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

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1

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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Jung, Hayoung, Xin Cui, Ha Lim Kim, Mingkang Li, Changhao Liu, Shaomin Zhang, Xiaopeng Yang, Linqing Feng, and Heecheon You. "Development of an Ergonomic User Interface Design of Calcium Imaging Processing System." Applied Sciences 12, no. 4 (February 11, 2022): 1877. http://dx.doi.org/10.3390/app12041877.

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An optical brain-machine interface (O-BMI) system using calcium imaging has various advantages such as high resolution, a comprehensive view of large neural populations, abilities such as long-term stable recording, and applicability to freely behaving animals in neuroscience research. The present study developed an ergonomic user interface (UI) design, based on a use scenario for an O-BMI system that can be used for the acquisition and processing of calcium imaging in freely behaving rodents. The UI design was developed in three steps: (1) identification of design and function requirements of users, (2) establishment of a use scenario, and (3) development of a UI prototype. The UI design requirements were identified by a literature review, a benchmark of existing systems, and a focus group interview with five neuroscience researchers. Then, the use scenario was developed for tasks of data acquisition, feature extraction, and neural decoding for offline and online processing by considering the sequences of operations and needs of users. Lastly, a digital prototype incorporating an information architecture, graphic user interfaces, and simulated functions was fabricated. A usability test was conducted with five neuroscientists (work experience = 3.4 ± 1.1 years) and five ergonomic experts (work experience = 3.6 ± 2.7 years) to compare the digital prototypes with four existing systems (Miniscope, nVista, Mosaic, and Suite2p). The usability testing results showed that the ergonomic UI design was significantly preferred to the UI designs of the existing systems by reducing the task completion time by 10.1% to 70.2% on average, the scan path length by 14.4% to 88.7%, and perceived workload by 12.2% to 37.9%, increasing satisfaction by 11.3% to 74.3% in data acquisition and signal-extraction tasks. The present study demonstrates the significance of the user-centered design approach in the development of a system for neuroscience research. Further research is needed to validate the usability test results of the UI prototype as a corresponding real system is implemented.
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Besoain, Felipe, Liza Jego, and Ismael Gallardo. "Developing a Virtual Museum: Experience from the Design and Creation Process." Information 12, no. 6 (June 10, 2021): 244. http://dx.doi.org/10.3390/info12060244.

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Virtual reality technology has grown significantly in recent years. The arrival of Head Mounted Displays (HDM) on the market for end-users has positioned these technologies as a new channel to promote new simulated or contextualized experiences. We have used the design and creation strategy to develop a virtual reality experience for the Oculus GO and Quest HDM. We digitized 30 pieces from nine local museums to provide an experience guided by a character that represents the main artisan work of the local region. A usability test was performed, showing that participants felt a high degree of immersion and realism. They were able to complete the assigned tasks, and results suggest that the software meets the main objective. Furthermore, the creation of this virtual reality (VR) experience has shown how important it is to make users a part of the creation process, as well as to develop a process to make the software useful to them and other users. Some recommendations are made based on the experience of the development, and comments are given on each step of the design and creation strategy.
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Hammitzsch, Martin. "Framework for Graphical User Interfaces of Geospatial Early Warning Systems." International Journal of Open Source Software and Processes 3, no. 4 (October 2011): 49–63. http://dx.doi.org/10.4018/jossp.2011100103.

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An important component of Early Warning Systems (EWS) for man-made and natural hazards is the command and control unit’s Graphical User Interface (GUI). All relevant information of an EWS is concentrated in this GUI and offered to human operators. However, when designing the GUI, not only the user experience and the GUI’s screens are relevant, but also the frameworks and technologies that the GUI is built on and the implementation of the GUI itself are of great importance. Implementations differ based on their applications in different domains but the design and approaches to implement the GUIs of different EWS often show analogies. The design and development of such GUIs are performed repeatedly on some parts of the system for each EWS. Thus, the generic GUI framework of a geospatial EWS for tsunamis is introduced to enable possible synergistic effects on the development of other new related technology. The results presented here could be adopted and reused in other EWS for man-made and natural hazards.
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Lokapitasari Belluano, Poetri Lestari, Purnawansyah Purnawansyah, La Saiman, and Benny Leonard Enrico Panggabean. "Development of academic information system using webassembly technology." ILKOM Jurnal Ilmiah 13, no. 2 (August 8, 2021): 125–33. http://dx.doi.org/10.33096/ilkom.v13i2.806.125-133.

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The Academic Information System (in Indonesian often abbreviated as SIAKAD) is a system developed to manage student data that aims at facilitating online academic administration activities. It aims to provide academic information services in the form of web applications, where teachers can independently create student academic reports to synchronize data into the DAPODIK system, a primary education data system, and develop academic information systems using web assembly according to user experience (UX) and developer experience (DX). The research method consists of field studies and literature related to web assembly, primary education data (DAPODIK), and the Academic Information System (SIAKAD). This information system and database were built using the Convention Over Configuration paradigm. The design phase used a prototyping model to graphically represent the system workflow and used an experimental research approach. Moreover, the study used an integrated modeling language (UML), and a Database Management System using PostgreSQL, and alpha testing for model testing. The Client Application was built using the C# programming language for users to generate student academic reports every semester. Processing data transactions using web assembly took less time than the traditional web, which was less than 300 milliseconds.
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Park, Minsoo. "SEO for an open access scholarly information system to improve user experience." Information Discovery and Delivery 46, no. 2 (May 21, 2018): 77–82. http://dx.doi.org/10.1108/idd-08-2017-0060.

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Purpose This paper aims to introduce a case of search engine optimization (SEO), especially designed for a national scholarly open access information website in the field of STEM. Design/methodology/approach Korea Institute of Science and Technology Information (KISTI) collaborated with the Google Scholar team to open and share the research outcomes of STEM in Korea worldwide. KoreaScience is a reference-linking platform for open access scientific and technical journals in Korea, operated by KISTI. KISTI worked with the Google Scholar team to embed machine-readable bibliographic metadata into its journal pages and to create an XML Sitemap to help Google find pages on KoreaScience. Findings As a result of implementation of metadata and creation of an XML Sitemap, the KoreaScience Web pages have noticeably increased the relevance of a search results’ list on Google and Google Scholar. In addition to this, the KoreaScience platform has received an increasing amount of its traffic from around the world. Originality/value Not much research has sought to understand SEO in the aspect of users and how it may be facilitated in “visible” academic Web environments such as search systems and open access information systems. For this project, the motivation for investigating SEO comes from its association with positive outcomes that range from personal benefits to global rewards, e.g. increased satisfaction in search user experience and, further, academic progress and scientific development by sharing and accessing scientific knowledge in the fast-growing field of STEM.
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Khadim, Qasim, Esa-Pekka Kaikko, Eero Puolatie, and Aki Mikkola. "Targeting the user experience in the development of mobile machinery using real-time multibody simulation." Advances in Mechanical Engineering 12, no. 6 (June 2020): 168781402092317. http://dx.doi.org/10.1177/1687814020923176.

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Applying a semi-recursive multibody approach enables the solution of the equations of motion of a complex system in real time. This makes it possible to conduct human-in-loop simulations and analyse the user experience. The idea of recognizing the user experience to produce more efficient, competitive, and user-friendly products has been limited thus far to the field of information technology and the development of light physical products. This study introduces a simulation modelling procedure for a complex forklift mast system that can be used to help analyse the user experience. A multibody forklift model is introduced that includes the electric motors, a pump, a freelift, a mainlift and tilt cylinders, actuators, pulley and chain mechanisms, contacts, and tyres. The viscoelastic behaviour of the chain during longitudinal and transverse movement is simulated using a discrete model approach. Triplex mast speeds and hydraulic system efficiencies across working cycles are used to verify the performance of the introduced real-time simulation model against measurements taken from an equivalent reference forklift. To better evaluate the developed model, experienced and inexperienced forklift drivers were asked to drive an updated simulator and provide feedback. User experience inputs that can be made available early on in development using this new modelling approach will permit experts to evaluate and design more efficient complex mechanical systems.
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Tasoudis, Stavros, and Mark Perry. "Participatory Prototyping to Inform the Development of a Remote UX Design System in the Automotive Domain." Multimodal Technologies and Interaction 2, no. 4 (October 24, 2018): 74. http://dx.doi.org/10.3390/mti2040074.

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This study reports on the empirical findings of participatory design workshops for the development of a supportive automotive user experience design system. Identifying and addressing this area with traditional research methods is problematic due to the different user experience (UX) design perspectives that might conflict and the related limitations of the automotive domain. To help resolve this problem, we conducted research with 12 user experience (UX) designers through individual participatory prototyping activities to gain insights into their explicit, observable, tacit and latent needs. These activities allowed us to explore their motivation to use different technologies; the system’s architecture; detailed features of interactivity; and to describe user needs including efficiency, effectiveness, engagement, naturalness, ease of use, information retrieval, self-image awareness, politeness, and flexibility. Our analysis led us to design implications that translate participants’ needs into UX design goals, informing practitioners on how to develop relevant systems further.
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Permana Putra, Muhammad Esa, Teguh Bharata Adji, and Adhistya Erna Permanasari. "Design of Web-Based Cashier and Spare Part Warehouse Application Display (Case Study at Surya Motor Shop)." IJITEE (International Journal of Information Technology and Electrical Engineering) 4, no. 2 (December 29, 2020): 60. http://dx.doi.org/10.22146/ijitee.53512.

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A cashier and spare parts warehouse application is an information system facilitating financial reporting and items inventory systems. This has become a necessity in almost all fields of large and small-scale businesses in every country. The information system that belongs to Surya Motor Shop does not have a display that can facilitate users in operating the company's financial and transaction systems in accordance with company needs. This information system uses Bootstrap with HTML, CSS, and Javascript programming languages. In this paper, an interactive display was developed, so as to be able to accommodate web users' responses, by developing a prototype using Bootstrap at the Surya Motor Shop. This was carried out to digitize the transaction system, making it easier to report the items inventory and financial reporting of the company. The prototype development was developed using the The Elements of User Experience method, a user-centered design process. After developing the prototype, a test was carried out to determine the quality of the user experience. The test employed the User Experience Questionnaire (UEQ) method. UEQ testing shown that the prototype interface developed had a positive level of user experience. Compared with the benchmarks set by UEQ, the test results were above the mean benchmark, except for the pull factor which was still below the benchmark average.
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Walden, Anita, Lynsi Garvin, Michelle Smerek, and Constance Johnson. "User-centered design principles in the development of clinical research tools." Clinical Trials 17, no. 6 (August 20, 2020): 703–11. http://dx.doi.org/10.1177/1740774520946314.

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Background: Increasing and sustaining the engagement of participants in clinical research studies is a goal for clinical investigators, especially for studies that require long-term or frequent involvement of participants. Technology can be used to reduce barriers to participation by providing multiple options for clinical data entry and form submission. However, electronic systems used in clinical research studies should be user-friendly while also ensuring data quality. Directly involving study participants in evaluating the effectiveness and usability of electronic tools may promote wider adoption, maintain involvement, and increase user satisfaction of the technology. While developers of healthcare applications have incorporated user-centered designs, these methods remain uncommon in the design of clinical study tools such as patient-reported outcome surveys or electronic data capture digital health tools. Methods: Our study evaluated whether the clinical research setting may benefit from implementing user-centered design principles. Study participants were recruited to test the web-based form for the Measurement to Understand the Reclassification of Disease of Cabarrus/Kannapolis (MURDOCK) Study Community Translational Population Health Registry and Biorepository that would enable them to complete their study forms electronically. The study enrollment form collects disease history, conditions, smoking status, medications, and other information. The system was initially evaluated by the data management team through traditional user-acceptance testing methods. During the tool evaluation phase, a decision was made to incorporate a small-scale usability study to directly test the system. Results: Results showed that a majority of participants found the system easy to use. Of the eight required tasks, 75% were completed successfully. Of the 72 heuristics violated, language was the most frequent violation. Conclusion: Our study showed that user-centered usability methods can identify important issues and capture information that can enhance the participant’s experience and may improve the quality of study tools.
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Zhuang, Qingbin, Wanni Xu, Danyang Yang, and Ning Wei. "Multimedia Analysis of Digital Museum User Interface Based on Goal-Oriented Theory and Information Fusion and Intelligent Sensing." Journal of Sensors 2022 (August 8, 2022): 1–17. http://dx.doi.org/10.1155/2022/9656817.

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Introduction. The development of network technology is promoting the process of digitalization. The digital museum, an emerging museum display mode, is gradually highlighting its great value in the wave of digitalization. In the context of the rapid development of digital museums and mobile applications, the user interface of digital museums, as the integration point of human-computer interaction, the artistic expression of its visual design is also more important. This paper takes the digital museum application (APP) user interface design as the research direction. By optimizing the visual design of the interface, the user’s operating experience is improved, so that users can enjoy an orderly, time-saving, efficient, comfortable, and interesting interactive experience. Methods. User interface design to analyze related theories such as target-oriented design and visual hierarchy design and dig out the manifestation of user goals in the museum’s APP visual hierarchy and clarify the design content. Use qualitative and quantitative user research methods to conduct demand research for museum users and build user role models. Build user role target task model. Determine the function settings of the museum’s APP and establish an information structure. Secondly, build a low-fidelity model through the level analysis of the visual elements in the interface and use the low-fidelity prototype test to guide the museum’s APP visual level design. The interface visual level elements are integrated into the museum’s APP visual level framework and integrated with the museum’s characteristics Together, put forward the visual hierarchical design strategy of the museum APP. Results. A new model for the dissemination and display of cultural information resources by transposing the display of museum information content fusion to the works of the digital platform. The ease of use, fun, and artistic quality of the user interface of the digital museum are the keys to attracting users. Through the summary of the theory and the construction of the design strategy, we build and design a museum APP that meets the user’s experience, meets the user’s goals, and has a good visual hierarchy. The experimental results show that the largest number of people, 62.6%, wanted to learn about local culture by visiting museums. The number of people whose purpose was to travel and the study was the next highest, and they accounted for an equal share, 43.1% and 40.6%, respectively. A smaller number, 23.4%, attended museums for hobbies and interests. The number of people who visit museums for research purposes is even lower, at 11.9%. Through usability testing and user satisfaction analysis of the design model, the rationality and effectiveness of the design strategy are verified, which can provide appropriate guidance for museum app design. Conclusion. The problems encountered in the visual design and production of digital museums and the solutions were discussed, and through a comparative analysis with other digital museum visual designs, it provided theoretical and practical basis for the construction and research of digital museum visual design in the future. Our digital museum user interface design is based on user needs and solves the previous problem of users not understanding how to use the museum app effectively.
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Odemis, Murat, Cagatay Yucel, and Ahmet Koltuksuz. "Detecting User Behavior in Cyber Threat Intelligence: Development of Honeypsy System." Security and Communication Networks 2022 (January 27, 2022): 1–28. http://dx.doi.org/10.1155/2022/7620125.

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This research demonstrates a design of an experiment of a hacker infiltrating a server where it is assumed that the communication between the hacker and the target server is established, and the hacker also escalated his rights on the server. Therefore, the honeypot server setup has been designed to reveal the correlation of a hacker’s actions with that of the hacker’s experience, personality, expertise, and psychology. To the best of our knowledge, such a design of experiment has never been tested rigorously on a honeypot implementation except for self-reporting tests applied to hackers in the literature. However, no study evaluates the actual data of these hackers and these tests. This study also provides a honeypot design to understand the personality and expertise of the hacker and displays the correlation of these data with the tests. Our Honeypsy system is composed of a Big-5 personality test, a cyber expertise test, and a capture-the-flag (CTF) event to collect logs with honeypot applied in this sequence. These three steps generate data on the expertise and psychology of known cyber hackers. The logs of the known hacker activities on honeypots are obtained through the CTF event that they have participated in. The design and deployment of a honeypot, as well as the CTF event, were specifically prepared for this research. Our aim is to predict an unknown hacker's expertise and personality by analyzing these data. By examining/analyzing the data of the known hackers, it is now possible to make predictions about the expertise and personality of the unknown hackers. The same logic applies when one tries to predict the next move of the unknown hackers attacking the server. We have aimed to underline the details of the personalities and expertise of hackers and thus help the defense experts of victimized institutions to develop their cyber defense strategies in accordance with the modus operandi of the hackers.
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Zha, Xianjin, Jinchao Zhang, Yalan Yan, and Wentao Wang. "Comparing flow experience in using digital libraries." Library Hi Tech 33, no. 1 (March 16, 2015): 41–53. http://dx.doi.org/10.1108/lht-12-2014-0111.

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Purpose – Flow experience is conceptualized as an optimal experience about an activity, characterized by a match between perceived challenges and perceived skills. The purpose of this paper is to explore mobile libraries by comparing users’ perceptions of web digital libraries and mobile libraries in terms of flow experience so as to obtain insights regarding the healthy development of mobile libraries. Design/methodology/approach – Data collected from university digital library users were used for analysis. One figure was used to present the exact nature of users’ perceptions of flow experience in terms of data distribution. The paired samples t-test was used to present the exact mean difference between flow experience in using web digital libraries and mobile libraries. Findings – Fewer users can experience flow and more users cannot experience flow in using mobile libraries than in using web digital libraries. The mean of flow experience in using mobile libraries is significantly smaller than that in using web digital libraries. Practical implications – Digital libraries have faced severe competition in the modern information society. In China university libraries as a whole are undergoing the transition from web digital libraries to mobile libraries. It is critical to examine user experience in the initial or early stage of mobile library development. The authors believe the findings of this study regarding flow experience provide useful insights for facilitating the healthy development of mobile libraries. Originality/value – This study explores and compares users’ perceptions of web digital libraries and mobile libraries in terms of flow experience, which the authors think provides a new view for university digital library research and practice alike.
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Tracy, Daniel G. "Format Shift: Information Behavior and User Experience in the Academic E-book Environment." Reference & User Services Quarterly 58, no. 1 (October 10, 2018): 40. http://dx.doi.org/10.5860/rusq.58.1.6839.

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This article seeks to understand information behavior in the context of the academic e-book user experience, shaped by a disparate set of vendor platforms licensed by libraries. These platforms vary in design and affordances, yet studies of e-book use in an academic context often treat e-books as a unified phenomenon in opposition to print books. Based on participant diaries tracking e-book information behavior and follow-up interviews and focus groups on troubleshooting and format shifting behaviors, this study seeks to provide a deep qualitative look at decisions that academic users make about formats when encountering e-books. It identifies reasons for noted disparities between stated user preferences for print books while often using e-books instead. It also demonstrates the importance of considering e-books as a set of formats, rather than a unified experience, when evaluating e-book platforms or providing information services around a set of platforms. While e-book studies often point to a distinction between “use” of e-books and “reading” of print books by users, this study shows much more willingness to both use and read e-books for some tasks if platforms allow for offloading reading of content to preferred reading devices and apps. This has implications for collection development, advocacy with vendors, and for marketing to or consulting with users about e-book access and use options.
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Rukayah, Joko Daryanto, Idam Ragil Widianto Atmojo, Roy Ardiansyah, Dwi Yuniasih Saputri, and Moh Salimi. "Augmented Reality Media Development in STEAM Learning in Elementary Schools." Ingénierie des systèmes d information 27, no. 3 (June 30, 2022): 463–71. http://dx.doi.org/10.18280/isi.270313.

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The need for technology-based media is vital in the era of 21st-century education. Here, augmented reality media is a medium predicted to provide a more realistic experience successfully and in line with the developmental phase of elementary school students. For this reason, this study aims to analyze the need for augmented reality media development and develop an initial design for augmented reality media development in STEAM learning in elementary schools. This research used the R&D method with two of the four stages of R&D research. These stages are preliminary studies and initial design development. The subjects of this study were seven teachers and 129 students of a public elementary school in East Java, Indonesia. The instruments of this research were questionnaires and interviews. Data analysis used descriptive statistics and interpretive analysis. The results of this study revealed that teachers and students needed media that can represent material in-depth, increase interest and motivation, and provide experiences, such as STEAM-based augmented reality learning media. Meanwhile, the initial design development results of STEAM-based augmented reality learning media were in the form of six types of designs, containing Batik, Wayang (puppet), Gamelan, Borobudur Temple, Kereta Kencana (golden chariot), and Keris.
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J. Miah, Shah, Don Kerr, and Liisa von Hellens. "A collective artefact design of decision support systems: design science research perspective." Information Technology & People 27, no. 3 (July 29, 2014): 259–79. http://dx.doi.org/10.1108/itp-04-2012-0041.

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Purpose – The knowledge of artefact design in design science research can have an important application in the improvement of decision support systems (DSS) development research. Recent DSS literature has identified a significant need to develop user-centric DSS method for greater relevance with respect to context of use. The purpose of this paper is to develop a collective DSS design artefact as method in a practical industry context. Design/methodology/approach – Under the influence of goal-directed interaction design principles the study outlines the innovative DSS artefact based on design science methodology to deliver a cutting-edge decision support solution, which provides user-centric provisions through the use of design environment and ontology techniques. Findings – The DSS artefact as collective information technology applications through the application of design science knowledge can effectively be designed to meet decision makers’ contextual needs in an agricultural industry context. Research limitations/implications – The study has limitations in that it was developed in a case study context and remains to be fully tested in a real business context. It is also assumed that the domain decisions can be parameterised and represented using a constraint programming language. Practical implications – The paper concludes that the DSS artefact design and this development successfully overcomes some of the limitations of traditional DSS such as low-user uptake, system obsolescence, low returns on investment and a requirement for continual re-engineering effort. Social implications – The design artefact has the potential of increasing user uptake in an industry that has had relevancy problems with past DSS implementation and has experienced associated poor uptake. Originality/value – The design science paradigm provides structural guidance throughout the defined process, helping ensure fidelity both to best industry knowledge and to changing user contexts.
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Soleimani, S., E. Keshtehgar, and M. R. Malek. "UBISOUND: DESIGN A USER GENERATED MODEL IN UBIQUITOUS GEOSPATIAL INFORMATION ENVIRONMENT FOR SOUND MAPPING." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XL-2/W3 (October 22, 2014): 243–47. http://dx.doi.org/10.5194/isprsarchives-xl-2-w3-243-2014.

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In this paper, we study how mobile computing and wireless technologies can be explored to provide effective ubiquitous GIS services. Instead of reinventing the wheels, we make use of smartphones, off-the-shelf components, and existing technologies in ubiquitous computing (i.e. wireless and mobile positioning technologies, and data acquisition techniques and processing via sensors) to develop a middleware, and tools for the development of systems and applications to provide effective ubiquitous GIS services. Two main tasks to be studied are: 1) Developing a framework, called UbiSound, to provide the infrastructure and architectural support for realizing ubiquitous GIS services; and 2) Designing and developing ubiquitous GIS applications by utilizing the UbiSound framework to let users experience and benefit from the context aware services. We use scenario to illustrate how mobile/wireless and sensor technologies can enable ubiquitous GIS services in UbiSound. Some of the examples included in UbiSound are: Noise mapping, soundscape mapping and wellbeing data acquisition and analysis.
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Guo, Ling, and Peng Wang. "Art Product Design and VR User Experience Based on IoT Technology and Visualization System." Journal of Sensors 2021 (December 20, 2021): 1–10. http://dx.doi.org/10.1155/2021/6412703.

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Based on the Internet of Things technology, this paper analyzes the concept and basic characteristics of visualization technology and builds a visualization digital art product information system based on VRML virtual reality technology. This article first explains the background and significance, analyzes the research status at home and abroad, introduces the application of virtual realization technology, and puts forward the technical route and main research content on this basis. After field inspection of art products, the system was analyzed according to the actual situation. After analyzing the needs and goals of the system, the overall structure of the system was proposed. Under the overall framework, this paper designs the system and designs the system’s visualization and real-time interaction modules. At the same time, combined with VRML technology to realize the visual 3D modeling of virtual art products, we establish the 3D model of the entire art product. Users can choose between role roaming and camera roaming. Finally, we made a summary statement to the full text and looked forward to the application prospects and development trends of information visualization technology in digital art products. During the experiment, by calling the HTC method in the Unity 3D system, this article uses the Unity 3D engine to implement UI scene loading and VR rendering technology optimization and realizes design knowledge through the integration of art product design models and IoT data interactive functions and dynamic loading of scenes. The effect of the model on the quality prediction is analyzed through experiments. The results show that the performance of the former is better than the latter two models, and it has a good performance on unbalanced data processing, which verifies the performance and effectiveness of the algorithm model.
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Subarjah, Vicky Ardian, and Ari Purno Wahyu. "Analysis and Design of User Interface and User Experience of Regional Tax Enterprise Resources Planning System with Design Thinking Method." Inform : Jurnal Ilmiah Bidang Teknologi Informasi dan Komunikasi 7, no. 2 (July 29, 2022): 96–106. http://dx.doi.org/10.25139/inform.v7i2.4729.

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Regional Tax is one of the main sectors of independent income owned by each City or Regency to fund infrastructure development, education development, health services, and much more. The government agency that manages this regional tax is Badan Pendapatan Daerah, abbreviated as Bapenda. In particular, the West Bandung Bapenda has not implemented an online-based Regional Tax service system. This management system cannot be developed, and taxpayers have no independent account management. The appearance and user experience of the existing system has not matched the current design trends and the latest organizational structure. This greatly obstructs the services of Bapenda to taxpayers due to the lack of digital transparency. The system's flow is quite convoluted, thus affecting the quality and slow access to information. These limitations will be resolved through structured research using the Design Thinking and Usability Testing method for testing so that later it can be translated into an Enterprise Resources Planning system design with a good User Interface / User Experience. This method is structured following five phases: empathy, define, ideate, prototype, and test. The empathy phase aims to understand user problems, the define phase identifies and maps problems, the ideate phase aims to generate ideas, the prototype phase aims to implement the design based on the results of the previous steps, and the test phase aims to test the user. The final phase is the test phase and aims to test the user. The results obtained after applying this method follow user expectations.
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Mueller, Kat Landry, Zachary Valdes, Erin Owens, and Cole Williamson. "Where’s the EASY Button? Uncovering E-Book Usability." Reference & User Services Quarterly 59, no. 1 (December 11, 2019): 44. http://dx.doi.org/10.5860/rusq.59.1.7224.

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E-book platforms have multiplied among vendors and publishers, complicating not only acquisitions and collection development decisions, but also the user experience. Using a methodology of task-based user testing, the researchers sought to measure and compare user performance of eight common tasks on nine e-book platforms: EBSCO eBooks, ProQuest Ebook Central, Gale Virtual Reference Library (GVRL), Oxford Reference, Safari Books Online, IGI Global, CRCnetBASE, Springer Link, and JSTOR. Success and failure rates per task, average time spent per task, and user comments were evaluated to gauge the usability of each platform. Findings indicate that platforms vary widely in terms of users’ ability and speed in completing known-item searches, navigation tasks, and identification of specialized tools, with implications for library acquisition and user instruction decisions. Results also suggest several key vendor design recommendations for an optimal user experience. The study did not aim to declare a “winning” platform, and all the platforms tested demonstrated both strengths and weaknesses in different aspects, but overall performance and user preference favored ProQuest’s Ebook Central platform.
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Yu, Eun, and Daniela Sangiorgi. "Service Design as an Approach to Implement the Value Cocreation Perspective in New Service Development." Journal of Service Research 21, no. 1 (May 26, 2017): 40–58. http://dx.doi.org/10.1177/1094670517709356.

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Although new service development (NSD) studies have contributed to developing systematic approaches to service innovation, their product-oriented and provider-centric perspectives are limited in embracing a value cocreation concept. We investigate how Service Design, as a human-centered and creative approach to service innovation, can reframe NSD processes to implement value cocreation. Multiple case studies on Service Design projects indicate that design-centric approaches can contribute to the whole NSD process in a way that connects organizations’ managerial practices to value cocreation, in that (1) contextual and holistic understandings of user experiences can inform value propositions that better fit users’ value-in-use, (2) codesign with creative supporting tools can facilitate value cocreation by helping users better apply their own resources, (3) prototyping can optimize firms’ resource and process configuration to facilitate users’ engagement with the service, (4) aligning system actors to the user experience can organize and mobilize them to better support users’ value creation, and (5) user-centered approaches and methods can help organizational staff build long-term capability for supporting users’ value creation. Based on the link between Service Design, NSD, and value cocreation, we propose a conceptual NSD model, geared toward value cocreation.
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Miller, Louise. "An Internet-based Accounting Information Systems Project." American Journal of Business Education (AJBE) 5, no. 6 (October 30, 2012): 743–52. http://dx.doi.org/10.19030/ajbe.v5i6.7396.

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This paper describes a student project assignment used in an accounting information systems course. We are now truly immersed in the internet age, and while many required accounting information systems courses and textbooks introduce database design, accounting software development, cloud computing, and internet security, projects involving the actual integration of these topics with accounting concepts in a single comprehensive student project on the internet are uncommon. The project described gives students experience and knowledge of an internet-based accounting system using an online database. Although this project was used in an accounting information systems course, it could also be utilized in other courses such as introductory database management systems, advanced web design, financial technology systems, or introductory information technology. The project can be easily modified to align with the experience and sophistication of the students taking the course.
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Saitong, Pongpipat. "Designing, Developing, and Efficiency Evaluation of a Smartphone Application for Blood Donation." Ingénierie des systèmes d information 27, no. 4 (August 31, 2022): 565–76. http://dx.doi.org/10.18280/isi.270406.

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This study aimed to design, develop, and evaluate efficiency of a human-based “U-Blood App” prototype for blood unavailability in Thailand. This study adopted a mixed-method design. The results of the study revealed these key findings. First, the needs analysis of 32 key informants (50% males and a mean age of 40.6 years) indicated that the features of the User Experience (UE) and the User Interface (UI) should contain blood donor’s qualification, general information record of the blood donor’s health, blood donation appointment and notification schedule, the application download and installation, a simple guide for the application user, the hospital logo, and necessary information. Second, the evaluation by experts revealed that the quality of the prototype is high (X¯=4.79) and the quality of UI ( X¯=4.79) was higher than that of UE (X¯=4.70). Lastly, the end users of 65 samples (50.76\% females and a mean age of 48 years) are highly satisfied with the prototype (X¯=4.68). The findings advanced the understanding of the impacts of human factors on the development of smart phone application for blood donation. The overall results cannot be generalized in the long term. Future inquiry should work on this limitation.
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Salgado, N. C., A. P. Azevedo, L. Lopes, V. D. Raposo, I. Almeida, E. Galvão de Melo, and A. Gouveia-Oliveira. "A Unified Approach to the Design of Clinical Reporting Systems." Methods of Information in Medicine 33, no. 05 (1994): 479–87. http://dx.doi.org/10.1055/s-0038-1635051.

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Abstract:Computer-based Clinical Reporting Systems (CRS) for diagnostic departments that use structured data entry have a number of functional and structural affinities suggesting that a common software architecture for CRS may be defined. Such an architecture should allow easy expandability and reusability of a CRS. We report the development methodology and the architecture of SISCOPE, a CRS originally designed for gastrointestinal endoscopy that is expandable and reusable. Its main components are a patient database, a knowledge base, a reports base, and screen and reporting engines. The knowledge base contains the description of the controlled vocabulary and all the information necessary to control the menu system, and is easily accessed and modified with a conventional text editor. The structure of the controlled vocabulary is formally presented as an entity-relationship diagram. The screen engine drives a dynamic user interface and the reporting engine automatically creates a medical report; both engines operate by following a set of rules and the information contained in the knowledge base. Clinical experience has shown this architecture to be highly flexible and to allow frequent modifications of both the vocabulary and the menu system. This structure provided increased collaboration among development teams, insulating the domain expert from the details of the database, and enabling him to modify the system as necessary and to test the changes immediately. The system has also been reused in several different domains.
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Hansen, Stine Thestrup, Humira Ehrari, Susanne Kristiansen, Lotte Schelde Olsen, Rasmus Stig Jensen, Troels Wesenberg Kjær, and Malene Beck. "User perspectives and preferences regarding a mobile health cough application: A qualitative study during the coronavirus disease pandemic in Denmark." DIGITAL HEALTH 7 (January 2021): 205520762110455. http://dx.doi.org/10.1177/20552076211045590.

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Introduction Health care systems worldwide are currently facing major challenges because of the coronavirus disease pandemic. When individuals experience coronavirus disease symptoms, they often have to decide whether to seek health care services and render themselves vulnerable to infection or stay home and monitor their condition. Coronavirus disease management strategies should aim to reduce transmission, promote disease control, and facilitate self-monitoring within the population. In this regard, mobile health technologies serve as supportive tools, and acquiring knowledge about user perspectives will facilitate the development and integration of coronavirus disease-related applications. Accordingly, this study aimed to examine user perspectives on applications that monitor coronavirus disease-related physical signs and identify discrepancies between user expectations and developer design perspectives within the Danish context. Materials and methods A qualitative research design was adopted. Semi-structured telephone interviews were conducted to examine user expectations during the first wave of the coronavirus disease pandemic in April 2020. The theoretical framework, which was inspired by the concept of health literacy, was developed using a six-step thematic analytic approach. Results The analysis yielded two major themes that captured user experiences: (1) coronavirus disease-related applications may serve as digital tools that foster safety when physical signs are monitored and (2) the acceptability of coronavirus disease-related applications depends on the adoption of a personalised and user-friendly design.
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Adinugroho, Timothy Yudi, Eileen Heriyanni, and Tegar Aryo Sulthon Musthofa. "Mobile web application for students’ and lecturers’ portfolio gallery." Library Hi Tech News 34, no. 5 (July 3, 2017): 14–18. http://dx.doi.org/10.1108/lhtn-02-2017-0012.

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Purpose The purpose of this paper is to curate and promote students’ and lecturers’ works and creations, and to provide pleasing user experience for mobile device users when browsing the portfolio gallery information. Design/methodology/approach The design of the mobile web application using Rational Unified Process (RUP) methodology includes Unified Modeling Language (UML) diagrams. The evaluation is done in three steps: first step by comparing similar software, the second step by evaluate the interface using the eight golden rules and the last one by taking user questionnaire. Findings Evaluation of the application of Bina Nusantara University (BINUS) Store Mobile Web. Originality/value The authors report the development of BINUS Store Mobile web application by using Hypertext Preprocessor (PHP) with Laravel framework and evaluate it in Android and iOS environments.
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Ikonen, Veikko, Eija Kaasinen, Päivi Heikkilä, and Marketta Niemelä. "Human-driven design of micro- and nanotechnology based future sensor systems." Journal of Information, Communication and Ethics in Society 13, no. 2 (May 11, 2015): 110–29. http://dx.doi.org/10.1108/jices-10-2013-0039.

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Purpose – This paper aims to present an overview of the various ethical, societal and critical issues that micro- and nanotechnology-based small, energy self-sufficient sensor systems raise in different selected application fields. An ethical approach on the development of these technologies was taken in a very large international, multitechnological European project. The authors approach and methodology are presented in the paper and, based on this review, the authors propose general principles for this kind of work. Design/methodology/approach – The authors’ approach is based on a great amount of experience working together in multi-disciplinary teams. Ethical issues have usually been handled in the authors’ work to some degree. In this project, the authors had the opportunity to emphasise the human view in technological development, utilise the authors’ experience from previous work and customise the authors’ approach to this particular case. In short, the authors created a wide set of application scenarios with technical and application field experts in the authors’ research project. The scenarios were evaluated with external application field experts, potential consumer users and ethics experts. Findings – Based on the authors’ experiences in this project and in previous work, the authors suggest a preliminary model for construction activity within technology development projects. The authors call this model the Human-Driven Design approach, and Ethics by Design as a more focussed sub-set of this approach. As all enabling technologies have both positive and negative usage possibilities, and so-called ethical assessment tends to focus on negative consequences, there are doubts from some stakeholders about including ethical perspectives in a technology development project. Research limitations/implications – The authors argue that the ethical perspective would be more influential if it were to provide a more positive and constructive contribution to the development of technology. The main findings related to the ethical challenges based on the actual work done in this project were the following: the main user concerns were in relation to access to information, digital division and the necessity of all the proposed measurements; the ethics experts highlighted the main ethical issues as privacy, autonomy, user control, freedom, medicalisation and human existence. Practical implications – Various technology assessment models and ethical approaches for technological development have been developed and performed for a long time, and recently, a new approach called Responsible Research and Innovation has been introduced. The authors’ intention is to give a concrete example for further development as a part of the development of this approach. Social implications – The authors’ study in this particular case covers various consumer application possibilities for small sensor systems. The application fields studied include health, well-being, safety, sustainability and empathic user interfaces. The authors believe that the ethical challenges identified are valuable to other researchers and practitioners who are studying and developing sensor-based solutions in similar fields. Originality/value – The authors’ study covers various consumer application possibilities of small sensor systems. The studied application fields include health, well-being, safety, sustainability and empathic user interfaces. The findings are valuable to other researchers and practitioners who are studying and developing sensor-based solutions to similar fields.
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Doktor Olsen Tvedebrink, Tenna, and Andrea Jelić. "Getting under the(ir) skin: Applying personas and scenarios with body-environment research for improved understanding of users’ perspective in architectural design." Persona Studies 4, no. 2 (November 5, 2018): 5–24. http://dx.doi.org/10.21153/psj2018vol4no2art746.

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The aim of this paper is to move established positions in architectural design by discussing a more refined user perspective. The motivation is threefold. Firstly, fields like environmental psychology and cognitive science for architecture have in recent years brought novel insights on the embodied nature of human spatial experience, and the extensive effects of the built environment on people’s psychosomatic health and behaviour that are not well-captured by existing building standardization systems. Secondly, while the fast growing trends of user-centred and research-based design in architecture have showed that users’ experience is a valuable source of design knowledge, the methods for incorporating this wealth of new insights in the architectural design process are still underdeveloped. Finally, the example of the newly built psychiatric department in Aabenraa, Denmark, whose interior, despite an international architectural award in 2016, had to be re-designed one year after construction due to poor understanding of the users, indicates existing discrepancies in the current approaches to translating research information in user-centred design. To address these issues, we discuss the experiences from a new masters’ course in ‘Architecture, Health, and Well-being’ and propose that user-centred methods like ‘personas’ and ‘scenarios’ used in IT, marketing, and product development also have a potential to develop more in-depth research-informed user perspectives. As well as, to help students envision and strengthen the architectural quality of the programming and building design throughout the architectural design process, by supporting a ‘design empathic’ understanding and immersion in user perspectives.
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Rogerson, Simon, Keith W. Miller, Jenifer Sunrise Winter, and David Larson. "Information systems ethics – challenges and opportunities." Journal of Information, Communication and Ethics in Society 17, no. 1 (March 11, 2019): 87–97. http://dx.doi.org/10.1108/jices-07-2017-0041.

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Purpose The purpose of this paper is to explore the ethical issues surrounding information systems (IS) practice with a view to encouraging greater involvement in this aspect of IS research. Information integrity relies upon the development and operation of computer-based information systems. Those who undertake the planning, development and operation of these information systems have obligations to assure information integrity and overall to contribute to the public good. This ethical dimension of information systems has attracted mixed attention in the IS academic discipline. Design/methodology/approach The authors are a multidisciplinary team providing a rich, diverse experience which includes professional and information ethics, management information systems, software engineering, data repositories and information systems development. Each author has used this experience to review the IS ethics landscape, which provides four complimentary perspectives. These are synthesised to tease out trends and future pointers. Findings It is confirmed that there is a serious lack of research being undertaken relating to the ethical dimension of the Information Systems field. There is limited crossover between the well-established multidisciplinary community of Computer Ethics research and the traditional Information Systems research community. Originality/value An outline framework is offered which could provide an opportunity for rich and valuable dialogue across the two communities. This is proposed as the starting point for a proactive research and practice action plan for information systems ethics.
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Mishra, Debani Prasad, Kshirod Kumar Rout, and Surender Reddy Salkuti. "Modern tools and current trends in web-development." Indonesian Journal of Electrical Engineering and Computer Science 24, no. 2 (November 1, 2021): 978. http://dx.doi.org/10.11591/ijeecs.v24.i2.pp978-985.

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In this paper, a social media platform like LinkedIn and Facebook is made using MongoDB as a database. This paper aims to touch all the modern tools required to make an efficient web app, keeping in mind both the customer satisfaction and the ease for the developers to make their web designs, front-end and back-end. In this application, a user could make an account, add or delete details of their profile, education, and experience fields. The users could post, also comment and even like a post of other users. A monolithic architectural approach is used for simplicity in maintaining the database. Postman application programming interface (API) was used to check the working of the back-end. Git, Github, and Heroku were used to deploy the website. Node package manager (NPM) packages like bcrypt and validator are used to encrypt passwords and to validate a user during login. Media queries are used in cascading style sheets (CSS) to achieve a responsive design. Therefore, the users could view the website through a mobile phone, i-pad and also a personal computer (PC), maintaining the readability and design across all these devices.
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Karavidas, Lampros, Hippokratis Apostolidis, and Thrasyvoulos Tsiatsos. "Usability Evaluation of an Adaptive Serious Game Prototype Based on Affective Feedback." Information 13, no. 9 (September 8, 2022): 425. http://dx.doi.org/10.3390/info13090425.

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Difficulty in video games is an essential factor for a game to be considered engaging and is directly linked to losing in a game. However, for the user to not feel bored or frustrated, it is necessary for the difficulty of the game to be balanced and ideally tailored to the user. This paper presents the design and development of a serious game that adjusts its difficulty based on the user’s bio signals, so that it is demanding enough to match his/her skills, in order to enter the flow state. The serious game is accompanied by a server that uses machine learning algorithms to analyze the user’s bio signals and classify them into different affective states. These states are later used to adjust the difficulty of the serious game in real-time, without interfering with the user’s game experience. Finally, a heuristic evaluation was conducted in order to measure its usability and highlight the good practices and to draw attention to some elements of the game that should be changed in a future version.
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Soegaard Ballester, Jacqueline M., Geoffrey D. Bass, Richard Urbani, Glenn Fala, Rutvij Patel, Damien Leri, Jackson M. Steinkamp, et al. "A Mobile, Electronic Health Record-Connected Application for Managing Team Workflows in Inpatient Care." Applied Clinical Informatics 12, no. 05 (October 2021): 1120–34. http://dx.doi.org/10.1055/s-0041-1740256.

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Abstract Background Clinical workflows require the ability to synthesize and act on existing and emerging patient information. While offering multiple benefits, in many circumstances electronic health records (EHRs) do not adequately support these needs. Objectives We sought to design, build, and implement an EHR-connected rounding and handoff tool with real-time data that supports care plan organization and team-based care. This article first describes our process, from ideation and development through implementation; and second, the research findings of objective use, efficacy, and efficiency, along with qualitative assessments of user experience. Methods Guided by user-centered design and Agile development methodologies, our interdisciplinary team designed and built Carelign as a responsive web application, accessible from any mobile or desktop device, that gathers and integrates data from a health care institution's information systems. Implementation and iterative improvements spanned January to July 2016. We assessed acceptance via usage metrics, user observations, time–motion studies, and user surveys. Results By July 2016, Carelign was implemented on 152 of 169 total inpatient services across three hospitals staffing 1,616 hospital beds. Acceptance was near-immediate: in July 2016, 3,275 average unique weekly users generated 26,981 average weekly access sessions; these metrics remained steady over the following 4 years. In 2016 and 2018 surveys, users positively rated Carelign's workflow integration, support of clinical activities, and overall impact on work life. Conclusion User-focused design, multidisciplinary development teams, and rapid iteration enabled creation, adoption, and sustained use of a patient-centered digital workflow tool that supports diverse users' and teams' evolving care plan organization needs.
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Ceccacci, Silvia, Andrea Generosi, Alma Leopardi, Maura Mengoni, and And Ferruccio Mandorli. "The Role of Haptic Feedback and Gamification in Virtual Museum Systems." Journal on Computing and Cultural Heritage 14, no. 3 (July 2021): 1–14. http://dx.doi.org/10.1145/3453074.

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This article reports the results of a research aimed to evaluate the ability of a haptic interface to improve the user experience (UX) with virtual museum systems. In particular, two user studies have been carried out to (1) compare the experience aroused during the manipulation of a 3D printed replica of an artifact with a pen-like stylus with that aroused during the interaction (visual and tactile) with a 3D rendering application using a haptic interface and PC monitor, and (2) compare the users’ perceived usability and UX among a traditional mouse-based desktop interface, haptic interface, and haptic gamified interface based on the SUS scale and the AttrakDiff2 questionnaire. A total of 65 people were involved. The considered haptic application is based on the haptic device Omega 6 produced by Force Dimension, and it is a permanent attraction of the Museo Archeologico Nazionale delle Marche. Results suggest that the proposed haptic interface is suitable for people who commonly use mouse-based computer interaction, but without previous experience with haptic systems, and provide some insights useful to better understand the role of haptic feedback and gamification in enhancing UX with virtual museums, and to guide the development of other similar applications in the future.
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An, Hyogeun, Sudong Kang, Guard Kanda, and Kwangki Ryoo. "RISC-V Hardware Synthesizable Processor Design Test and Verification Using User-Friendly Desktop Application." Webology 19, no. 1 (January 20, 2022): 4597–620. http://dx.doi.org/10.14704/web/v19i1/web19305.

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Although the RISC-V ISA has not been around for long, it is a processor architecture that has been highlighted by many businesses and individuals for its low-cost and rapid pace of development. They are open-source-synthesizable hardware processors with minimal functionality that is ideal for current IoT applications involving simple sensors and actuator controls. Due to some qualities of hardware, they can operate in areas where software programs and applications cannot be used whereas, these software programs that run on such hardware equally help in understanding how hardware operates. This paper, therefore, proposes and discusses the design, implementation, and internal verification and test platform for a Reduced Instruction Set Code-V’s (RISC-V) Instruction Set Architecture (ISA), using an interactive desktop program for a 32-bit single-cycle processor. This paper developed a system that functions as interactive assistance to RISC-V's ISA design and debugger using a more user-friendly desktop UI application. The uniqueness of this design is the flexibility of testing and debugging that is possible through either the software interface or through hardware peripherals such as Universal Asynchronous Receiver/Transmitter (UART) protocols in FPGA or even both. These peripherals allow users to view the contents of the register files and RAM being utilized by the implemented processor on the FPGA. The proposed desktop User Interface program monitors and controls the sequential processing and states of a 32-bit single-cycle RISC-V processor’s operation on an FPGA. Contents of the proposed processor’s registers and memory are displayed alongside other temporal or internal data. Internal components such as Program Counters (PC), Random Access Memory (RAM), are displayed all through the proposed User Interface (UI) program and also through various peripherals on the FPGA board. The software program is implemented using C# programing language through Microsoft Visual Studio 2019 Integrated Development Environment (IDE). The proposed hardware synthesizable processor core is implemented using Verilog Hardware Description Language (HDL) and synthesized with Xilinx Integrated Synthesis Environment (ISE) version 14.7. The proposed processor and its corresponding hardware test modules occupy 6476 Look-Up-Tables (LUT) and operate at a maximum frequency of 49MHz and its operation is verified on a Field Programmable Gate Array (FPGA). The proposed processor and its test platform can serve as a good educational tool as well as a help for processor design engineers both experienced and beginners.
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Wang, Hongsu, Na An, and Shiyu Ma. "Innovative Methods for the Integration of Marketing Concepts and Art Design in Product Design in the Era of Internet of Things." Wireless Communications and Mobile Computing 2022 (April 1, 2022): 1–12. http://dx.doi.org/10.1155/2022/8435815.

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Due to the popularity and rapid development of the Internet, it has profoundly affected people’s way of life, covering all aspects of people’s lives, and the communication methods and marketing concepts of all walks of life have also undergone great changes due to its influence. Internet technology simplifies and compresses the marketing process, making consumers sovereign, and the monopoly of traditional media is difficult to reproduce on the Internet. The development of the times has also affected people’s pursuit of “beauty,” and their willingness to consume for design has gradually increased. Based on this, this paper proposes a design method that integrates the marketing concept based on the product design concept and the art design. The Internet of Things is based on the development of the Internet, expands on the basis of the Internet, and extends to people’s daily life with physical devices. It is widely welcomed by various research fields at present. This paper studies the changes brought by the Internet, the integration and innovation of art design and marketing concepts in the Internet age, and the development advantages and changes of traditional product design in information dissemination. Based on this, this paper proposes a user-centered, user-participated design. The experimental results show that the user-participative design method based on the integration of marketing concepts and artistic design and the innovation of functions can be effectively improved by paying attention to user feedback, which can bring good user experience effects. The conversion rate of visits on each platform is above 40%, and it also has a “communication medium” with its own traffic, which can even become a “spiritual sustenance” for direction.
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Iyengar, M. Sriram, Oscar E. Pinzon, and Ron R. Campbell. "Design and development of a mobile-based patient management and information system for infectious disease outbreaks in low resource environments." Technology and Health Care 28, no. 6 (November 17, 2020): 697–709. http://dx.doi.org/10.3233/thc-192100.

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BACKGROUND: The design of Patient Management and Information Systems during outbreaks of highly infectious diseases in low resource environments poses special challenges. Such systems necessitate special functional and design requirements to support patient care under austere conditions. A primary concern is to minimize spread of the disease to caregivers and non-infected individuals. Patient management in these conditions requires the design and development of systems customized for complex patient and caregiver workflows. OBJECTIVE: Design and develop a Patient Management and Information System for healthcare facilities on the frontlines of outbreaks of highly infectious diseases in low resource environments. METHODS: A team composed of clinicians with experience in Ebola care in affected areas of Africa and informaticians developed detailed hardware, software and functionality requirements. These were translated into hardware designs, software architectures, screen and interface designs and implemented using Common Off-The-Shelf hardware. An experimental app development system was used to develop mHealth software modules. RESULTS: The system was developed and implemented as a proof of concept. Acceptance testing showed that the system met functionality requirements. CONCLUSION: Useful Patient Management and Information systems can be developed and implemented for frontline use in low-resource environments during outbreaks of highly infectious diseases.
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Shen, Yi. "Emerging scenarios of data infrastructure and novel concepts of digital libraries in intelligent infrastructure for human-centred communities: A qualitative research." Journal of Information Science 45, no. 5 (November 22, 2018): 691–704. http://dx.doi.org/10.1177/0165551518811459.

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This research investigated the strategic development of a large-scale transdisciplinary area, named intelligent infrastructure for human-centred communities, at Virginia Tech. Within such development, this study explored the future vision and anticipated scenarios of data infrastructure and digital libraries for smart community development. It draws upon the mixed-methods approach combining ethnographic participant observation, document analysis and semi-structured interviews. Grounded in socio-technical framework and rooted in empirical methods, this research produces results that augment design thinking and visioning practice for digital data libraries beyond traditional boundaries. The findings reveal the emerging scenarios around complex adaptive systems, intelligent data infrastructure and future digital libraries all in the context of building infrastructure for human-centred communities. Situated in this advancing reality, the results further discuss the next-generation data and information user experience, smart infrastructure data environment and future library capabilities. The article concludes that a smart library system, whether in its conceptual form of a ‘digital octopus’ or a ‘smart village data hub’ or an ‘intelligent virtual assistant’, will provide intelligence in data gathering, processing, summarising, communication and recommendations. By delivering unified and personalised data solutions, it will offer an end-to-end seamless experience for users throughout their journey of knowledge pursuit.
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Zhang, Shubing, Jianhua Zhang, and Xiaomin Zhou. "Design and Development of Smart Wearable Products for Basketball Dribble Teaching Training Posture Monitoring." Wireless Communications and Mobile Computing 2022 (August 31, 2022): 1–12. http://dx.doi.org/10.1155/2022/2222081.

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Basketball is one of the most popular sports, but apart from a small number of sports specialties, ordinary people rarely have the opportunity to receive professional basketball training, let alone coaches who provide one-on-one dribbling posture guidance. Dribbling is a very basic and important technique in basketball. Mastering the correct dribbling posture can help people further improve their basketball skills. In response to this problem, this article designed a smart wearable product to monitor the user’s posture in basketball dribbling training. If the user has a wrong dribble posture, the product will automatically prompt and give relevant suggestions. This article focuses on user demand research, product conceptual design, prototype development, and dribbling posture determination experiments and elaborates the design and development process of the product. Based on the experimental data, this article believes that the optimal parameters of the monitoring standard for the “head down too long” during basketball dribbling are the x -axis angle value of the motion sensor is critical for -120°, and the duration of exceeding the critical value is 1 second. The optimal parameters of the “dribbling wrist flip” monitoring standard are the x -axis angle value of the motion sensor has a critical value of 105°, and the duration of exceeding the critical value is 0.4 seconds. Judging from the end user’s experience and rating of the product’s trial experience, it can be seen that the smart product can indeed play a very good auxiliary effect in the field of dribbling posture monitoring. Popularizing it in the daily training of basketball players can effectively promote the full informatization and intelligent development of sports.
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Mukhtar, Mukhneri, Sudarmi Sudarmi, Mochamad Wahyudi, and Burmansah Burmansah. "The Information System Development Based on Knowledge Management in Higher Education Institution." International Journal of Higher Education 9, no. 3 (March 9, 2020): 98. http://dx.doi.org/10.5430/ijhe.v9n3p98.

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The purpose of this study is to express the experiences, ideas, needs, and the use of information technology for the development of management information systems in a higher education institution. This study is qualitative approach research using the case study method. The research data collection uses the techniques of observation, interview, and documentation study. The research procedure used in this research consists of several research steps utilizing the case study method of Robert K. Yin: research planning, research design, research preparation, research data collection, research data analysis, and doing the research report. The research analysis is done by pattern matching. The data validity testing through data source triangulation and technique triangulation. The result of the study presents: (1) the analysis of management information system based on tacit and explicit knowledge through the process of exchanging experience, idea, and initiative, (2) the management information system design based on the needs analysis, and (3) the development of management information system using information technology.
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Rafizan, Onny. "RESEARCH DATA MANAGEMENT SYSTEM DESIGN (CASE ICT RESEARCH AND HUMAN RESOURCES DEVELOPMENT AGENCY MCIT)." Jurnal Penelitian Pos dan Informatika 7, no. 2 (December 18, 2017): 143. http://dx.doi.org/10.17933/jppi.2017.070206.

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<p class="JGI-AbstractIsi"><span lang="EN">Management of research data is important for every research institute. The absence of activity for centralized data management and data storage within the research institute has the potential to make the research data disappear or not reusable. Data management information system is needed by research institute in order to manage data centrally by paying attention to the business process of research and requirement to the process of storage and sharing of research data. Primary data collection by means of interviews to the technical sources with expertise and direct experience are related to the management of research data, as well as validation of data credibility are tiered to higher research positions (madya and main) and to structural officials who facilitate research activities to obtain business modeling and user requirement. The result of this study is the design of data management information systems in accordance with the conditions of the R &amp; D organizations to facilitate the activities of storage and sharing access the research data.</span></p>
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Pirra, Miriam, Sofia Kalakou, Angela Carboni, Mariana Costa, Marco Diana, and Ana Rita Lynce. "A Preliminary Analysis on Gender Aspects in Transport Systems and Mobility Services: Presentation of a Survey Design." Sustainability 13, no. 5 (March 2, 2021): 2676. http://dx.doi.org/10.3390/su13052676.

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As sustainability is becoming a common practice in planning transport systems and mobility services, the designation and management of gender issues are of paramount importance. TInnGO is a European Project that has developed a network of 10 national Hubs to build the capacity to generate and apply evidence on gender equality and transport issues at the European level. This paper presents the project activities by introducing a relevant framework and exploring user mobility experiences based on gender to identify diversified needs and requirements. This process relies on the combination of a review of current gender-oriented experiences and practices in mobility with focus group activities conducted in four different EU cities. The insights obtained from these activities supported the design of a survey to collect information on socioeconomic, personal, and operational aspects to serve a gender-oriented transport analysis for all the Hubs. These preliminary analyses identified the main issues related to the female mobility experience, namely safety, security, accessibility, and transport reliability. Future research on the data collected through the survey would help operators in successfully improving their mobility offer to women.
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