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1

Scholtz, Jean. "User-Centered Evaluation of Visual Analytics." Synthesis Lectures on Visualization 5, no. 1 (October 6, 2017): i—71. http://dx.doi.org/10.2200/s00797ed1v01y201709vis009.

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Trösterer, Sandra, Elke Beck, Fabiano Dalpiaz, Elda Paja, Paolo Giorgini, and Manfred Tscheligi. "Formative User-Centered Evaluation of Security Modeling." International Journal of Secure Software Engineering 3, no. 1 (January 2012): 1–19. http://dx.doi.org/10.4018/jsse.2012010101.

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Developing a security modeling language is a complex activity. Particularly, it becomes very challenging for Security Requirements Engineering (SRE) languages where social/organizational concepts are used to represent high-level business aspects, while security aspects are typically expressed in a technical jargon at a lower level of abstraction. In order to reduce this socio-technical mismatch and reach a high quality outcome, appropriate evaluation techniques need to be chosen and carried out throughout the development process of the modeling language. In this article, the authors present and discuss the formative user-centered evaluation approach, namely an evaluation technique that starts since the early design stages and actively involves end-users. The authors demonstrate the approach in a real case study presenting the results of the evaluation. From the gained empirical evidence, we may conclude that formative user-centered evaluation is highly recommended to investigate any security modeling language.
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Albertson, Dan. "Synthesizing visual digital library research to formulate a user-centered evaluation framework." New Library World 116, no. 3/4 (March 9, 2015): 122–35. http://dx.doi.org/10.1108/nlw-07-2014-0087.

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Purpose – The purpose of this study is to synthesize prior user-centered research to develop and present a generalized framework for evaluating visual, i.e. both image and video digital libraries. The primary objectives include comprehensively examining the current state of visual digital library research to: develop a generalized framework applicable for designing user-centered evaluations of visual digital libraries; identify influential experimental factors warranting assessment evaluation as part of specific contexts; and provide examples of applied methods that have been used in research, demonstrating notable findings. Design/methodology/approach – The framework presented in the present study depicts a set of user-centered methodological considerations and examples, synthesized from a review of prior research that provides significant understanding of users and uses of visual information. Findings – Primary components for digital library evaluation, pertaining to user, interaction, system and domain and topic, and their implications for interactive research are presented. Methods, examples and discussion are presented for each primary evaluation component of the framework. Practical implications – Previously applied evaluations and their significance are described and presented as part of the developed framework, providing the importance of each component for practical application in future research and development of interactive visual digital libraries. Originality/value – Visual digital libraries warrant individual assessment, apart from other types of digital collections, as they offer users more ways to retrieve and interact with collection items. The present study complements prior digital library evaluation research by demonstrating the need for a separate framework due to variations influenced by visual information and reporting on evaluations from different perspectives.
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Pardo, Sofia, Steve Howard, and Frank Vetere. "Child-Centered Evaluation: Broadening the Child/Designer Dyad." Advances in Human-Computer Interaction 2008 (2008): 1–9. http://dx.doi.org/10.1155/2008/597629.

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Some settings challenge a literal interpretation of user-centered design orthodoxy; that design is best donefora user, by designingwiththat user. We explore the value that a copresent proxy and interpreter can bring to certainhard-to-reachordifficult-to-interpretsituations; in this case the evaluation of educational software intendedto be usedby children. We discuss the effect that introducing a teacher had on the results of the evaluation and conclude that adding an expert-based component to evaluations increased its diagnostic power.
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Jaeger, Paul T., and John Carlo Bertot. "Designing, Implementing, and Evaluating User-centered and Citizen-centered E-government." International Journal of Electronic Government Research 6, no. 2 (April 2010): 1–17. http://dx.doi.org/10.4018/jegr.2010040101.

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The effectiveness of user interactions and engagement with e-government hinges on the extent to which the information and services being offered are user-centered, and in particular citizen-centered. E-government is not effectively serving users if they cannot find the information and services that they seek due to organizational, educational, policy, or management issues; do not have the skills to properly interact with e-government; do not understand the results that they get; or do not trust the information that they receive. As such, user-centered design and evaluation must be a key consideration in the development and management of e-government. Building on a range of previous research by the authors, this article will examine the issues of the designing for, evaluation of, and research about user-centered e-government and implications for e-government policy and management.
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Brito, Lara Da Costa, and Manuela Quaresma. "USER-CENTERED DESIGN IN AGILE METHODOLOGIES." Ergodesign & HCI 7, Especial (December 31, 2019): 126. http://dx.doi.org/10.22570/ergodesignhci.v7iespecial.1285.

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Nowadays, although the user experience is considered a differential in the development of digital products, research, ideation, and evaluation activities are compromised in the user's research. This article aims to investigate the study of users aligned with the application of agile methodologies in the development of digital products in the Brazilian market.
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Basher, Hanan T., Dawn Mary Kristine C. Gacus, Rachell P. Mingo, and Aloha May H. Ambe. "A User-Centered Evaluation of a University Website." Journal of Industrial and Intelligent Information 2, no. 3 (2014): 210–16. http://dx.doi.org/10.12720/jiii.2.3.210-216.

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8

Dervin, Brenda. "The relationship of user-centered evaluation to design." ACM SIGOIS Bulletin 16, no. 2 (December 1995): 42–46. http://dx.doi.org/10.1145/226188.226219.

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Horwitz, Leora I. "The Importance of User-Centered Design and Evaluation." JAMA Internal Medicine 178, no. 8 (August 1, 2018): 1023. http://dx.doi.org/10.1001/jamainternmed.2018.1902.

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Gabbard, J. L., D. Hix, and J. E. Swan. "User-centered design and evaluation of virtual environments." IEEE Computer Graphics and Applications 19, no. 6 (1999): 51–59. http://dx.doi.org/10.1109/38.799740.

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Kvavik, Karen H., Shifteh Karimi, Allen Cypher, and Deborah J. Mayhew. "User-centered processes and evaluation in product development." Interactions 1, no. 3 (July 1994): 65–71. http://dx.doi.org/10.1145/182966.182973.

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12

Oviatt, S. "User-centered modeling and evaluation of multimodal interfaces." Proceedings of the IEEE 91, no. 9 (September 2003): 1457–68. http://dx.doi.org/10.1109/jproc.2003.817127.

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Raban, Daphne R. "User‐centered evaluation of information: a research challenge." Internet Research 17, no. 3 (June 12, 2007): 306–22. http://dx.doi.org/10.1108/10662240710758948.

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Karpathakis, Kassandra, Gene Libow, Henry W. W. Potts, Simon Dixon, Felix Greaves, and Elizabeth Murray. "An Evaluation Service for Digital Public Health Interventions: User-Centered Design Approach." Journal of Medical Internet Research 23, no. 9 (September 8, 2021): e28356. http://dx.doi.org/10.2196/28356.

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Background Digital health interventions (DHIs) have the potential to improve public health by combining effective interventions and population reach. However, what biomedical researchers and digital developers consider an effective intervention differs, thereby creating an ongoing challenge to integrating their respective approaches when evaluating DHIs. Objective This study aims to report on the Public Health England (PHE) initiative set out to operationalize an evaluation framework that combines biomedical and digital approaches and demonstrates the impact, cost-effectiveness, and benefit of DHIs on public health. Methods We comprised a multidisciplinary project team including service designers, academics, and public health professionals and used user-centered design methods, such as qualitative research, engagement with end users and stakeholders, and iterative learning. The iterative approach enabled the team to sequentially define the problem, understand user needs, identify opportunity areas, develop concepts, test prototypes, and plan service implementation. Stakeholders, senior leaders from PHE, and a working group critiqued the outputs. Results We identified 26 themes and 82 user needs from semistructured interviews (N=15), expressed as 46 Jobs To Be Done, which were then validated across the journey of evaluation design for a DHI. We identified seven essential concepts for evaluating DHIs: evaluation thinking, evaluation canvas, contract assistant, testing toolkit, development history, data hub, and publish health outcomes. Of these, three concepts were prioritized for further testing and development, and subsequently refined into the proposed PHE Evaluation Service for public health DHIs. Testing with PHE’s Couch-to-5K app digital team confirmed the viability, desirability, and feasibility of both the evaluation approach and the Evaluation Service. Conclusions An iterative, user-centered design approach enabled PHE to combine the strengths of academic and biomedical disciplines with the expertise of nonacademic and digital developers for evaluating DHIs. Design-led methodologies can add value to public health settings. The subsequent service, now known as Evaluating Digital Health Products, is currently in use by health bodies in the United Kingdom and is available to others for tackling the problem of evaluating DHIs pragmatically and responsively.
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Suokas, Juho. "TESTING USABILITY METHODS IN TRANSLATION COURSES: PERSONAS AND HEURISTIC EVALUATION." CURRENT TRENDS IN TRANSLATION TEACHING AND LEARNING E 7 (December 21, 2020): 4–38. http://dx.doi.org/10.51287/cttl_e_2020_2_juho_suokas.

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To make translations better suited for specific target audiences, Suojanen et al. (2015) have suggested applying methods of user-centered translation (UCT). This study examines user-centered translation as part of university translation courses. The aim is to examine how translation students experience using two UCT methods: personas and heuristic evaluation. The students produced written comments during courses where the methods were applied. The student experience was examined by using the principles of qualitative content analysis. The analysis suggests that the methods have benefits for such matters as better understanding of the target audience and a more systematic process of evaluation. However, the methods also have drawbacks, such as the extra time and effort required. The specific heuristics were also found to be problematic to use. User-centered translation has good potential for translator training, but the specific methods require refinement. Keywords: user-centered translation, personas, heuristic evaluation, usability, translator training
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Scholtz, Jean, Emile Morse, and Michelle Potts Steves. "Evaluation metrics and methodologies for user-centered evaluation of intelligent systems." Interacting with Computers 18, no. 6 (December 2006): 1186–214. http://dx.doi.org/10.1016/j.intcom.2006.08.014.

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Liu, Tsai Lu, and Whitney Skinner. "User-Centered Design Evaluation by Application of Biofeedback Technologies." International Journal of Technology, Knowledge, and Society 4, no. 1 (2008): 45–52. http://dx.doi.org/10.18848/1832-3669/cgp/v04i01/55808.

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Chang, Hyejung, Dohoon Kim, and Jaesun Shim. "Attributes of User-centered Evaluation for Health Information Websites." Journal of Korean Society of Medical Informatics 10, no. 4 (2004): 429. http://dx.doi.org/10.4258/jksmi.2004.10.4.429.

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Gagnon, Roger, Jason Laberge, Allison Lamsdale, Jonathan Histon, Carl Hudson, Jan Davies, and Jeff Caird. "A User-Centered Evaluation of three Intravenous Infusion Pumps." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 48, no. 15 (September 2004): 1773–77. http://dx.doi.org/10.1177/154193120404801531.

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이태경 and 최인영. "A Study on User Evaluation of Shared Spaces in Apartmentsfor User-centered Design." Journal of Integrated Design Research 15, no. 1 (March 2016): 75–85. http://dx.doi.org/10.21195/jidr.2016.15.1.007.

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Rakhra, Aadesh K., and Danny D. Mann. "Design and Evaluation of Individual Elements of the Interface for an Agricultural Machine." Journal of Agricultural Safety and Health 24, no. 1 (2018): 27–42. http://dx.doi.org/10.13031/jash.12410.

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Abstract. If a user-centered approach is not used to design information displays, the quantity and quality of information presented to the user may not match the needs of the user, or it may exceed the capability of the human operator for processing and using that information. The result may be an excessive mental workload and reduced situation awareness of the operator, which can negatively affect the machine performance and operational outcomes. The increasing use of technology in agricultural machines may expose the human operator to excessive and undesirable information if the operator’s information needs and information processing capabilities are ignored. In this study, a user-centered approach was used to design specific interface elements for an agricultural air seeder. Designs of the interface elements were evaluated in a laboratory environment by developing high-fidelity prototypes. Evaluations of the user interface elements yielded significant improvement in situation awareness (up to 11%; overall mean difference = 5.0 (4.8%), 95% CI (6.4728, 3.5939), p < 0.0001). Mental workload was reduced by up to 19.7% (overall mean difference = -5.2 (-7.9%), n = 30, a = 0.05). Study participants rated the overall performance of the newly designed user-centered interface elements higher in comparison to the previous designs (overall mean difference = 27.3 (189.8%), 99% CI (35.150, 19.384), p < 0.0001). Keywords: Agricultural machines, Interface design principles, Situation awareness, User-centered design, User interface design, User experience.
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Zhang, Ying, and Yuelin Li. "A user-centered functional metadata evaluation of moving image collections." Journal of the American Society for Information Science and Technology 59, no. 8 (2008): 1331–46. http://dx.doi.org/10.1002/asi.20839.

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23

Chapman Smith, Sherita N., Pamela C. Brown, Kaitlynne H. Waits, Jason S. Wong, Muhammad S. Bhatti, Qaiser Toqeer, Jamie V. Ricks, et al. "Development and Evaluation of a User-Centered Mobile Telestroke Platform." Telemedicine and e-Health 25, no. 7 (July 2019): 638–48. http://dx.doi.org/10.1089/tmj.2018.0044.

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Costello, Loura, Georges Grinstein, Catherine Plaisant, and Jean Scholtz. "Advancing User-Centered Evaluation of Visual Analytic Environments through Contests." Information Visualization 8, no. 3 (January 25, 2009): 230–38. http://dx.doi.org/10.1057/ivs.2009.16.

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In this paper, the authors describe the Visual Analytics Science and Technology (VAST) Symposium contests run in 2006 and 2007 and the VAST 2008 and 2009 challenges. These contests were designed to provide researchers with a better understanding of the tasks and data that face potential end users. Access to these end users is limited because of time constraints and the classified nature of the tasks and data. In that respect, the contests serve as an intermediary, with the metrics and feedback serving as measures of utility to the end users. The authors summarize the lessons learned and the future directions for VAST Challenges.
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Doering, Nicola, Sandra Poeschl, Horst-Michael Gross, Andreas Bley, Christian Martin, and Hans-Joachim Boehme. "User-Centered Design and Evaluation of a Mobile Shopping Robot." International Journal of Social Robotics 7, no. 2 (October 28, 2014): 203–25. http://dx.doi.org/10.1007/s12369-014-0257-8.

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Amos, Mary, and Glyn Lawson. "User-Centered Design of a Portable Fire Extinguisher." Ergonomics in Design: The Quarterly of Human Factors Applications 25, no. 3 (May 30, 2017): 20–27. http://dx.doi.org/10.1177/1064804617707871.

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This case study documents the process followed to produce an alternative design of a fire extinguisher. The work focuses on how informative data can be gathered for an ethically challenging product scenario through the use of a range of user-centered research methods, including literature review, product evaluation, shadowing study, empathy study, expert interview, focus groups, and simulation equipment. Design improvements as a consequence of this process include reductions in size and weight, refillable cartridges, single-handed operation, intuitive form, minimal cleanup post-use, and better portability.
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Goodall, John R. "An Evaluation of Visual and Textual Network Analysis Tools." Information Visualization 10, no. 2 (April 2011): 145–57. http://dx.doi.org/10.1057/ivs.2011.2.

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User testing is an integral component of user-centered design, but has only rarely been applied to visualization for cyber security applications. This article presents the results of a comparative evaluation between a visualization-based application and a more traditional, table-based application for analyzing computer network packet captures. We conducted this evaluation as part of the user-centered design process. Participants performed both structured, well-defined tasks and exploratory, open-ended tasks with both tools. We measured accuracy and efficiency for the well-defined tasks, number of insights was measured for exploratory tasks and user perceptions were recorded for each tool. The results of this evaluation demonstrated that users performed significantly more accurately in the well-defined tasks, discovered a higher number of insights and demonstrated a clear preference for the visualization tool. The study design presented may be useful for future researchers performing user testing on visualization for cyber security applications.
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Argyle, Elizabeth M., Jonathan J. Gourley, Zachary L. Flamig, Tracy Hansen, and Kevin Manross. "Toward a User-Centered Design of a Weather Forecasting Decision-Support Tool." Bulletin of the American Meteorological Society 98, no. 2 (February 1, 2017): 373–82. http://dx.doi.org/10.1175/bams-d-16-0031.1.

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ABSTRACT Hazard Services is a software toolkit that integrates information management, hazard alerting, and communication functions into a single user interface. When complete, National Weather Service forecasters across the United States will use Hazard Services for operational issuance of weather and hydrologic alerts, making the system an instrumental part of the threat management process. As a new decision-support tool, incorporating an understanding of user requirements and behavior is an important part of building a system that is usable, allowing users to perform work-related tasks efficiently and effectively. This paper discusses the Hazard Services system and findings from a usability evaluation with a sample of end users. Usability evaluations are frequently used to support software and website development and can provide feedback on a system’s efficiency of use, effectiveness, and learnability. In the present study, a user-testing evaluation assessed task performance in terms of error rates, error types, response time, and subjective feedback from a questionnaire. A series of design recommendations was developed based on the evaluation’s findings. The recommendations not only further the design of Hazard Services, but they may also inform the designs of other decision-support tools used in weather and hydrologic forecasting. Incorporating usability evaluation into the iterative design of decision-support tools, such as Hazard Services, can improve system efficiency, effectiveness, and user experience.
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Bruder, Ralph. "Ergonomics as Mediator within the Product Design Process." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 44, no. 8 (July 2000): 20–23. http://dx.doi.org/10.1177/154193120004400805.

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As a consequence of an increasing complexity of products using procedures a human-centered-design process is more and more important. This thesis can be based on the success of user friendly products on market but also by looking at new regulations concerning human-centered design (e.g. pr EN-ISO 13407). Within an user-centered design process there is a need for a continuos balancing between interests of users and producers. This mediating role can be fulfilled by persons with an ergonomic background. The potentiality of ergonomic for the initialization, accompaniment and evaluation of an user-centered design process was demonstrated within the product development of a new electronic pipette.
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Wannarumon, Somlak, Erik L. J. Bohez, and Kittinan Annanon. "Aesthetic evolutionary algorithm for fractal-based user-centered jewelry design." Artificial Intelligence for Engineering Design, Analysis and Manufacturing 22, no. 1 (December 12, 2007): 19–39. http://dx.doi.org/10.1017/s0890060408000024.

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AbstractThis paper proposes an aesthetic-driven evolutionary algorithm for user-centered design. The evolutionary algorithm is based on a genetic algorithm (GA). It is developed to work as an art form generator that enhances user's productivity and creativity through reproduction, evaluation, and selection. Users can input their preferences and guide the generating direction to the system. A two-step fitness function is developed to evaluate morphology and aesthetics of the generated art forms. Fractals created by an iterated function system are used for representing art forms in our process. Algorithmic aesthetics are developed based on the aesthetic measure theory, surveys of human preferences, and popular long-lasting symbols. The algorithmic aesthetics is used for evaluating aesthetics of art forms together with subjective nonquantifiable aspects, and placed in the fitness function. The GA basically creates two-dimensional art forms. However, any two-dimensional image can be included through the property of a condensation set of fractals. The proposed GA can increase design productivity by about 80%. Examples of jewelry designs and physical prototypes created by the proposed system are included.
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VAN VELSEN, LEX, THEA VAN DER GEEST, ROB KLAASSEN, and MICHAËL STEEHOUDER. "User-centered evaluation of adaptive and adaptable systems: a literature review." Knowledge Engineering Review 23, no. 3 (September 2008): 261–81. http://dx.doi.org/10.1017/s0269888908001379.

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AbstractThis literature review focuses on user-centered evaluation (UCE) studies of adaptive and adaptable systems. Usability, perceived usefulness and appropriateness of adaptation are the three most commonly assessed variables. Questionnaires appeared to be the most popular method, followed by interviews and data log analysis. The quality of most questionnaires was questionable, and the reporting of interviews and think-aloud protocols was found to be shallow. Furthermore, data logs need triangulation in order to be useful. The reports encountered lack empirical value. The article models the iterative design process for adaptive and adaptable systems, linked to the goals of UCE: supporting decisions, detecting problems and verifying quality. This model summarizes the variables to be assessed at each stage of the process and the relevant methods to assess them.
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Beerlage-de Jong, Nienke, Hanneke Kip, and Saskia Marion Kelders. "Evaluation of the Perceived Persuasiveness Questionnaire: User-Centered Card-Sort Study." Journal of Medical Internet Research 22, no. 10 (October 23, 2020): e20404. http://dx.doi.org/10.2196/20404.

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Background eHealth technologies aim to change users’ health-related behavior. Persuasive design and system features can make an eHealth technology more motivating, engaging, or supportive to its users. The Persuasive Systems Design (PSD) model incorporates software features that have the possibility to increase the persuasiveness of technologies. However, the effects of specific PSD software features on the effectiveness of an intervention are still largely unknown. The Perceived Persuasiveness Questionnaire (PPQ) was developed to gain insight into the working mechanisms of persuasive technologies. Although the PPQ seems to be a suitable method for measuring subjective persuasiveness, it needs to be further evaluated to determine how suitable it is for measuring perceived persuasiveness among the public. Objective This study aims to evaluate the face and construct validity of the PPQ, identify points of improvement, and provide suggestions for further development of the PPQ. Methods A web-based closed-ended card-sort study was performed wherein participants grouped existing PPQ items under existing PPQ constructs. Participants were invited via a Massive Open Online Course on eHealth. A total of 398 people (average age 44.15 years, SD 15.17; 251/398, 63.1% women) completed the card sort. Face validity was evaluated by determining the item-level agreement of the original PPQ constructs. Construct validity was evaluated by determining the construct in which each item was placed most often, regardless of the original placement and how often 2 items were (regardless of the constructs) paired together and what interitem correlations were according to a cluster analysis. Results Four PPQ constructs obtained relatively high face validity scores: perceived social support, use continuance, perceived credibility, and perceived effort. Item-level agreement on the other constructs was relatively low. Item-level agreement for almost all constructs, except perceived effort and perceived effectiveness, would increase if items would be grouped differently. Finally, a cluster analysis of the PPQ indicated that the strengths of the newly identified 9 clusters varied strongly. Unchanged strong clusters were only found for perceived credibility support, perceived social support, and use continuance. The placement of the other items was much more spread out over the other constructs, suggesting an overlap between them. Conclusions The findings of this study provide a solid starting point toward a redesigned PPQ that is a true asset to the field of persuasiveness research. To achieve this, we advocate that the redesigned PPQ should adhere more closely to what persuasiveness is according to the PSD model and to the mental models of potential end users of technology. The revised PPQ should, for example, enquire if the user thinks anything is done to provide task support but not how this is done exactly.
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Naik, Aanand D., Molly J. Horstman, Linda T. Li, Michael K. Paasche-Orlow, Bryan Campbell, Whitney L. Mills, Levi I. Herman, Daniel A. Anaya, Barbara W. Trautner, and David H. Berger. "User-centered design of discharge warnings tool for colorectal surgery patients." Journal of the American Medical Informatics Association 24, no. 5 (March 16, 2017): 975–80. http://dx.doi.org/10.1093/jamia/ocx018.

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Abstract Objectives: Readmission following colorectal surgery, typically due to surgery-related complications, is common. Patient-centered discharge warnings may guide recognition of early complication signs after colorectal surgery. Materials and Methods: User-centered design of a discharge warnings tool consisted of iterative health literacy review and a heuristic evaluation with human factors and clinical experts as well as patient end users to establish content validity and usability. Results: Literacy evaluation of the prototype suggested >12th-grade reading level. Subsequent revisions reduced reading level to 8th grade or below. Contents were formatted during heuristic evaluation into 3 action-oriented zones (green, yellow, and red) with relevant warning lexicons. Usability testing demonstrated comprehension of this 3-level lexicon and recognition of appropriate patient actions to take for each level. Discussion: We developed a discharge warnings tool for colorectal surgery using staged user-centered design. The lexicon of surgical discharge warnings could structure communication among patients, caregivers, and clinicians to improve post-discharge care.
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D'Souza, Melroy E., Dean Dykstra, and Anton Poole. "Integrating User-Centered Design within a Virtual Product Development Organization: Observations from the Field." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 42, no. 13 (October 1998): 989–93. http://dx.doi.org/10.1177/154193129804201309.

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Currently, flexibility and time to market have become the new keys to product development. The need for versatility, low overheads, and direct customer communication has led to the birth of an emerging breed of organizations that employ a virtual product development model (VPDM). This paper explores the role of user-centered design within a VPDM being used in an actual industrial organization, and is based on the experiences of the authors working in that organization. It also discusses possible user-centered evaluation methods, and the factors that influence their use in this model. Finally, it provides recommendations for a more seamless integration of user-centered design within this model.
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Kramer, Chelsea, Shelley Kelsey, Christina Rudin-Brown, Robin Langerak, Andrea Scipione, Anthony Jaz, and Peter Burns. "User-Centered Label Design Guidelines for Child Restraint Systems." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 61, no. 1 (September 2017): 1399–403. http://dx.doi.org/10.1177/1541931213601833.

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Child Restraint Systems (CRS; car seats) are designed to prevent injuries in motor vehicle collisions. CRS misuse and installation errors are common and may seriously reduce or nullify safety benefits. Poorly designed labels and instructions contribute to CRS misuse, and CRS manufacturers are not held to an evidence-based label design standard. This paper describes a user-centered design (UCD) and evaluation process for infant/child convertible (rear-facing/forward-facing) CRS installation labels. The labels focused on two primary tasks: installing a CRS into a vehicle and securing a child into the CRS. The label design concepts were based on literature identifying primary areas for CRS misuse, Human Factors and UCD principles, product warning and label design standards, and current Canadian and US motor vehicle safety standards. A follow-up study will evaluate the reduction of CRS installation errors based on the hypothesized enhanced label usability and effectiveness.
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Vaisson, Gratianne, Thierry Provencher, Michèle Dugas, Marie-Ève Trottier, Selma Chipenda Dansokho, Heather Colquhoun, Angela Fagerlin, et al. "User Involvement in the Design and Development of Patient Decision Aids and Other Personal Health Tools: A Systematic Review." Medical Decision Making 41, no. 3 (March 3, 2021): 261–74. http://dx.doi.org/10.1177/0272989x20984134.

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Background When designing and developing patient decision aids, guidelines recommend involving patients and stakeholders. There are myriad ways to do this. We aimed to describe how such involvement occurs by synthesizing reports of patient decision aid design and development within a user-centered design framework and to provide context by synthesizing reports of user-centered design applied to other personal health tools. Methods We included articles describing at least one development step of 1) a patient decision aid, 2) user- or human-centered design of another personal health tool, or 3) evaluation of these. We organized data within a user-centered design framework comprising 3 elements in iterative cycles: understanding users, developing/refining prototype, and observing users. Results We included 607 articles describing 325 patient decision aid projects and 65 other personal health tool projects. Fifty percent of patient decision aid projects reported involving users in at least 1 step for understanding users, 35% in at least 1 step for developing/refining the prototype, and 84% in at least 1 step for observing users’ interaction with the prototype. In comparison, other personal health tool projects reported 91%, 49%, and 92%, respectively. A total of 74% of patient decision aid projects and 92% of other personal health tool projects reported iterative processes, both with a median of 3 iterative cycles. Preliminary evaluations such as usability or feasibility testing were reported in 66% of patient decision aid projects and 89% of other personal health tool projects. Conclusions By synthesizing design and development practices, we offer evidence-based portraits of user involvement. Those wishing to further align patient decision aid design and development with user-centered design methods could involve users earlier, design and develop iteratively, and report processes in greater detail.
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During, André, Tobias Komischke, and Carsten Wittenberg. "Analysis, Design and Evaluation of User-Centered Engineering Tools in Industrial Automation." IFAC Proceedings Volumes 34, no. 16 (September 2001): 291–95. http://dx.doi.org/10.1016/s1474-6670(17)41539-4.

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Shier, Ashleigh P., Plinio P. Morita, Colleen Dickie, Mohammad Islam, Catherine M. Burns, and Joseph A. Cafazzo. "Design and evaluation of a safety-centered user interface for radiation therapy." Practical Radiation Oncology 8, no. 5 (September 2018): e346-e354. http://dx.doi.org/10.1016/j.prro.2018.01.009.

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Heinicke, Antje, Chen Liao, Katrin Walbaum, Jennifer Bützler, and Christopher M. Schlick. "User Centered Evaluation of Interactive Data Visualization forms for Document Management Systems." Procedia Manufacturing 3 (2015): 5427–34. http://dx.doi.org/10.1016/j.promfg.2015.07.669.

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Quandt, Moritz, Thies Beinke, and Michael Freitag. "User-Centered Evaluation of an Augmented Reality-based Assistance System for Maintenance." Procedia CIRP 93 (2020): 921–26. http://dx.doi.org/10.1016/j.procir.2020.03.053.

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Rayo, Michael F. "Designing for collaborative autonomy: updating user-centered design heuristics and evaluation methods." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 61, no. 1 (September 2017): 1091–95. http://dx.doi.org/10.1177/1541931213601877.

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As we design automated and autonomous products that make increasingly sophisticated inferences and stronger interjections in a wider range of settings, it is increasingly critical to conceptualize these products as cognitive agents, and not simply as passive tools. Our repertoire of heuristics and techniques must expand to explicitly support not only a person’s ability to take actions, but also to make sense of the world, determine the applicability of current and future plans, and select appropriate actions among many alternatives. These machine agents will also be expected to perform some or all of these functions themselves. Collectively, these attributes can be thought of as facilitating collaborative autonomy, in which all agents in the system can express initiative and cede authority based on their understanding of the world. However, product design is not the first discipline to face these problems or design these types of solutions. Cognitive Systems Engineering has been integrating and adding to the knowledge base in these areas for over 30 years. With some effort in translating their findings to our projects, we will be able to accelerate innovation and avoid the pitfalls and unintended consequences of previous attempts at increasing inference and interjection.
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Maria Brunetti, Josep, and Roberto García. "User-centered design and evaluation of overview components for semantic data exploration." Aslib Journal of Information Management 66, no. 5 (September 9, 2014): 519–36. http://dx.doi.org/10.1108/ajim-12-2013-0153.

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Purpose – The growing volumes of semantic data available in the web result in the need for handling the information overload phenomenon. The potential of this amount of data is enormous but in most cases it is very difficult for users to visualize, explore and use this data, especially for lay-users without experience with Semantic Web technologies. The paper aims to discuss these issues. Design/methodology/approach – The Visual Information-Seeking Mantra “Overview first, zoom and filter, then details-on-demand” proposed by Shneiderman describes how data should be presented in different stages to achieve an effective exploration. The overview is the first user task when dealing with a data set. The objective is that the user is capable of getting an idea about the overall structure of the data set. Different information architecture (IA) components supporting the overview tasks have been developed, so they are automatically generated from semantic data, and evaluated with end-users. Findings – The chosen IA components are well known to web users, as they are present in most web pages: navigation bars, site maps and site indexes. The authors complement them with Treemaps, a visualization technique for displaying hierarchical data. These components have been developed following an iterative User-Centered Design methodology. Evaluations with end-users have shown that they get easily used to them despite the fact that they are generated automatically from structured data, without requiring knowledge about the underlying semantic technologies, and that the different overview components complement each other as they focus on different information search needs. Originality/value – Obtaining semantic data sets overviews cannot be easily done with the current semantic web browsers. Overviews become difficult to achieve with large heterogeneous data sets, which is typical in the Semantic Web, because traditional IA techniques do not easily scale to large data sets. There is little or no support to obtain overview information quickly and easily at the beginning of the exploration of a new data set. This can be a serious limitation when exploring a data set for the first time, especially for lay-users. The proposal is to reuse and adapt existing IA components to provide this overview to users and show that they can be generated automatically from the thesaurus and ontologies that structure semantic data while providing a comparable user experience to traditional web sites.
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Uhl, Scott. "Applying User-centered Design to Discovery Layer Evaluation in the Law Library." Legal Reference Services Quarterly 38, no. 1-2 (April 3, 2019): 30–63. http://dx.doi.org/10.1080/0270319x.2019.1614373.

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Purnamasari, Fanindia, and Noraidah Sahari Ashaari. "User Centered Design Approach to Redesign Graduate Student Management Information System." Data Science: Journal of Computing and Applied Informatics 2, no. 2 (August 3, 2018): 109–14. http://dx.doi.org/10.32734/jocai.v2.i2-328.

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This study conducted a user centered design approach based on user perception using the Graduate Student Information System. This study start by requirement gathering employs interview method with discussing about its interface design and its available menu. Then following as design, evaluation and delivery to actual user. The proposed design is evaluated by 30 respondent using questionnaire The findings from the analyzed result show that usability factor encountered by user that has high average mean was interface standard. The study prove that the current system needs to improve from functionality aspect. The proposed system is expected to help the administration task.
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Schättin, Alexandra, Stephan Häfliger, Alain Meyer, Barbara Früh, Sonja Böckler, Yannic Hungerbühler, Eling D. de Bruin, et al. "Design and Evaluation of User-Centered Exergames for Patients With Multiple Sclerosis: Multilevel Usability and Feasibility Studies." JMIR Serious Games 9, no. 2 (May 7, 2021): e22826. http://dx.doi.org/10.2196/22826.

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Background Multiple sclerosis (MS) is a chronic inflammatory disease of the central nervous system. Patients with MS experience a wide range of physical and cognitive dysfunctions that affect their quality of life. A promising training approach that concurrently trains physical and cognitive functions is video game–based physical exercising (ie, exergaming). Previous studies have indicated that exergames have positive effects on balance and cognitive functions in patients with MS. However, there is still a need for specific, user-centered exergames that function as a motivating and effective therapy tool for patients with MS and studies investigating their usability and feasibility. Objective The aim of this interdisciplinary research project is to develop usable and feasible user-centered exergames for the pressure-sensitive plate Dividat Senso by incorporating theoretical backgrounds from movement sciences, neuropsychology, and game research as well as participatory design processes. Methods Focus groups (patients and therapists) were set up to define the user-centered design process. This was followed by the field testing of newly developed exergame concepts. Two sequential usability and feasibility studies were conducted on patients with MS. The first study included a single exergaming session followed by measurements. Between the first and second studies, prototypes were iterated based on the findings. The second study ran for 4 weeks (1-2 trainings per week), and measurements were taken before and after the intervention. For each study, participants answered the System Usability Scale (SUS; 10 items; 5-point Likert Scale; score range 0-100) and interview questions. In the second study, participants answered game experience–related questionnaires (Flow Short Scale [FSS]: 13 items; 7-point Likert Scale; score range 1-7; Game Flow questionnaire: 17 items; 6-point Likert Scale; score range 1-6). Mixed methods were used to analyze the quantitative and qualitative data. Results In the first study (N=16), usability was acceptable, with a median SUS score of 71.3 (IQR 58.8-80.0). In the second study (N=25), the median SUS scores were 89.7 (IQR 78.8-95.0; before) and 82.5 (IQR 77.5-90.0; after), and thus, a significant decrease was observed after training (z=−2.077; P=.04; r=0.42). Moreover, high values were observed for the overall FSS (pre: median 5.9, IQR 4.6-6.4; post: median 5.8, IQR 5.4-6.2) and overall Game Flow Questionnaire (pre: median 5.0, IQR 4.7-5.3; post: median 5.1, IQR 4.9-5.3). A significant decrease was observed in the item perceived importance (FSS: z=−2.118; P=.03; r=0.42). Interviews revealed that user-centered exergames were usable, well accepted, and enjoyable. Points of reference were identified for future research and development. Conclusions The project revealed that the newly developed, user-centered exergames were usable and feasible for patients with MS. Furthermore, exergame elements should be considered in the development phase of user-centered exergames (for patients with MS). Future studies are needed to provide indications about the efficacy of user-centered exergames for patients with MS.
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Joint, Nicholas. "User‐Centered Library Websites: Usability Evaluation Methods20104Carole A. George. User‐Centered Library Websites: Usability Evaluation Methods. Oxford, UK: Chandos Publishing 2008. Xii + 231 pp., ISBN: ISBN 1843343592 £39.95 (pbk)." Library Review 59, no. 1 (February 9, 2010): 69–70. http://dx.doi.org/10.1108/00242531011014727.

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Brown, Janetta, and Hyung Nam Kim. "Usability Evaluation of Alzheimer’s mHealth Applications for Caregivers." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 62, no. 1 (September 2018): 503–7. http://dx.doi.org/10.1177/1541931218621115.

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As the sixth leading cause of death within the United States, Alzheimer’s disease affects over 15 million caregivers administering home-based care for loved ones having this illness. The rise in advocacy for mobile health (mHealth) applications (apps) to facilitate chronic disease management presents a tremendous platform for Alzheimer’s caregivers to utilize mHealth apps while administering care. Although mHealth apps serve as potential healthcare interventions, little is known regarding their usability. This study will advance knowledge on the apps’ usability and provide user-centered design guidelines for future app development. Keyword searches in Apple and Google App Stores yielded 43 Alzheimer’s apps. Card sorting then generated three levels of categories for app classification. Stratified random sampling produced a sample size of six apps selected for review. Lastly, a heuristic evaluation of the six sampled apps was conducted according to Nielsen’s ten usability heuristics. User-centered design guidelines were constructed to remedy problematic usability issues for the intended users of these apps.
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Gelderblom, Helene, Funmi Adebesin, Jacques Brosens, and Rendani Kruger. "Using Eye Tracking as a Tool to Teach Informatics Students the Importance of User Centered Design." International Journal of Information and Communication Technology Education 13, no. 4 (October 2017): 111–25. http://dx.doi.org/10.4018/ijicte.2017100109.

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In this article the authors describe how they incorporate eye tracking in a human-computer interaction (HCI) course that forms part of a postgraduate Informatics degree. The focus is on an eye tracking assignment that involves student groups performing usability evaluation studies for real world clients. Over the past three years the authors have observed how this experience positively affected students' attitude towards usability and user experience (UX) evaluation. They therefore believe that eye tracking is a powerful tool to convince students of the importance of user centered design. To investigate the soundness of their informal observations, the authors conducted a survey amongst 2016 HCI students and analysed student course evaluation results from 2014 to 2016. The findings confirm that students regard the eye tracking assignment as a mind altering experience and that it is potentially an effective tool for convincing future IT professionals of the importance of usability, UX and user centered design.
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Trilar, Jure, Tjaša Sobočan, and Emilija Stojmenova Duh. "Family-Centered Design: Interactive Performance Testing and User Interface Evaluation of the Slovenian eDavki Public Tax Portal." Sensors 21, no. 15 (July 30, 2021): 5161. http://dx.doi.org/10.3390/s21155161.

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This is the latest article in a series of research on the family-centered design concept. The theoretical context was revisited and expounded to support its usefulness in conjunction with a user-centered design approach within distinct application domains. A very important contribution is applied through the development of the instruments—website capture, a public testing platform, results processing and the Web Content Accessibility Guide 2.1 recommendation tool—to conduct unmoderated remote testing of user interfaces that corresponds to the requirements of general digitalization efforts as well as the response to current and future health risks. With this set of instruments, an experiment was conducted to address the differences in usage, and performance-wise and user-based evaluation methods, of the eDavki public tax portal, among two generations, adults and elderly citizens, and between an original and an adapted user interface that respects accessibility and other recommendations. The differences found are further discussed and are congruent to particularities that have been modified within interfaces.
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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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