjänster och med en standardisering av gränssnitt och tjänster tenderar kunder att oftare byta leverantör. Inom e-banking framstår därför skapande och upprätthållande av lojala kunder som högst relevant. Genom att personifiera användarupplevelsen kan kundlojaliteten förbättras. Befintliga metoder för gränssnittsadaption lämnar över ansvaret för den resulterande designen från designern till antingen användaren eller systemet. Men, om ansvaret för designen tilldelas användaren kan resultatet bli i en skadad användarupplevelse. Så länge datorer inte kan översätta meningen bakom vad en människa kommunicerar eller skapa en förståelse för en användares bakomliggande motivation till varför hen utför handlingar, måste mänskliga designers inneha ansvaret för designen av användarupplevelsen. Vidare skiljer sig responsiv webbdesign från konceptet användarresponsivitet i meningen att responsiv webbdesign inte är direkt responsiv mot användaren utan snarare mot den tekniska apparat som används. Genom att följa en design science forskningsmetodik utvecklades ett konceptuellt ramverk för design av användarresponsiva användarupplevelser (user responsive user experience design (URUXD)). Målet var att stärka bandet mellan användare och leverantör genom att möjliggöra en mer relevant och personifierad användarupplevelse. Det konceptuella ramverket introducerar ett sätt att designa användarresponsiva informationssystem vilket kan vara användbart i domäner där användargruppen är stor och heterogen, vilket är fallet för e-banking. En personifierad användarupplevelse möjliggörs genom att utöka det befintliga användningsområdet för designverktyget personas till att även inkludera dem som mappningssverktyg för att kategorisera användare i realtid. Multipla persona sets införlivas i ramverket vilket skapar möjlighet för designern att skapa en holistisk användarupplevelse för varje enskilt persona set. Det konceptuella ramverket möjliggör därigenom för multipla gränssnittdesigns för ett informationssystem som därmed blir användarresponsivt, utan att underminera principer för användbarhet.
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Bahlenberg, Robin, and Xing Yan. "Anthropomorphic design and anticipated user experience : A two-step provocational design study of the user experience of smart anthropomorphic products." Thesis, Umeå universitet, Institutionen för informatik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-161105.

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We often see anthropomorphic designs in movies as highly intelligent robots, created to make our lives easier, but anthropomorphic is far more common than that. From cameras that look like eyes to face and voice recognition technology and avatars used by companies to support their brands. Despite this, relatively little research has been made about anthropomorphism in smart everyday products, and how that affects the anticipated user experience. Two provocative studies were conducted, where the participants provided their first impressions to picture prototypes. This generated an understanding of the general opinion of anthropomorphic designs, and when added a smart daily product. These studies showed that people are open to the idea of anthropomorphic designs, but the practicality and functionality are crucial. Through identification of multiple themes and thorough analysis, this study can serve as a blueprint to aid future studies about the anticipated user experience of smart daily products with anthropomorphic elements.
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Chawana, Trevor Ngonidzashe. "Optimising the user experience design process for timeous systems development : a South African case study." Diss., University of Pretoria, 2020. http://hdl.handle.net/2263/80180.

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User Experience (UX) design is the process of creating products that adequately meet users’ needs and result in user satisfaction. In the context of software development, the application of UX design practices has been linked to increased profitability in organisations. Despite the financial benefit organisations stand to gain by adopting UX design practices, previous studies have revealed a low rate of adoption. One key source of resistance to the adoption UX design practices is the perception that adding new steps to an organisation’s software development process would prolong delivery timelines unnecessarily. Such resistance is compounded by the fact that a high proportion of software development projects already exceed their planned durations. The question therefore arises on how the UX design process can be optimised so that it has the least amount of impact on the speed of delivering software. It is this very question that this study answers. In this study, the UX design processes from four case study organisations and six prominent international UX design approaches were reviewed and analysed. From these analyses, commonalities and optimisation opportunities were identified for each process, then synthesised into a proposed framework. This study’s contribution to the Human-Computer Interaction body of knowledge is the proposed Graduated UX Design Adoption (gUXa) framework. The Innovation Resistance Theory (IRT) was used to explain the ability of the gUXa framework to reduce the barrier to UX process adoption due to its potential to optimise the design process for timeous systems development.
Dissertation (MCom)--University of Pretoria, 2020.
Informatics
MCom
Unrestricted
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Bergström, Emil. "Exploring User Experience designers experiences working with Machine Learning." Thesis, Högskolan i Halmstad, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-44633.

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The user experience (UX) design practice (c.m.p interaction design practice) has started to make profound changes in designing intelligent digital services using Machine Learning (ML) to enhance the UX. ML has the capability to enhance the user’s experience, for example, facilitating more accurate decisions or improving efficiency in achieving one's goals. However, research suggests that ML is a challenging design material in design practice, such as not envisioning the best-suited solution because of not comprehending data dependency when prototyping or the lack of tools and methods for evaluating the solution. Without a doubt, ML opens new doors for UX designers to be creative in their practice. However, research indicates that lack of knowledge transfer into UX design practice may hamper this potential. This paper explores how UX designers experience ML. The findings resulted in 5 experiences: 1) Absence of competence, 2) Lack of incentive for competence development, 3) Challenging articulating design criteria, 4) Mature vs. Immature customers, 5) Lack of support for ethical concerns. I discuss the implications of these findings and propose how we can understand UX design practice and opportunities for additional design research to support designers working with ML.
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Dillon, Andrew, John Richardson, and Cliff McKnight. "Institutionalising human factors in the design process: the ADONIS experience." London: Taylor and Francis, 1991. http://hdl.handle.net/10150/105848.

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This item is not the definitive copy. Please use the following citation when referencing this material: Dillon, A., Richardson, J. and McKnight, C. (1991) Institutionalizing Human Factors in the design process: the ADONIS Experience. Contemporary Ergonomics '91, London: Taylor and Francis, 421-426. Abstract: The ADONIS workstation was an experimental document delivery system developed to facilitate retrieval and printing of CD-ROM stored articles. Although primarily aimed at the document supply industry, its potential application in libraries and research environments with end users was recognised. Hence, the present authors were asked to assess the system ergonomically from this perspective, and the outcomes of this assessment form the basis of this paper. It was clear that the design of the system ignored many formal ergonomic considerations. Subsequent user evaluations of the interface highlighted several potentially serious problems and cast doubt on the usability of the system in the end-user domain. A follow-up study of actual usage rates during field-testing of the product confirmed the findings of the initial evaluation and also indicated that some of the very first design decisions (e.g., regarding the choice of journal titles included), which proved detrimental to the system's acceptance, might have been very different if human factors considerations had been taken into account. The present paper describes the system and the problems highlighted by the human factors practitioners as well as discussing the pitfalls that could have been avoided by earlier involvement. The potential role of human factors in early design of such products is emphasised.
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Ntsham, Xolile. "Information flows in the social development grant process: a user experience perspective." Thesis, Cape Peninsula University of Technology, 2014. http://hdl.handle.net/20.500.11838/1390.

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Thesis submitted in fulfilment of the requirements for the degree Master of Technology: Information Technology in the Faculty of Informatics and design at the Cape Peninsula University of Technology 2014
This study focuses on information flows in the social grant process from a user experience perspective. The study was conducted with the South African Social Security Agency (SASSA), which is responsible for the administration and distribution of social grants to underprivileged citizens. Social grants help poor citizens to attain equitable income on a monthly basis. Grants play an increasingly important role in reducing poverty and inequality in South Africa, but are also subject to challenges like dependency, mismanagement and corruption. Information flow within SASSA is essential for the coordination of the grant process. The success of administering any social grant process depends largely on efficient communication practices and stable information technology. Communication among grant users requires the transfer of relevant information from its point of inception to the next point(s) of use. Government departments are transposing their paper-based systems into digital systems, which pose new implications for grant administration, however. Accordingly, the use of electronic services in government should mean faster information flow and, thus, more effective service delivery. The literature reveals, however, that non-technical aspects like user experience (UX) are essential in designing meaningful e-government systems. With a focus on user experience, this study uncovers the problems that SASSA and grant users face in the grant process and works toward possible solutions to resolve these problems. This research lays an important foundation in terms of gaining a better understanding of information flows, e-government, and user experiences in the grant process. This research is exploratory in nature and adopts a qualitative interpretivist approach. To gain a deeper understanding of the perspectives and experiences of grant users, the researcher employed the „Institutionalise User Experience in Government‟ (IUXG) methodology. The study targeted individuals that had knowledge of the social grants. A purposive sampling technique was used to select the research participants. Furthermore, the researcher adopted a thematic analysis method to code and analyse data. The findings of this study revealed the centrality of user experience in the grant process, notably in terms of the many challenges associated with information flow. The findings also revealed that factors such as social grant awareness, availability and use of information technology, digital divide, and grant accessibility bring enormous impact on grant processes and service delivery. The study contributes a landscape model for depicting the information flows in processing grants, and develops a broader understanding of how technology can help users to better disburse, access, and utilise grants. The study also informs e- government practitioners about the design and implementation of user-centred design with emphasis on information flows. Key Words: Information flows, social grants, e-government, and user experience.
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Göransson, Bengt. "User-Centred Systems Design : Designing Usable Interactive Systems in Practice." Doctoral thesis, Uppsala University, Department of Information Technology, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-4273.

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Have you ever been frustrated with that IT system at work that does not behave the way you expect it to? Or had problems with using the features on your new mobile phone? When systems and appliances do not support us in what we are doing, and do not behave the way we expect them to, then usability is neglected. Poor usability may be frustrating and irritating when trying out your mobile phone, but in a critical work situation poor usability may be disastrous.

In this thesis, user-centred systems design (UCSD) is advocated as an approach for facilitating the development of usable interactive systems. Systems that suit their intended use and users do not just “emerge”. They are the result of a UCSD process and a user-centred attitude during the development. This means in short that the real users and their needs, goals, context of use, abilities and limitations, drive the development – in contrast to technology-driven development. We define UCSD as: a process focusing on usability throughout the entire development process and further throughout the system life cycle. I argue that this definition along with a set of key principles do help organisations and individual projects in the process of developing usable interactive systems. The key principles include the necessity of having an explicit focus on users and making sure that users are actively involved in the process.

The thesis provides knowledge and insights gained from real-life situations about what UCSD is and how it can be put into practice. The most significant results are: the proposal of a clear definition of UCSD and a set of key principles encompassing UCSD; a process for usability design and the usability designer role. Furthermore, design cases from different domains are provided as examples and illustrations.

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Books on the topic "Information systems user experience design and development"

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User-centered information design for improved software usability. Boston: Artech House, 1998.

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Samuli, Pekkola, and SpringerLink (Online service), eds. Reframing Humans in Information Systems Development. London: Springer-Verlag London Limited, 2011.

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Usability of complex information systems: Evaluation of user interaction. Boca Raton: Taylor & Francis, 2011.

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Digital experience design: Ideas, industries, interaction. Bristol, UK: Intellect, 2008.

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Rosenbaum, Sarah. Improving the user experience of evidence: A design approach to evidence-informed health care. Oslo: AHO, Oslo School of Architecture and Design, 2010.

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Rau, P. L. Patrick. Internationalization, Design and Global Development: 4th International Conference, IDGD 2011, Held as part of HCI International 2011, Orlando, FL, USA, July 9-14, 2011. Proceedings. Berlin, Heidelberg: Springer-Verlag GmbH Berlin Heidelberg, 2011.

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service), SpringerLink (Online, ed. Design, User Experience, and Usability. Theory, Methods, Tools and Practice: First International Conference, DUXU 2011, Held as Part of HCI International 2011, Orlando, FL, USA, July 9-14, 2011, Proceedings, Part I. Berlin, Heidelberg: Springer-Verlag GmbH Berlin Heidelberg, 2011.

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service), SpringerLink (Online, ed. Design, User Experience, and Usability. Theory, Methods, Tools and Practice: First International Conference, DUXU 2011, Held as Part of HCI International 2011, Orlando, FL, USA, July 9-14, 2011, Proceedings, Part II. Berlin, Heidelberg: Springer-Verlag GmbH Berlin Heidelberg, 2011.

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service), SpringerLink (Online, ed. Next-Generation Business Intelligence Software with Silverlight 3. Berkeley, CA: Apress, 2010.

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Pinelli, Thomas E. NASA/DoD aerospace knowledge diffusion research project. [Washington, DC]: National Aeronautics and Space Administration, 1994.

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Book chapters on the topic "Information systems user experience design and development"

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Oura, Fuko, Takeo Ainoya, and Keiko Kasamatsu. "A Study on Design Process Model Based on User Experience - Development for the Concept of Service for Vision-Impaired People." In Human Interface and the Management of Information. Information in Intelligent Systems, 523–33. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-22649-7_42.

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Beynon-Davies, Paul. "User Interface Design." In Information Systems Development, 224–31. London: Macmillan Education UK, 1998. http://dx.doi.org/10.1007/978-1-349-14931-5_23.

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Jain, Shubham, Thomas Schweiss, Simon Bender, and Dirk Werth. "Omnichannel Retail Customer Experience with Mixed-Reality Shopping Assistant Systems." In Advances in Visual Computing, 504–17. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-90439-5_40.

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AbstractMixed reality has been identified as one of the technologies that can be deployed in omnichannel retail to improve the customer shopping experience. The article presents a mixed reality based digital shopping assistant which aims to provide retail customers with a holistic shopping experience. Design science research methodology is used to develop this physical artifact that comprises of assisting elements: product information, reviews, recommendations and a buy button. A study was conducted with two different head-mounted displays (Microsoft HoloLens and HoloLens 2) where 29 participants evaluated the proposed physical artifact and brings out the relationship between shopping experience constructs that constitutes a modern omnichannel retail customer experience. Results show a positive attitude of customers towards the technology. Differences between the two-head mounted displays were observed in terms of perceived privacy issues. Technology adoption, enjoyment and security beliefs of the customers are observed to have a significant effect on the user’s intention to use the technology. The results also reveal that a customer’s perceived convenience, perceived service quality, attitude towards the retailer and the word of mouth are affected significantly by their intention to use the technology. These results, along with qualitative comments from the participants are used to extract research, development and deployment implications for future iterations of shopping assistant systems based on mixed reality.
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Vasconcelos, Luis A., Felipe Breyer, Bernardo Reis, Aline Silveira, Daniela Falcone, Judith Kelner, and Ubiratan Carmo. "Designing Information for Mediated Reality Systems." In Design, User Experience, and Usability. User Experience Design for Diverse Interaction Platforms and Environments, 647–58. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-07626-3_61.

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Coleti, Thiago Adriano, Marcelo Morandini, and Pedro Luiz Pizzigatti Correa. "A Survey for Monitoring the Users’ Profile and Information Technology Needs in Biodiversity Information Systems." In Design, User Experience, and Usability: Novel User Experiences, 549–59. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-40355-7_52.

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Iivari, Juhani, and Netta Iivari. "Design Science Research for User-Centeredness." In Reframing Humans in Information Systems Development, 173–80. London: Springer London, 2010. http://dx.doi.org/10.1007/978-1-84996-347-3_10.

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Roos, Vera, and Darelle van Greunen. "Yabelana: Designing and Introducing an Age-Inclusive and Context-Specific Information and Communication (ICT) Ecosystem." In Age-Inclusive ICT Innovation for Service Delivery in South Africa, 205–25. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-94606-7_8.

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AbstractRapid developments in technological applications present as yet underexplored opportunities to assist with the impact of population ageing and limited resources. We adopted a sociotechnical paradigm—interlinking the social and technological—to inform the design and introduction, in four phases, of Yabelana (‘sharing of information’), an age-inclusive and context-specific ICT ecosystem. First, drawing on data from the we-DELIVER research project, we defined the situatedness of a cohort of older participants, their needs and preferences in relation to cell phone technology and social systems (intergenerational relations) facilitating their ICT use. Second, the three-part development of the ICT ecosystem was approached pragmatically. Third, to introduce the Yabelana app and USSD code we involved student fieldworkers familiar with the language and culture of the participants. Fourth, the process of collecting, analysing and reporting the fieldworkers’ reflections and older individuals’ experiences informed recommendations for further improvements of Yabelana and of technology artefacts. We conclude that a user-centred and bottom-up approach is not a quick fix for promoting age-inclusiveness in technology. Rather, ICT use is the outcome of a complex combination of older users’ dynamic involvement with technology, their diverse needs and preferences, facilitating social systems (e.g. intergenerational), and broader sociocultural contexts.
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Lang, Michael. "Reconciling Usability and Security: Interaction Design Guidance and Practices for On-Line User Authentication." In Information Systems Development, 397–416. New York, NY: Springer New York, 2011. http://dx.doi.org/10.1007/978-1-4419-9790-6_32.

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Buono, P., and A. L. Simeone. "An Experience About User Involvement for Successful Design." In Information Systems: People, Organizations, Institutions, and Technologies, 503–10. Heidelberg: Physica-Verlag HD, 2009. http://dx.doi.org/10.1007/978-3-7908-2148-2_58.

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Seo, Sang-Duck. "Development of Instructional Model App Design for User Experience." In Communications in Computer and Information Science, 284–92. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-23525-3_37.

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Conference papers on the topic "Information systems user experience design and development"

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Wang, Keqin, Yao Gong, and Fengjun Wu. "Design and Development of Robot BBS Forum Based on User Experience Theory." In 2018 5th International Conference on Systems and Informatics (ICSAI). IEEE, 2018. http://dx.doi.org/10.1109/icsai.2018.8599310.

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Ćukušić, Maja. "THE CASE FOR A COUPLED USER-ORIENTED PROCESS (RE)DESIGN AND INFORMATION SYSTEMS DEVELOPMENT." In Fourth International Scientific Conference ITEMA Recent Advances in Information Technology, Tourism, Economics, Management and Agriculture. Association of Economists and Managers of the Balkans, Belgrade, Serbia, 2020. http://dx.doi.org/10.31410/itema.s.p.2020.15.

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The paper synthesises studies of two specific conceptual models from a rather wide area of user-oriented process (re)design and the development of related, modern information systems based on smart technologies. Further, it proposes a new approach for coupling (1) a methodology for convergent customer experience management and business process management, with (2) a framework for user-oriented data-driven information systems development. It also analyses the implications and conditions for its implementation in private and public organisations.
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Chen, Yifan, Basavaraj Tonshal, Pramita Mitra, Craig Simonds, and Paul Aldighieri. "A Novel Approach to the Design and Development of an Interactive Learning App for Automotive IVI Systems." In ASME 2015 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2015. http://dx.doi.org/10.1115/detc2015-47906.

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Since its launch Ford SYNC™ with MyFord Touch™ in-vehicle infotainment (IVI) system has migrated to many vehicle programs and had multiple software updates, which presented Ford dealers with the ever-increasing challenge of training new owners effectively and efficiently. This paper presents the design, architecture and implementation of “MyFord Touch Guide”, a novel, cross-platform mobile app that delivers a unique MyFord Touch learning and familiarization experience for dealers and consumers alike. This app incorporates the production MyFord Touch graphical user interface for an interactive learning experience. Additionally, it integrates a host of video tutorials featuring a computer-animated character, which offers an insightful, personalized and self-guided tour experience of the essential features and functions of the system. MyFord Touch Guide is a cross-platform app and based on a “hybrid” app architecture that uses both native mobile and web technologies. Feedback gathered from multiple nation-wide surveys indicates that the proposed approach provides a highly effective and scalable solution towards developing a diverse range of cross-platform, interactive, mobile learning apps.
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Shi, Yuan, Wenhui Huang, Federico Cheli, Monica Bordegoni, and Giandomenico Caruso. "Do Autonomous Vehicle Driving Styles Affect User State?: A Preliminary Investigation." In ASME 2019 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2019. http://dx.doi.org/10.1115/detc2019-98186.

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Abstract A bursting number of achievements in the autonomous vehicle industry have been obtained during the past decades. Various systems have been developed to make automated driving possible. Due to the algorithm used in the autonomous vehicle system, the performance of the vehicle differs from one to another. However, very few studies have given insight into the influence caused by implementing different algorithms from a human factors point of view. Two systems based on two algorithms with different characteristics are utilized to generate the two driving styles of the autonomous vehicle, which are implemented into a driving simulator in order to create the autonomous driving experience. User’s skin conductance (SC) data, which enables the evaluation of user’s cognitive workload and mental stress were recorded and analyzed. Subjective measures were applied by filling out Swedish occupational fatigue inventory (SOFI-20) to get a user self-reporting perspective view of their behavior changes along with the experiments. The results showed that human’s states were affected by the driving styles of different autonomous systems, especially in the period of speed variation. By analyzing users’ self-assessment data, a correlation was observed between the user “Sleepiness” and the driving style of the autonomous vehicle. These results would be meaningful for the future development of the autonomous vehicle systems, in terms of balancing the performance of the vehicle and user’s experience.
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Lim, Theodore, James Ritchie, and Craig Fletcher. "From Gameplay Experience to Haptic-Aided Process Planning." In ASME 2015 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2015. http://dx.doi.org/10.1115/detc2015-46500.

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Process planning incorporating material removal is a critical phase in the realization of a product between design and manufacture where all the decisions are made and documented with regard to how the product is going to be manufactured. Any decisions at this point can have a major impact on final cost and quality. While computer-aided process planning (CAPP) systems are widely available, evidence suggests that they are unable to meet users’ expectations sufficiently as indicated by their low commercial uptake. This research investigated the reasons why and defined a systematic approach for the cross platform evaluation of process planning systems with regard to their usability. A haptic-based virtual reality process planning was benchmarked against traditional process planning, enabling the development of a reproducible usability evaluation for CAPP systems. A method inspired from assessing game immersion was implemented to determine the users’ subjective perceptions of the two systems whilst objective data was gathered to capture unbiased comparative information and quantify any differences. A SWOT analysis was also carried out in order to obtain a deeper understanding of any issues found. Results showed that the haptic system was perceived to provide a more user friendly and intuitive interface compared to traditional process planning, particularly for novice process planners. Additionally, all users exhibited less cognitive load overall when using haptics.
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C´atic´, Amer, and Petter Andersson. "Manufacturing Experience in a Design Context Enabled by a Service Oriented PLM Architecture." In ASME 2008 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2008. http://dx.doi.org/10.1115/detc2008-49858.

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An increased competition on the product development market pushes the industry to continually improve product quality and reduce product cost. There is also a trend towards considering a products life cycle aspects including environmental sustainability. The manufacturing process is a major cost driver in the product life cycle; hence, there are many initiatives to improve manufacturability and reduce production cost. Learning from earlier projects is essential to avoid recurrence of problems and is generally realized through use of concurrent engineering and design for manufacturing (DFM). Other research provides general DFM principles which state detailed guidelines for how different geometries combined with different manufacturing processes affect component quality and cost. The real competitive edge lies however in the development and application of company specific DFM principles that are based on manufacturing experiences. To do so requires an overview of and access to the collected manufacturing experiences. The aim of this paper is to point out key enablers for efficient reuse of manufacturing experience, which is considered to contribute to lower product cost and higher product quality. A study performed at an automotive and at an aerospace engine manufacturer pointed out the apparent need and lack of reuse of manufacturing experiences in product development. Applications supporting reuse of manufacturing experience through embedded DFM knowledge in designer’s CAD system were found in the literature. The issue of integrating these applications with the enterprise environment, in order to capitalize on existing sources of manufacturing experience, is addressed with a proposed solution applying a service oriented PLM architecture. In addition, a graphical user interface visualizing the manufacturing experience in a combined product and process context was developed. The validation of these proposed and developed solutions was done through interviews and workshops. The conclusions are that visualization of manufacturing experiences in a combined product and process context provides improved understanding of how the experiences relate to each process history and that a key enabler for integration of information in heterogeneous environments is the use of standard service oriented architectures and neutral formats.
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Kim, Euiyoung, Jaewoo Chung, Sara Beckman, and Alice M. Agogino. "Design Roadmapping: A Framework and Case Study of Planning Development of High-Tech Products in Silicon Valley." In ASME 2016 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2016. http://dx.doi.org/10.1115/detc2016-59392.

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We propose a framework for Design Roadmapping that parallels existing product roadmapping and technology roadmapping processes. It leverages three needs we have observed in organizations as they use existing roadmapping processes: (1) to focus on development of customer and user experiences, not just on features; (2) to increase engagement of designers early in the planning process; and (3) to provide a means for rapidly responding to changes in the environment. Design Roadmapping is an attempt to reconcile differences that arise when customer/user needs are not considered simultaneously with technology choices. The proposed Design Roadmapping process assists project prioritization and selection. The process aggregates design experience elements along a timeline that associates key user needs with the products, services and/or systems the organization wishes to deliver. To illustrate the Design Roadmapping process, we conducted a case study in which we applied the Design Roadmapping process to projects undertaken by a large corporation’s innovation lab located in research centers in San Francisco and Mountain View, California, in partnership with corporate stakeholders located in Asia. The five-step Design Roadmapping procedure is provided along with detailed information. The decisions from the Design Roadmapping process have been incorporated into the company’s commercial plans. Key findings in this corporate case study bolster the positive impact of the Design Roadmapping in moving strategic thinking from a technology/feature-driven process to one that is design/experience-driven. It shows how firms might weigh choices between user needs, design principles and technological innovation.
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Aziz, El-Sayed, and C. Chassapis. "An Intelligent Design System for Agile Design and Manufacturing of Mechanical Transmission Systems." In ASME 2003 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2003. http://dx.doi.org/10.1115/detc2003/ptg-48050.

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Product development is a process with complicated procedures, which incorporate many aspects of knowledge, experience and teamwork. Specifically, mechanical system design requires an iterative process to determine the desired component design parameters that would satisfy kinematic, performance and manufacturability requirements, which would result in an efficient and reliable operation of speed reduction units. This article describes an approach towards the development of intelligent design support environments for mechanical transmission systems, along with implementation details of a distributed knowledge-based gearing design and manufacturing system that is deployed over the Internet. The system embodies the various tasks of the design process, with modules that address: performance evaluation, process optimization, manufacturability analysis, and provides reasoning and decision-making capabilities for reducing the time between gear tooth creation, detailed design and final production. This methodology is highly desirable in that it is able to simulate real working conditions, evaluate and optimize the design effectively, prevent designers from time-consuming iterations and reduce long and expensive test phases. In an application example relating to process design of a forged gearing system, once a successful power rating is achieved within the design environment through FEA based techniques, the system automatically feeds input parameters into the manufacturing module which carries out all process design and planning stages. Estimation of the number of preforming stages, generation of detail die drawings, and forging load and energy requirements are calculated based on available material design databases, knowledge-based rules and feature-level calculations. Utilization of the World Wide Web, as a medium for the implementation of gear design and its agile manufacturing over the Internet is also being demonstrated. A combination of HTML, JavaScript, VRML, CGI Script and C++ based procedures is used to bring this capability to users distributed anywhere in the world. With the above developments, the problems of experience and expertise for the designers are overcome and unexpected design iterations that cause wastage of engineering time and effort, are avoided. The environment can be easily enhanced with other types of gearing systems.
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Cao, Jean, Hao Jiang, Jiangjingjing Xu, Yu Hong, and Tiantian Li. "Age-friendly Digital Express Service Experience Design Framework." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1001998.

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The rapid development and popularization of logistics digitalization in China risks excluding the elderly who often find it hard to use digital express services due to the lack of digital knowledge and physical impairment. Design for an ageing population has become an essential social requirement. Through desk research, observation, interviews and thematic analysis, this paper provides insights into the physical and psychological barriers of elderly users in digital express service scenarios. It examines user needs from the dimensions of five barriers: perception, physical, mobility, cognitive, and psychological. This study puts forward the design strategy and experience framework model of age-friendly express services from service process, space design, hardware design, interaction design and emotional durability design. We improve service acceptance, emotional satisfaction by enhancing information recognizability, understandability, operation convenience and spatial accessibility. The optimized service system proposes a new service experience for the Cainiao Post to improve the satisfaction of elderly users.
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Baalsrud Hauge, Jannicke M., Ioana Andreea Stănescu, Maira B. Carvalho, Antoniu Stefan, Marian Banica, and Theodore Lim. "Integrating Gamification in Mechanical Engineering Systems to Support Knowledge Processes." In ASME 2015 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2015. http://dx.doi.org/10.1115/detc2015-47695.

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Rapid technological changes have a large influence in the field of engineering systems. However, just being fast is not sufficient; additionally, the system has to be user-friendly, flexible and cost effective. Serious Games (SG), as fast-paced, immersive, interactive media, have not only become popular in various learning and training environments, including engineering, but there are also several examples on how game-based mechanisms can be used to enhance User Experience (UX) and performance. So far, gamification of Mechanical Engineering Systems (MES) have not reached their full potential, due to the fact that gamification efforts are costly, time consuming to develop, and require the constant involvement of MES developers even for small changes. Furthermore, its adaption to MES requires specific knowledge in game design and development. Thus, as demand for user friendlier, intuitive interfaces increases, there is also a need for support tools that enable access to design and development of gamification mechanisms for non-SG professionals. In this context, the authors discuss the creation of a library of User Interface (UI) automation tools that enables gamification and through which tutors can create interactive learning scenarios to guide users through the functionalities of engineering systems. Such tools have the potential to support knowledge processes, respectively knowledge experiencing, conceptualizing, analyzing and applying, in engineering environments.
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Reports on the topic "Information systems user experience design and development"

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Modlo, Yevhenii O., Serhiy O. Semerikov, Stanislav L. Bondarevskyi, Stanislav T. Tolmachev, Oksana M. Markova, and Pavlo P. Nechypurenko. Methods of using mobile Internet devices in the formation of the general scientific component of bachelor in electromechanics competency in modeling of technical objects. [б. в.], February 2020. http://dx.doi.org/10.31812/123456789/3677.

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An analysis of the experience of professional training bachelors of electromechanics in Ukraine and abroad made it possible to determine that one of the leading trends in its modernization is the synergistic integration of various engineering branches (mechanical, electrical, electronic engineering and automation) in mechatronics for the purpose of design, manufacture, operation and maintenance electromechanical equipment. Teaching mechatronics provides for the meaningful integration of various disciplines of professional and practical training bachelors of electromechanics based on the concept of modeling and technological integration of various organizational forms and teaching methods based on the concept of mobility. Within this approach, the leading learning tools of bachelors of electromechanics are mobile Internet devices (MID) – a multimedia mobile devices that provide wireless access to information and communication Internet services for collecting, organizing, storing, processing, transmitting, presenting all kinds of messages and data. The authors reveals the main possibilities of using MID in learning to ensure equal access to education, personalized learning, instant feedback and evaluating learning outcomes, mobile learning, productive use of time spent in classrooms, creating mobile learning communities, support situated learning, development of continuous seamless learning, ensuring the gap between formal and informal learning, minimize educational disruption in conflict and disaster areas, assist learners with disabilities, improve the quality of the communication and the management of institution, and maximize the cost-efficiency. Bachelor of electromechanics competency in modeling of technical objects is a personal and vocational ability, which includes a system of knowledge, skills, experience in learning and research activities on modeling mechatronic systems and a positive value attitude towards it; bachelor of electromechanics should be ready and able to use methods and software/hardware modeling tools for processes analyzes, systems synthesis, evaluating their reliability and effectiveness for solving practical problems in professional field. The competency structure of the bachelor of electromechanics in the modeling of technical objects is reflected in three groups of competencies: general scientific, general professional and specialized professional. The implementation of the technique of using MID in learning bachelors of electromechanics in modeling of technical objects is the appropriate methodic of using, the component of which is partial methods for using MID in the formation of the general scientific component of the bachelor of electromechanics competency in modeling of technical objects, are disclosed by example academic disciplines “Higher mathematics”, “Computers and programming”, “Engineering mechanics”, “Electrical machines”. The leading tools of formation of the general scientific component of bachelor in electromechanics competency in modeling of technical objects are augmented reality mobile tools (to visualize the objects’ structure and modeling results), mobile computer mathematical systems (universal tools used at all stages of modeling learning), cloud based spreadsheets (as modeling tools) and text editors (to make the program description of model), mobile computer-aided design systems (to create and view the physical properties of models of technical objects) and mobile communication tools (to organize a joint activity in modeling).
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Syrovatskyi, Oleksandr V., Serhiy O. Semerikov, Yevhenii O. Modlo, Yuliia V. Yechkalo, and Snizhana O. Zelinska. Augmented reality software design for educational purposes. [б. в.], December 2018. http://dx.doi.org/10.31812/123456789/2895.

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In the process of researching the problem of training future informatics teachers to use augmented reality technologies in education, the tasks were solved: 1) a historical and technological analysis of the experience of using augmented reality tools for developing interactive teaching materials was performed; 2) the software for the design of augmented reality tools for educational purposes is characterized and the technological requirements for the optional course “Development of virtual and augmented reality software” are defined; 3) separate components of an educational and methodical complex for designing virtual and augmented reality systems for future informatics teachers have been developed. У процесі дослідження проблеми професійної підготовки майбутніх учителів інформатики до використання технологій доповненої реальності в освіті розв’язані завдання: 1) виконано історико-технологічний аналіз досвіду застосування засобів доповненої реальності для розробки інтерактивних навчальних матеріалів; 2) схарактеризовано програмне забезпечення для проектування засобів доповненої реальності навчального призначення та визначено технологічні вимоги для факультативу «Розробка програмних засобів віртуальної та доповненої реальності»; 3) розроблено окремі складові навчально-методичного комплексу із проектування систем віртуальної та доповненої реальності для майбутніх учителів інформатики.
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3

Panchenko, Liubov F., and Ivan O. Muzyka. Analytical review of augmented reality MOOCs. [б. в.], February 2020. http://dx.doi.org/10.31812/123456789/3750.

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The aim of the article is to provide an analytical review of the content of massive open online courses about augmented reality and its use in education with the further intent to create a special course for the professional development system for the research and teaching personnel in postgraduate education. The object of research is massive open online courses. The subject of the study is the structure and content of augmented reality MOOCs which are offered by acclaimed providers of the world. The methods of research are: the analysis of publications on the problem; the analysis of MOOCs’ content, including observation; systematization and generalization of research information in order to design a special course about augmented reality for the system of professional training and retraining for educators in postgraduate education. The results of the research are the following: the content and program of specialized course “Augmented Reality as a Storytelling Tool” for the professional development of teachers. The purpose of the specialized course is to consider and discuss the possibilities of augmented reality as a new direction in the development of educational resources, to identify its benefits and constraints, as well as its components and the most appropriate tools for educators, to discuss the problems of teacher and student co-creation on the basis of the use of augmented reality, and to provide students with personal experience in designing their own stories and methodical tools in the form of augmented books and supplementary training aids with the help of modern digital services.
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4

Galili, Naftali, Roger P. Rohrbach, Itzhak Shmulevich, Yoram Fuchs, and Giora Zauberman. Non-Destructive Quality Sensing of High-Value Agricultural Commodities Through Response Analysis. United States Department of Agriculture, October 1994. http://dx.doi.org/10.32747/1994.7570549.bard.

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The objectives of this project were to develop nondestructive methods for detection of internal properties and firmness of fruits and vegetables. One method was based on a soft piezoelectric film transducer developed in the Technion, for analysis of fruit response to low-energy excitation. The second method was a dot-matrix piezoelectric transducer of North Carolina State University, developed for contact-pressure analysis of fruit during impact. Two research teams, one in Israel and the other in North Carolina, coordinated their research effort according to the specific objectives of the project, to develop and apply the two complementary methods for quality control of agricultural commodities. In Israel: An improved firmness testing system was developed and tested with tropical fruits. The new system included an instrumented fruit-bed of three flexible piezoelectric sensors and miniature electromagnetic hammers, which served as fruit support and low-energy excitation device, respectively. Resonant frequencies were detected for determination of firmness index. Two new acoustic parameters were developed for evaluation of fruit firmness and maturity: a dumping-ratio and a centeroid of the frequency response. Experiments were performed with avocado and mango fruits. The internal damping ratio, which may indicate fruit ripeness, increased monotonically with time, while resonant frequencies and firmness indices decreased with time. Fruit samples were tested daily by destructive penetration test. A fairy high correlation was found in tropical fruits between the penetration force and the new acoustic parameters; a lower correlation was found between this parameter and the conventional firmness index. Improved table-top firmness testing units, Firmalon, with data-logging system and on-line data analysis capacity have been built. The new device was used for the full-scale experiments in the next two years, ahead of the original program and BARD timetable. Close cooperation was initiated with local industry for development of both off-line and on-line sorting and quality control of more agricultural commodities. Firmalon units were produced and operated in major packaging houses in Israel, Belgium and Washington State, on mango and avocado, apples, pears, tomatoes, melons and some other fruits, to gain field experience with the new method. The accumulated experimental data from all these activities is still analyzed, to improve firmness sorting criteria and shelf-life predicting curves for the different fruits. The test program in commercial CA storage facilities in Washington State included seven apple varieties: Fuji, Braeburn, Gala, Granny Smith, Jonagold, Red Delicious, Golden Delicious, and D'Anjou pear variety. FI master-curves could be developed for the Braeburn, Gala, Granny Smith and Jonagold apples. These fruits showed a steady ripening process during the test period. Yet, more work should be conducted to reduce scattering of the data and to determine the confidence limits of the method. Nearly constant FI in Red Delicious and the fluctuations of FI in the Fuji apples should be re-examined. Three sets of experiment were performed with Flandria tomatoes. Despite the complex structure of the tomatoes, the acoustic method could be used for firmness evaluation and to follow the ripening evolution with time. Close agreement was achieved between the auction expert evaluation and that of the nondestructive acoustic test, where firmness index of 4.0 and more indicated grade-A tomatoes. More work is performed to refine the sorting algorithm and to develop a general ripening scale for automatic grading of tomatoes for the fresh fruit market. Galia melons were tested in Israel, in simulated export conditions. It was concluded that the Firmalon is capable of detecting the ripening of melons nondestructively, and sorted out the defective fruits from the export shipment. The cooperation with local industry resulted in development of automatic on-line prototype of the acoustic sensor, that may be incorporated with the export quality control system for melons. More interesting is the development of the remote firmness sensing method for sealed CA cool-rooms, where most of the full-year fruit yield in stored for off-season consumption. Hundreds of ripening monitor systems have been installed in major fruit storage facilities, and being evaluated now by the consumers. If successful, the new method may cause a major change in long-term fruit storage technology. More uses of the acoustic test method have been considered, for monitoring fruit maturity and harvest time, testing fruit samples or each individual fruit when entering the storage facilities, packaging house and auction, and in the supermarket. This approach may result in a full line of equipment for nondestructive quality control of fruits and vegetables, from the orchard or the greenhouse, through the entire sorting, grading and storage process, up to the consumer table. The developed technology offers a tool to determine the maturity of the fruits nondestructively by monitoring their acoustic response to mechanical impulse on the tree. A special device was built and preliminary tested in mango fruit. More development is needed to develop a portable, hand operated sensing method for this purpose. In North Carolina: Analysis method based on an Auto-Regressive (AR) model was developed for detecting the first resonance of fruit from their response to mechanical impulse. The algorithm included a routine that detects the first resonant frequency from as many sensors as possible. Experiments on Red Delicious apples were performed and their firmness was determined. The AR method allowed the detection of the first resonance. The method could be fast enough to be utilized in a real time sorting machine. Yet, further study is needed to look for improvement of the search algorithm of the methods. An impact contact-pressure measurement system and Neural Network (NN) identification method were developed to investigate the relationships between surface pressure distributions on selected fruits and their respective internal textural qualities. A piezoelectric dot-matrix pressure transducer was developed for the purpose of acquiring time-sampled pressure profiles during impact. The acquired data was transferred into a personal computer and accurate visualization of animated data were presented. Preliminary test with 10 apples has been performed. Measurement were made by the contact-pressure transducer in two different positions. Complementary measurements were made on the same apples by using the Firmalon and Magness Taylor (MT) testers. Three-layer neural network was designed. 2/3 of the contact-pressure data were used as training input data and corresponding MT data as training target data. The remaining data were used as NN checking data. Six samples randomly chosen from the ten measured samples and their corresponding Firmalon values were used as the NN training and target data, respectively. The remaining four samples' data were input to the NN. The NN results consistent with the Firmness Tester values. So, if more training data would be obtained, the output should be more accurate. In addition, the Firmness Tester values do not consistent with MT firmness tester values. The NN method developed in this study appears to be a useful tool to emulate the MT Firmness test results without destroying the apple samples. To get more accurate estimation of MT firmness a much larger training data set is required. When the larger sensitive area of the pressure sensor being developed in this project becomes available, the entire contact 'shape' will provide additional information and the neural network results would be more accurate. It has been shown that the impact information can be utilized in the determination of internal quality factors of fruit. Until now,
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5

Nosenko, Yuliya H., Maiia V. Popel, and Mariya P. Shyshkina. The state of the art and perspectives of using adaptive cloud-based learning systems in higher education pedagogical institutions (the scope of Ukraine). [б. в.], September 2019. http://dx.doi.org/10.31812/123456789/3246.

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The article deals with the problems of using adaptive cloud-based learning systems (ACLS) in the modern high-tech educational environment and expanding access to them as tools of educational and research activity at higher education pedagogical institutions in Ukraine. The conceptual apparatus of cloud-based adaptive learning systems application and design is considered; their main characteristics are revealed; the ways of their pedagogical application are described. The experience of Institute of Information Technologies and Learning Tools of NAES of Ukraine on designing and applying of the cloud-based learning and research environment is outlined. The results of the survey of 31 higher education pedagogical institutions on using ACLS are presented. It is established that in the near future ACLS will become the driving force behind the development of new pedagogy, new strategies for personalizing education, and expanding opportunities for active learning.
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6

McKenna, Patrick, and Mark Evans. Emergency Relief and complex service delivery: Towards better outcomes. Queensland University of Technology, June 2021. http://dx.doi.org/10.5204/rep.eprints.211133.

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Emergency Relief (ER) is a Department of Social Services (DSS) funded program, delivered by 197 community organisations (ER Providers) across Australia, to assist people facing a financial crisis with financial/material aid and referrals to other support programs. ER has been playing this important role in Australian communities since 1979. Without ER, more people living in Australia who experience a financial crisis might face further harm such as crippling debt or homelessness. The Emergency Relief National Coordination Group (NCG) was established in April 2020 at the start of the COVID-19 pandemic to advise the Minister for Families and Social Services on the implementation of ER. To inform its advice to the Minister, the NCG partnered with the Institute for Governance at the University of Canberra to conduct research to understand the issues and challenges faced by ER Providers and Service Users in local contexts across Australia. The research involved a desktop review of the existing literature on ER service provision, a large survey which all Commonwealth ER Providers were invited to participate in (and 122 responses were received), interviews with a purposive sample of 18 ER Providers, and the development of a program logic and theory of change for the Commonwealth ER program to assess progress. The surveys and interviews focussed on ER Provider perceptions of the strengths, weaknesses, future challenges, and areas of improvement for current ER provision. The trend of increasing case complexity, the effectiveness of ER service delivery models in achieving outcomes for Service Users, and the significance of volunteering in the sector were investigated. Separately, an evaluation of the performance of the NCG was conducted and a summary of the evaluation is provided as an appendix to this report. Several themes emerged from the review of the existing literature such as service delivery shortcomings in dealing with case complexity, the effectiveness of case management, and repeat requests for service. Interviews with ER workers and Service Users found that an uplift in workforce capability was required to deal with increasing case complexity, leading to recommendations for more training and service standards. Several service evaluations found that ER delivered with case management led to high Service User satisfaction, played an integral role in transforming the lives of people with complex needs, and lowered repeat requests for service. A large longitudinal quantitative study revealed that more time spent with participants substantially decreased the number of repeat requests for service; and, given that repeat requests for service can be an indicator of entrenched poverty, not accessing further services is likely to suggest improvement. The interviews identified the main strengths of ER to be the rapid response and flexible use of funds to stabilise crisis situations and connect people to other supports through strong local networks. Service Users trusted the system because of these strengths, and ER was often an access point to holistic support. There were three main weaknesses identified. First, funding contracts were too short and did not cover the full costs of the program—in particular, case management for complex cases. Second, many Service Users were dependent on ER which was inconsistent with the definition and intent of the program. Third, there was inconsistency in the level of service received by Service Users in different geographic locations. These weaknesses can be improved upon with a joined-up approach featuring co-design and collaborative governance, leading to the successful commissioning of social services. The survey confirmed that volunteers were significant for ER, making up 92% of all workers and 51% of all hours worked in respondent ER programs. Of the 122 respondents, volunteers amounted to 554 full-time equivalents, a contribution valued at $39.4 million. In total there were 8,316 volunteers working in the 122 respondent ER programs. The sector can support and upskill these volunteers (and employees in addition) by developing scalable training solutions such as online training modules, updating ER service standards, and engaging in collaborative learning arrangements where large and small ER Providers share resources. More engagement with peak bodies such as Volunteering Australia might also assist the sector to improve the focus on volunteer engagement. Integrated services achieve better outcomes for complex ER cases—97% of survey respondents either agreed or strongly agreed this was the case. The research identified the dimensions of service integration most relevant to ER Providers to be case management, referrals, the breadth of services offered internally, co-location with interrelated service providers, an established network of support, workforce capability, and Service User engagement. Providers can individually focus on increasing the level of service integration for their ER program to improve their ability to deal with complex cases, which are clearly on the rise. At the system level, a more joined-up approach can also improve service integration across Australia. The key dimensions of this finding are discussed next in more detail. Case management is key for achieving Service User outcomes for complex cases—89% of survey respondents either agreed or strongly agreed this was the case. Interviewees most frequently said they would provide more case management if they could change their service model. Case management allows for more time spent with the Service User, follow up with referral partners, and a higher level of expertise in service delivery to support complex cases. Of course, it is a costly model and not currently funded for all Service Users through ER. Where case management is not available as part of ER, it might be available through a related service that is part of a network of support. Where possible, ER Providers should facilitate access to case management for Service Users who would benefit. At a system level, ER models with a greater component of case management could be implemented as test cases. Referral systems are also key for achieving Service User outcomes, which is reflected in the ER Program Logic presented on page 31. The survey and interview data show that referrals within an integrated service (internal) or in a service hub (co-located) are most effective. Where this is not possible, warm referrals within a trusted network of support are more effective than cold referrals leading to higher take-up and beneficial Service User outcomes. However, cold referrals are most common, pointing to a weakness in ER referral systems. This is because ER Providers do not operate or co-locate with interrelated services in many cases, nor do they have the case management capacity to provide warm referrals in many other cases. For mental illness support, which interviewees identified as one of the most difficult issues to deal with, ER Providers offer an integrated service only 23% of the time, warm referrals 34% of the time, and cold referrals 43% of the time. A focus on referral systems at the individual ER Provider level, and system level through a joined-up approach, might lead to better outcomes for Service Users. The program logic and theory of change for ER have been documented with input from the research findings and included in Section 4.3 on page 31. These show that ER helps people facing a financial crisis to meet their immediate needs, avoid further harm, and access a path to recovery. The research demonstrates that ER is fundamental to supporting vulnerable people in Australia and should therefore continue to be funded by government.
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7

Payment Systems Report - June of 2021. Banco de la República, February 2022. http://dx.doi.org/10.32468/rept-sist-pag.eng.2021.

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Banco de la República provides a comprehensive overview of Colombia’s finan¬cial infrastructure in its Payment Systems Report, which is an important product of the work it does to oversee that infrastructure. The figures published in this edition of the report are for the year 2020, a pandemic period in which the con¬tainment measures designed and adopted to alleviate the strain on the health system led to a sharp reduction in economic activity and consumption in Colom¬bia, as was the case in most countries. At the start of the pandemic, the Board of Directors of Banco de la República adopted decisions that were necessary to supply the market with ample liquid¬ity in pesos and US dollars to guarantee market stability, protect the payment system and preserve the supply of credit. The pronounced growth in mone¬tary aggregates reflected an increased preference for liquidity, which Banco de la República addressed at the right time. These decisions were implemented through operations that were cleared and settled via the financial infrastructure. The second section of this report, following the introduction, offers an analysis of how the various financial infrastructures in Colombia have evolved and per¬formed. One of the highlights is the large-value payment system (CUD), which registered more momentum in 2020 than during the previous year, mainly be¬cause of an increase in average daily remunerated deposits made with Banco de la República by the General Directorate of Public Credit and the National Treasury (DGCPTN), as well as more activity in the sell/buy-back market with sovereign debt. Consequently, with more activity in the CUD, the Central Securi¬ties Depository (DCV) experienced an added impetus sparked by an increase in the money market for bonds and securities placed on the primary market by the national government. The value of operations cleared and settled through the Colombian Central Counterparty (CRCC) continues to grow, propelled largely by peso/dollar non-deliverable forward (NDF) contracts. With respect to the CRCC, it is important to note this clearing house has been in charge of managing risks and clearing and settling operations in the peso/dollar spot market since the end of last year, following its merger with the Foreign Exchange Clearing House of Colombia (CCDC). Since the final quarter of 2020, the CRCC has also been re¬sponsible for clearing and settlement in the equities market, which was former¬ly done by the Colombian Stock Exchange (BVC). The third section of this report provides an all-inclusive view of payments in the market for goods and services; namely, transactions carried out by members of the public and non-financial institutions. During the pandemic, inter- and intra-bank electronic funds transfers, which originate mostly with companies, increased in both the number and value of transactions with respect to 2019. However, debit and credit card payments, which are made largely by private citizens, declined compared to 2019. The incidence of payment by check contin¬ue to drop, exhibiting quite a pronounced downward trend during the past last year. To supplement to the information on electronic funds transfers, section three includes a segment (Box 4) characterizing the population with savings and checking accounts, based on data from a survey by Banco de la República con-cerning the perception of the use of payment instruments in 2019. There also is segment (Box 2) on the growth in transactions with a mobile wallet provided by a company specialized in electronic deposits and payments (Sedpe). It shows the number of users and the value of their transactions have increased since the wallet was introduced in late 2017, particularly during the pandemic. In addition, there is a diagnosis of the effects of the pandemic on the payment patterns of the population, based on data related to the use of cash in circu¬lation, payments with electronic instruments, and consumption and consumer confidence. The conclusion is that the collapse in the consumer confidence in¬dex and the drop in private consumption led to changes in the public’s pay¬ment patterns. Credit and debit card purchases were down, while payments for goods and services through electronic funds transfers increased. These findings, coupled with the considerable increase in cash in circulation, might indicate a possible precautionary cash hoarding by individuals and more use of cash as a payment instrument. There is also a segment (in Focus 3) on the major changes introduced in regulations on the retail-value payment system in Colombia, as provided for in Decree 1692 of December 2020. The fourth section of this report refers to the important innovations and tech¬nological changes that have occurred in the retail-value payment system. Four themes are highlighted in this respect. The first is a key point in building the financial infrastructure for instant payments. It involves of the design and im¬plementation of overlay schemes, a technological development that allows the various participants in the payment chain to communicate openly. The result is a high degree of interoperability among the different payment service providers. The second topic explores developments in the international debate on central bank digital currency (CBDC). The purpose is to understand how it could impact the retail-value payment system and the use of cash if it were to be issued. The third topic is related to new forms of payment initiation, such as QR codes, bio¬metrics or near field communication (NFC) technology. These seemingly small changes can have a major impact on the user’s experience with the retail-value payment system. The fourth theme is the growth in payments via mobile tele¬phone and the internet. The report ends in section five with a review of two papers on applied research done at Banco de la República in 2020. The first analyzes the extent of the CRCC’s capital, acknowledging the relevant role this infrastructure has acquired in pro¬viding clearing and settlement services for various financial markets in Colom¬bia. The capital requirements defined for central counterparties in some jurisdic¬tions are explored, and the risks to be hedged are identified from the standpoint of the service these type of institutions offer to the market and those associated with their corporate activity. The CRCC’s capital levels are analyzed in light of what has been observed in the European Union’s regulations, and the conclusion is that the CRCC has a scheme of security rings very similar to those applied internationally and the extent of its capital exceeds what is stipulated in Colombian regulations, being sufficient to hedge other risks. The second study presents an algorithm used to identify and quantify the liquidity sources that CUD’s participants use under normal conditions to meet their daily obligations in the local financial market. This algorithm can be used as a tool to monitor intraday liquidity. Leonardo Villar Gómez Governor
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