Journal articles on the topic 'Users/designers'

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1

Lloyd, Peter. "Paradox of the Average: Why Users Need Designers but Designers Don't Need Users." Design Philosophy Papers 2, no. 1 (March 2004): 43–57. http://dx.doi.org/10.2752/144871304x13966215067633.

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Siu, Kin Wai Michael. "Users' Creative Responses and Designers' Roles." Design Issues 19, no. 2 (April 2003): 64–73. http://dx.doi.org/10.1162/074793603765201424.

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3

Williams, Marian G., and Vivienne Begg. "Translation between software designers and users." Communications of the ACM 36, no. 6 (June 1993): 102–3. http://dx.doi.org/10.1145/153571.214831.

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4

Luo, Shijian. "USERS' AND DESIGNERS' PRODUCT FORM PERCEPTUAL IMAGE." Chinese Journal of Mechanical Engineering 41, no. 10 (2005): 28. http://dx.doi.org/10.3901/jme.2005.10.028.

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Koutsabasis, Panayiotis, and Theano G. Istikopoulou. "Perceived Website Aesthetics by Users and Designers." International Journal of Technology and Human Interaction 10, no. 2 (April 2014): 21–34. http://dx.doi.org/10.4018/ijthi.2014040102.

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The set up of practical methods for evaluation of website aesthetics from the user perspective and the provision of useful feedback to designers is an open issue in Human-Computer Interaction (HCI). The paper presents an evaluation study of aesthetic attributes of two websites from the user perspective and compares the results to the design team. The study initially involved the formulation of a set of aesthetic attributes and their appreciation by a user group of 111 users for two websites, following a traditional user testing approach. The user evaluation was then compared to the design team's appreciation of these aesthetic attributes for their own designs. The main results of this test was that: (a) the two groups have a similar view about the presence of a considerable number of the selected aesthetic attributes; (b) users have rated most aesthetic attributes significantly lower than designers; (c) different aesthetic attributes become important for different objects of study for both groups. The design team found the evaluation informative and inspiring; however they identified the need for further explanation of user responses in terms of suggested design patterns and examples. Also, a number of recommendations towards an evaluation method of aesthetics in HCI are identified and discussed
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Harty, Chris. "Implementing innovation: designers, users and actor-networks." Technology Analysis & Strategic Management 22, no. 3 (April 2010): 297–315. http://dx.doi.org/10.1080/09537321003647339.

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7

BARBER, PAUL, and JACKIE LAWS. "Editorial Cognitive ergonomics: empowering designers and users?" Ergonomics 37, no. 11 (November 1994): 1749–52. http://dx.doi.org/10.1080/00140139408964949.

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8

Koutsabasis, Panayiotis, and Theano G. Istikopoulou. "Perceived Website Aesthetics by Users and Designers." International Journal of Technology and Human Interaction 9, no. 2 (April 2013): 39–52. http://dx.doi.org/10.4018/jthi.2013040103.

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The set up of practical methods for evaluation of web site aesthetics from the user perspective and the provision of useful feedback to designers is an open issue in Human-Computer Interaction (HCI). The paper presents an evaluation study of aesthetic attributes of two web sites from the user perspective and compares the results to the design team. The study initially involved the formulation of a set of aesthetic attributes and their appreciation by a user group of 111 users for two web sites, following a traditional user testing approach. The user evaluation was then compared to the design team’s appreciation of these aesthetic attributes for their own designs. The main results of this test was that: (a) the two groups have a similar view about the presence of a considerable number of the selected aesthetic attributes; (b) users have rated most aesthetic attributes significantly lower than designers; (c) different aesthetic attributes become important for different objects of study for both groups. The design team found the evaluation informative and inspiring; however they identified the need for further explanation of user responses in terms of suggested design patterns and examples. Also, a number of recommendations towards an evaluation method of aesthetics in HCI are identified and discussed
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9

Bødker, Susanne, and Kaj Grønbæk. "Cooperative prototyping: users and designers in mutual activity." International Journal of Man-Machine Studies 34, no. 3 (March 1991): 453–78. http://dx.doi.org/10.1016/0020-7373(91)90030-b.

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10

Grieve, R. J. "Bridging the gap between micro users and designers." Computer Integrated Manufacturing Systems 1, no. 1 (February 1988): 54. http://dx.doi.org/10.1016/0951-5240(88)90012-2.

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11

Yao, Yue, and Yan Qun Huang. "Research on the Mapping Model between Users’ Cognitive Concept and Product Shape Information." Applied Mechanics and Materials 556-562 (May 2014): 4051–54. http://dx.doi.org/10.4028/www.scientific.net/amm.556-562.4051.

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To make products understood by users more easily, it has become a hot topic in industrial design that how to fill the gap of semantic cognition differences between designers and users. In this paper, users’ cognition process is built and analyzed, a concept of abstracted symbol is proposed. Then different kinds of shape information are abstracted into simple shape symbol. At last, a rational mapping between users’ cognitive concept and product shape information is built up. This mapping model provides designers a way to know better about the users’ cognition, thereby guides designers to design product shape more rationally.
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12

Mastandrea, S., A. Zani, M. V. Giuliani, and G. Bove. "Meaning of Industrial Design Objects: From Designers to Users." Environment and Planning B: Planning and Design 19, no. 3 (June 1992): 307–19. http://dx.doi.org/10.1068/b190307.

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Mastandrea, S., A. Zani, M. V. Giuliani, and G. Bove. "Meaning of industrial design objects: from designers to users." Environment and Planning B: Planning and Design 20, no. 3 (1993): 307–19. http://dx.doi.org/10.1068/b200307.

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14

Darses, Françoise, and Marion Wolff. "How do designers represent to themselves the users’ needs?" Applied Ergonomics 37, no. 6 (November 2006): 757–64. http://dx.doi.org/10.1016/j.apergo.2005.11.004.

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15

Wright, Peter, and John McCarthy. "Experience-Centered Design: Designers, Users, and Communities in Dialogue." Synthesis Lectures on Human-Centered Informatics 3, no. 1 (January 2010): 1–123. http://dx.doi.org/10.2200/s00229ed1v01y201003hci009.

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16

Hu, Xinhui, Vijayakumar Nanjappan, and Georgi V. Georgiev. "SEEING FROM THE USERS' EYES: AN OUTLOOK TO VIRTUAL-REALITY BASED EMPATHIC DESIGN RESEARCH." Proceedings of the Design Society 1 (July 27, 2021): 2601–10. http://dx.doi.org/10.1017/pds.2021.521.

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AbstractThe extent to which designers can understand users often determines the quality of design outcomes. A deep understanding of users allows the designers to focus on the right problem and make optimal design decisions, which encouraged designers to empathize with users. However, the current imagination-based empathizing strategy appears to be too susceptible to their previous experience and knowledge, which has been questioned concerning effectiveness and accuracy. On the other hand, Virtual Reality (VR) technology provides an opportunity for designers to gain experience-driven empathy by immersing them in a virtual environment that mimics the users' surroundings as if they are seeing the world from users' eyes. While abundant studies covered empathy VR and empathy for design, limited attention has been paid to the chance of bringing VR, empathy, and design research together. Addressing this gap, this study explored literature across domains, identified major concerns about this approach, synthesized the evidence, and discussed the feasibility and validity of the VR-based empathic design research approach.
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Bonilla Oliva, Delcy Carolina, István Koren, and Ralf Klamma. "Infrastructuring for Crowdsourced Co-Design." Interaction Design and Architecture(s), no. 42 (September 20, 2019): 183–201. http://dx.doi.org/10.55612/s-5002-042-009.

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User satisfaction determines the quality of a product idea. Yet it is hard to accomplish when designers are isolated from their users, creating a gap in the design practices. Co-design seeks to meet the needs of users by giving them a voice in the design process. Technology-enhanced learning provides an ideal testbed, as co-design practices on learning content are well-established between instructors, e.g. in instructional design. The challenges are first to convene geographically distributed users to collaborate on design of software applications and second to scale up to a high number of users. We present Pharos, a platform where designers can request feedback from a community of people with different backgrounds. It combines co-design with crowdsourcing to enable mass feedback. A user evaluation showed that designers preferred structured feedback from a crowd of users rather than open-ended critique from co-designers. Based on the evaluation, we discuss possible improvements of Pharos and motivate further studies. The resulting Web application is available as open source software.
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18

MORI, Ryota. "2G3-4 Mental Model Consistency Evaluation for Users and Designers." Japanese Journal of Ergonomics 54, Supplement (June 2, 2018): 2G3–4–2G3–4. http://dx.doi.org/10.5100/jje.54.2g3-4.

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19

Ito, A., Y. Taoka, and S. Saito. "Analysis Designers' Process of Insight Generation through Empathy with Users." Proceedings of the Design Society 2 (May 2022): 891–900. http://dx.doi.org/10.1017/pds.2022.91.

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AbstractThis study aims to investigate the good way to generate insight through empathy with users. The fifteen experiment participants drew thinking processes of understanding users and defining insight statements while generating insight statements based on a given interview transcript. The thinking processes were assessed by qualitative coding, and the insight statements were evaluated. The results identified the types of thinking that should be avoided when gaining insights. This paper proposes a framework to categorise designers’ process of gaining insight.
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Taha, Zahari, Hassan Alli, and Salwa Hanim Abdul Rashid. "Users Involvement in New Product Development Process: A Designers' Perspectives." Industrial Engineering and Management Systems 10, no. 3 (September 1, 2011): 191–96. http://dx.doi.org/10.7232/iems.2011.10.3.191.

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21

Béguin, Pascal. "Design as a mutual learning process between users and designers." Interacting with Computers 15, no. 5 (October 2003): 709–30. http://dx.doi.org/10.1016/s0953-5438(03)00060-2.

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22

Olsson, E. "What active users and designers contribute in the design process." Interacting with Computers 16, no. 2 (April 2004): 377–401. http://dx.doi.org/10.1016/j.intcom.2004.01.001.

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23

de Souza, Clarisse Sieckenius. "Semiotic engineering: bringing designers and users together at interaction time." Interacting with Computers 17, no. 3 (May 2005): 317–41. http://dx.doi.org/10.1016/j.intcom.2005.01.007.

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24

Liu, Chun, Wei Yang, Zheng Li, and Yijun Yu. "Recommending software features to designers: From the perspective of users." Software: Practice and Experience 50, no. 9 (June 3, 2020): 1778–92. http://dx.doi.org/10.1002/spe.2845.

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25

Araujo, Ricardo. "99designs: An Analysis of Creative Competition in Crowdsourced Design." Proceedings of the AAAI Conference on Human Computation and Crowdsourcing 1 (November 3, 2013): 17–24. http://dx.doi.org/10.1609/hcomp.v1i1.13081.

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We provide a study of crowdsourced design based on the popular service 99designs, a website where users create design contests for other users to submit their ideas for evaluation, competing for a monetary amount offered. By quantitatively analyzing a large number of contests, we report on the dynamics of the interactions between contests and designers. We show results on the effects of different financial incentives and contests' properties on the number and quality of submissions, as well as on how rewards are distributed across designers. We find that higher financial incentives do not translate to more effort by individual designers, but nonetheless have an impact on the quality outcome of contests by attracting a larger pool of designers. We also show that a majority of contests are dominated by a disproportionate few designers, which are both more active and effective in the service.
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Yovanna Pineda. "Farm Machinery Users, Designers, and Government Policy in Argentina, 1861–1930." Agricultural History 92, no. 3 (2018): 351. http://dx.doi.org/10.3098/ah.2018.092.3.351.

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27

Johannessen, Liv Karen, Deede Gammon, and Gunnar Ellingsen. "Users as Designers of Information Infrastructures and the Role of Generativity." AIS Transactions on Human-Computer Interaction 4, no. 2 (June 30, 2012): 72–91. http://dx.doi.org/10.17705/1thci.00040.

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28

Houston, Tony. "Retrofitted Materials for WebCT: Guidelines for Authors, Web Designers, and Users." CALICO Journal 24, no. 3 (January 14, 2013): 657–73. http://dx.doi.org/10.1558/cj.v24i3.657-673.

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29

Usenyuk, Svetlana, Sampsa Hyysalo, and Jack Whalen. "Proximal Design: Users as Designers of Mobility in the Russian North." Technology and Culture 57, no. 4 (2016): 866–908. http://dx.doi.org/10.1353/tech.2016.0110.

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30

Ardito, Carmelo, Paolo Buono, Maria Francesca Costabile, Rosa Lanzilotti, and Antonio Piccinno. "End users as co-designers of their own tools and products." Journal of Visual Languages & Computing 23, no. 2 (April 2012): 78–90. http://dx.doi.org/10.1016/j.jvlc.2011.11.005.

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31

Nakayama, Takehiro, Hiroki Kato, and Yohei Yamane. "Discovering the gap between Web site designers' expectations and users' behavior." Computer Networks 33, no. 1-6 (June 2000): 811–22. http://dx.doi.org/10.1016/s1389-1286(00)00032-3.

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32

Hsu, Shang H., Ming C. Chuang, and Chien C. Chang. "A semantic differential study of designers’ and users’ product form perception." International Journal of Industrial Ergonomics 25, no. 4 (May 2000): 375–91. http://dx.doi.org/10.1016/s0169-8141(99)00026-8.

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33

Sharif, Ahlam Ammar. "Users as co-designers: Visual–spatial experiences at Whitworth Art Gallery." Frontiers of Architectural Research 9, no. 1 (March 2020): 106–18. http://dx.doi.org/10.1016/j.foar.2019.04.003.

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34

Dong, Hua, Chris McGinley, Farnaz Nickpour, and Abdusselam Selami Cifter. "Designing for designers: Insights into the knowledge users of inclusive design." Applied Ergonomics 46 (January 2015): 284–91. http://dx.doi.org/10.1016/j.apergo.2013.03.003.

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35

Valério, Francisco Albernaz Machado, Tatiane Gomes Guimarães, Raquel Oliveira Prates, and Heloisa Candello. "Chatbots Explain Themselves: Designers' Strategies for Conveying Chatbot Features to Users." Journal on Interactive Systems 9, no. 3 (December 5, 2018): 1. http://dx.doi.org/10.5753/jis.2018.710.

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Recently, text-based chatbots had a rise in popularity, possibly due to new APIs for online social networks and messenger services, and development platforms that help dealing with all the necessary Natural Language Processing. But, as chatbots use natural language as interface, their users may struggle to discover which sentences the chatbots will understand and what they can do. Because of that it is important to support their designers in deciding how to convey the chatbots’ features, as this might determine whether the user will continue chatting or not. In this work, our goal is to analyze the communicative strategies used by popular chatbots when conveying their features to users. We used the Semiotic Inspection Method (SIM) for that end, and as a result we were able to identify a series of strategies used by the analyzed chatbots for conveying their features to users. We then consolidate these findings by analyzing other chatbots. Finally, we discuss the use of these strategies, as well as challenges for designing such interfaces and limitations of using SIM on them.
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Chevalier, Aline. "Stakeholders' Influence on the Importance of Users' and Clients' Information and Constraints during Website Design." Psychological Reports 101, no. 3 (December 2007): 945–51. http://dx.doi.org/10.2466/pr0.101.3.945-951.

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The present study aims at determining the role of the stakeholder (via a user vs a client spokesperson) on the importance allocated to information and constraints considered by novice and professional web designers. Analysis showed all designers focused mainly on clients' constraints and information even when they dealt with a user spokesperson: they considered clients' constraints as more important than users' constraints. These results are new with regard to those previously obtained in web design, which showed designers considered prescribed constraints (regardless of the stakeholder to which they are related) as unavaoidable, and the vast majority of others as avoidable if required. Research is required to help web designers to ponder users' and clients' constraints and to assess whether the same patterns of results occur in other design domains.
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Wang, Tianxiong. "A Novel Approach of Integrating Natural Language Processing Techniques with Fuzzy TOPSIS for Product Evaluation." Symmetry 14, no. 1 (January 10, 2022): 120. http://dx.doi.org/10.3390/sym14010120.

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Product designers need to fully understand consumers’ emotional preferences and responses for product forms to improve products. However, users and designers have different understandings and concepts in the product evaluation process, which will lead to cognitive asymmetry in the product design and evaluating process. This phenomenon prevents designers to grasp users’ needs, increasing the risk of product development failure. To this end, this paper proposes a product evaluation method that combines natural language processing techniques and fuzzy multi-criteria decision-making into a new integrated way to reduce the cognitive difference between users and designers, so as to solve the problem of cognitive asymmetry. This was done firstly by obtaining the review data of products from users on the Internet, based on a web crawler, and then constructing word vectors based on natural language processing techniques to realize the parametric expression of the Kansei image. Secondly, by using a statistical method to extract the product scheme that meets the preferences of users and designers, and then quantifying the relationship between the product form and Kansei image based on a grey relational analysis (GRA). Finally, by calculating the indicator weight based on the Entropy method and using the fuzzy TOPSIS method to explore the prioritization of the product design alternatives in view of the Kansei needs of users. Taking the smart capsule coffee machine as an example, the feasibility and effectiveness of this method are verified. In particular, the method proposed in this research can not only enable different cognitive subjects to achieve cognitive symmetry, but also filter out product forms that meet the cognitive needs of users. Moreover, this study provides a theoretical basis and practical significance for reducing the cognitive differences between cognitive subjects in the whole process of product design, and provides a systematic framework for the industry to effectively connect customer needs and product design decisions. At the same time, this study has introduced a new method for Kansei engineering.
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38

Rico, Mariano, Óscar Corcho, José Antonio Macías, and David Camacho. "A Tool Suite to Enable Web Designers, Web Application Developers and End-users to Handle Semantic Data." International Journal on Semantic Web and Information Systems 6, no. 3 (July 2010): 38–60. http://dx.doi.org/10.4018/ijswis.2010070103.

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Current web application development requires highly qualified staff, dealing with an extensive number of architectures and technologies. When these applications incorporate semantic data, the list of skill requirements becomes even larger, leading to a high adoption barrier for the development of semantically enabled Web applications. This paper describes VPOET, a tool focused mainly on two types of users: web designers and web application developers. By using this tool, web designers do not need specific skills in semantic web technologies to create web templates to handle semantic data. Web application developers incorporate those templates into their web applications, by means of a simple mechanism based in HTTP messages. End-users can use these templates through a Google Gadget. As web designers play a key role in the system, an experimental evaluation has been conducted, showing that VPOET provides good usability features for a representative group of web designers in a wide range of competencies in client-side technologies, ranging from amateur HTML developers to professional web designers.
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39

Guo, Lei, Xiao Min Ji, and Xiao Bo Bai. "Computer Aided Form Design Based on Multi-Channel Deformation Technology." Advanced Materials Research 651 (January 2013): 564–68. http://dx.doi.org/10.4028/www.scientific.net/amr.651.564.

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This paper, proposes a method that designers provide a basic conceptual form scheme of the products with multi- deformation channel, but a detailed form is modified by the users according to the locally changeable two or three dimensional models, and the needed several product form schemes can be achieved through statistic analysis of the feedbacks from the users. In this process, users redesign the form in the mean while of product evaluation, which makes the users have a good knowledge of the products and makes the designers get the direct statistics of the most desirable morph from the perspective of the users. This method combines the evaluation and design process together, which is able to promote the batter communication, thus to make design process more efficient.
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40

Brandão, Rafael Rossi de Mello, Marcio Ferreira Moreno, Juliana Jansen Ferreira, and Renato Fontoura de Gusmão Cerqueira. "Reflections over Communicability in PaaS Environments." Journal on Interactive Systems 8, no. 2 (December 22, 2017): 1. http://dx.doi.org/10.5753/jis.2017.682.

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Platform as a Service (PaaS) has become an essential product for large technology companies. It is a way of delivering hardware, software tools and other resources for application development and hosting, as a service. Its users are developers who need to build and deploy new applications. Besides computational power, PaaS environments (PaaSE) offer services, development tools and even complete apps to be put together in web applications. These pieces of software can be developed by diverse groups of people, presenting a significant challenge from a Human-Centric Computer (HCC) perspective. We argue that the semiotic engineering (SemEng) theory, which views human-computer interaction as computer-mediated communication between designers and users at interaction time, may be applied to help creating knowledge in this context. In PaaSE, several designers communicate with PaaSE’s users (developers). In this paper, we apply SemEng concepts to analyze different software artifacts present in PaaSE, showing evidence of communication breakdowns between designers and users. Our goal is to provide a better understanding of existing metacommunication processes in such environments, offering specific suggestions to emphasize communication boundaries.
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41

Chalhoub, George, and Ivan Flechais. "Data Protection at a Discount: Investigating the UX of Data Protection from User, Designer, and Business Leader Perspectives." Proceedings of the ACM on Human-Computer Interaction 6, CSCW2 (November 7, 2022): 1–36. http://dx.doi.org/10.1145/3555537.

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Smart homes are dangerous - a sentiment arising from prior research exploring the user experience (UX) of data protection for smart home devices. While this research has explored data protection shortcomings for users, UX is a designed encounter reconciling development, economic, compliance and strategic business priorities. And so, in addition to studying user perspectives, there is a gap in understanding how designers and business leaders influence the UX of data protection. To address this gap, we study smart home users, designers and business leaders, exploring how they experience data protection interactions, regulation, and processes. Our findings confirm that users have poor data protection interactions (e.g., consent and data access requests). We also find that business leaders and designers experience difficulties in identifying, applying, and tailoring suitable processes and practices for data protection for which some have developed "discount data protection": shortcuts, heuristics, and common sense practices to overcome these challenges.
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42

Thalen, Jos, and Mascha van der Voort. "The Virtual Printshop: A case study on using Virtual Reality in early stages of user-centered product design." Journal on Interactive Systems 3, no. 3 (January 23, 2013): 1. http://dx.doi.org/10.5753/jis.2012.616.

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In the early stages of a product development process (PDP), VR can facilitate communication between designers and product end-users to improve the quality of feedback that user provide to designers. While various forms of VR can already be found in the PDP, they primarily target designers, rather than designers and end-users. Furthermore, available tools and toolkits do not match the skills and requirements of designers in early stages of the PDP. The current paper presents an approach that first identifies how to effectively support early stage design activities (referred to as the application) and subsequently provides designers with tools to realize this application themselves. The approach is implemented in an industrial case study involving practitioners from a multinational manufacturer of printing solutions for professional markets. The Virtual Printshop resulting from this case study provides an evaluation platform for various types of early stage product evaluations. A concluding generalization of the cases study results shows that the application can be translated to several other design domains. Furthermore, it was found that there are similarities in how these different design domains integrate VR design tools with their existing tool chains.
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43

Quaresma, Manuela, and Isabela Motta. "CO-CREATION WORKSHOP FOR INTERFACE DESIGN - DESIGNING INNOVATIVE HMI FOR AUTOMATED VEHICLES." Ergodesign & HCI 7, Especial (December 6, 2019): 24. http://dx.doi.org/10.22570/ergodesignhci.v7iespecial.1305.

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The increasing growth in the development of new technology is changing the way users interact with products. Thus, designers must re-think the human-machine interfaces (HMI) for communicating information regularly. Co-creation – the process of joint creation of users and designers – is an approach to product and experience development that can substantially benefit the generation of innovative product proposals. The present paper aims to assess the feasibility of co-creation workshops for the development of proposals for interfaces of Artificial Intelligence derived products through a case study on interfaces for autonomous vehicles. For this purpose, two sessions of co-creation workshops using group brainstorming techniques were conducted with undergraduate and graduate Design students and professors, who are specialists in interaction and information design. The results showed that the interfaces proposed by the designers were communicated information in a wide range of ways, making use of existing technologies to present messages in an innovative manner, meeting autonomous vehicles’ users’ needs.
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44

Qazi, Atika, Ram Gopal Raj, Muhammad Tahir, Mahwish Waheed, Saif Ur Rehman Khan, and Ajith Abraham. "A Preliminary Investigation of User Perception and Behavioral Intention for Different Review Types: Customers and Designers Perspective." Scientific World Journal 2014 (2014): 1–8. http://dx.doi.org/10.1155/2014/872929.

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Existing opinion mining studies have focused on and explored only two types of reviews, that is, regular and comparative. There is a visible gap in determining the useful review types from customers and designers perspective. Based on Technology Acceptance Model (TAM) and statistical measures we examine users’ perception about different review types and its effects in terms of behavioral intention towards using online review system. By using sample of users(N=400)and designers(N=106), current research work studies three review types, A (regular), B (comparative), and C (suggestive), which are related to perceived usefulness, perceived ease of use, and behavioral intention. The study reveals that positive perception of the use of suggestive reviews improves users’ decision making in business intelligence. The results also depict that type C (suggestive reviews) could be considered a new useful review type in addition to other types, A and B.Corrigendum to “A Preliminary Investigation of User Perception and Behavioral Intention for Different Review Types: Customers and Designers Perspective”
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45

Sartori, Thais, Robin Drogemuller, Sara Omrani, and Fiona Lamari. "International Survey of the Usage of Whole Building Life Cycle Assessment Software." Buildings 12, no. 8 (August 20, 2022): 1278. http://dx.doi.org/10.3390/buildings12081278.

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The pressure to reduce the environmental impacts of buildings over their lifetime has driven certification bodies and the government to require a Life Cycle Assessment (LCA). However, LCA is a data-intensive and time-consuming process which complicates design activities, especially when performing a Whole Building LCA (WBLCA). Software tools can simplify the assessment by providing information more aligned with the users’ needs. This research surveyed 178 building designers who utilise WBLCA software as a decision-making tool. The aim was to identify patterns in the usage of the software and provide guidance to WBLCA software developers. For this purpose, statistical analyses identified the software preferences within each group of users, e.g., the users’ geographical location, professional background and years of WBLCA experience, among others. The results identified challenges faced by the construction industry, such as the need for more efficient communication among stakeholders. Therefore, attributes that allow designers to share information were rated as the most valuable. Two main groups of users were identified, and guidelines were drawn based on the profiles of the groups. Improving software support to designers will enable WBLCA to be integrated more efficiently with BPP by improving the users’ experience and their ability to make more informed decisions.
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Brown, Barry, Minna Vigren, Asreen Rostami, and Mareike Glöss. "Why Users Hack: Conflicting Interests and the Political Economy of Software." Proceedings of the ACM on Human-Computer Interaction 6, CSCW2 (November 7, 2022): 1–26. http://dx.doi.org/10.1145/3555774.

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It is often assumed that the interests of users and developers coincide, sharing a common goal of good design. Yet users often desire functionality that goes beyond what designers, and the organisations they work in, are willing to supply. Analysing online forums, complemented with interviews, we document how users, hackers and software developers worked together to discover and apply system exploits in hardware and software. We cover four cases: users of CPAP breathing assistance machines getting access to their own sleep data, 'hacking' the Nintendo switch game console to run non-authorised software, end-users building their own insulin supply system, and farmers repairing their own agriculture equipment against suppliers terms and conditions. We propose the concept of the 'gulf of interests' to understand how differing interests can create conflicts between end-users, designers, and the organisations they work in. This points us in the direction of researching further the political and economic situations of technology development and use.
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Baird, George, and Jaq Penwell. "Designers’ intentions versus users’ perceptions: a comparison of two refurbished office buildings." Intelligent Buildings International 4, no. 1 (January 2012): 15–33. http://dx.doi.org/10.1080/17508975.2011.606360.

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Cardoso, Carlos, and P. John Clarkson. "Simulation in user-centred design: helping designers to empathise with atypical users." Journal of Engineering Design 23, no. 1 (January 2012): 1–22. http://dx.doi.org/10.1080/09544821003742650.

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Dexter, Sara. "E-feedback intersections and disconnections in the interests of designers and users." International Journal of Continuing Engineering Education and Life-Long Learning 20, no. 2 (2010): 169. http://dx.doi.org/10.1504/ijceell.2010.036814.

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Squire, Kurt, Levi Giovanetto, Ben Devane, and Shree Durga. "From users to designers: Building a self-organizing game-based learning environment." TechTrends 49, no. 5 (September 2005): 34–42. http://dx.doi.org/10.1007/bf02763688.

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