Auflistung nach Schlagwort "participatory design"
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- Konferenzbeitrag`Baymax' or `RoboCop'? Exploring Different Feminine Avatar Personalities for Shared Automated Vehicles(Proceedings of Mensch und Computer 2024, 2024) Schuß, Martina; Röhr, Tatjana; Riener, AndreasShared automated vehicles (SAVs) will offer a lot of benefits, from improving the overall mobility to environmental benefits. However, perceived security in SAVs is a major concern and may influence their acceptance and adoption negatively. To address this, we propose a digital companion (DC) concept embodied as an avatar inside the vehicle to accompany passengers in substitution of a human driver. In a co-creation workshop with participants (N = 6) we collected ideas about the appearance and personality of such DCs and derived two contrasting concepts (‘Baymax’ and ‘RoboCop’). Inspired by a design space from the gaming context, we implemented the two DCs and evaluated them in a VR study (N = 23) experiencing two scenarios in SAVs. The results show that a DC improves passengers’ perceived security. Generally, the ‘Baymax’ companion was preferred in both scenarios but no correlation between scenario and preferred personality type could be determined.
- ZeitschriftenartikelCitizen Needs – To Be Considered(i-com: Vol. 20, No. 2, 2021) Maas, Franzisca; Wolf, Sara; Hohm, Anna; Hurtienne, JörnIn this paper, we argue for and present an empirical study of putting citizens into focus during the early stages of designing tools for civic participation in a mid-sized German town. Drawing on Contextual and Participatory Design, we involved 105 participants by conducting interviews, using Photovoice and participating in a local neighbourhood meeting. Together with citizens, we built an Affinity Diagram, consolidated the data and identified key insights. As a result, we present and discuss different participation identities such as Motivated Activists, Convenience Participants or Companions and a collection of citizen needs for local civic participation, e. g., personal contact is irreplaceable for motivation, trust and mutual understanding, and some citizens preferred to “stumble across” information rather than actively searching for it. We use existing participation tools to demonstrate how individual needs could be addressed. Finally, we apply our insights to an example in our local context. We conclude that if we want to build digital tools that go beyond tokenistic, top-down ways of civic participation and that treat citizens as one homogeneous group, citizens need to be part of the design process right from the start. Supplemental material can be retrieved from https://osf.io/rxd7h/.
- WorkshopbeitragCo-creating digital citizenship: Considering the reconfiguration of participation in digital public service design(Mensch und Computer 2019 - Workshopband, 2019) Jarke, JulianeCitizen-driven service development and the delivery of digital public services has become a central focus of policy makers at European and national level for the past decade. Across policy documents and funding calls, is the importance of user-centricity in service design repeated by referring to user involvement, empowerment, collaboration or personalisation [e.g. 1]. In particular, participatory design projects haven taken empowerment to be one of the their key objectives and claim that “participatory design methods themselves can be regarded as empowering” [9:6]. Hence, not surprisingly have policy makers and other public sector stakeholders started to promote civic participation in digital public sector innovation. Such participatory approaches go by labels such as co-production of public services [12], co-design [8] or civic technology [10]. Recently the term co-creation has gained attention and is now considered “a cornerstone for social innovation” in the public sector [12:1346]. For example, co-creation has become an approach promoted by organisations such as the European Commission (in the H2020 framework programme there are 76 calls on co-creation across a variety of topic areas) or associations such as the Open Government Partnership (which has recently published their own toolbox and good practice guide to co-creation in open government). However, there is not one definition of co-creation but rather there exists a multitude of understandings of the term within and beyond its use in public sector innovation [3]. There is a broad understanding that within the context of eGovernment, co-creation is meant to bring together government agencies, NGOs, citizens and/or businesses to spur innovation and lead to services that better fit the needs of its users. In the context of Open Government, it is meant to allow for new forms of collaboration and participation, in particular with respect to the re-use of open government data by civil society. Such initiatives place “numerous demands upon the digital conduct of citizens” [7:78] and enact “an imaginary of citizens as data analysts equipped with the skills necessary to […] analyse the transactions of governments and thus hold them to account” (p.82). It demands the active involvement and engagement in such activities and hence further advances imaginaries of civic collectivity in a digital age. This leads to what Isin and Ruppert [7] have called “digital citizenship”. Importantly, there remains a question about how citizen participation is configured in the design of digital public services. Vines et al. [11] rightly point out that we need to consider “who initiates, directs and benefits from user participation in design” (p.1) and how control is shared. This relates to a number of choices made in co-creation projects such as a project’s pre-conditions (openness, purpose, scope), its participants (diversity in knowledge, differences in interests, distribution of power), its results (outputs and outcomes) and process (types of activities/methods and setting) [5]. In my contribution to the MuC workshop, I would like to focus on the process dimension. That methods are not neutral but performative has long been argued in fields such Science and Technology Studies (STS) [e.g. 4,6]. The choice of methods in co-creation projects translates individual citizens into explorers, designers, data curators, users, and/or service providers. Co-creation methods stem from co-design and participatory design approaches (e.g. prototyping, probes, user testing) to civic open data use (e.g. data walks, hackathons) to co-production of services (e.g. partnerships between government and civil society organisations) and each come with their own construction and configuration of design participation and users. My reflection is based on a three-year EU-funded project in which we developed and evaluated methods for co-creating digital public services with older adults. I will draw on three co-creation processes that we conducted in two European cities: Bremen and Zaragoza. I will argue that depending on the problem focus, scoping and governance structures of the projects, methods were adopted differently and enabled older adults to assume differing roles in and control over the process and its results. For example, data walkshops in Bremen and Zaragoza facilitated different role-shifts for the participating older and allowed for different types of knowledge to be articulated [for an account of the German walks see 2]. This led to the enactment of different imaginaries of digital citizenship. Acknowledgements: This paper was developed as part of the MobileAge project which has received funding from the European Union’s Horizon 2020 research and innovation programme under grant agreement No 693319. References: 1. Katarina L. Gidlund. 2012. Designing for all and no one - practitioners understandings of citizen driven development of public e-services. Proceedings of the 12th Participatory Design Conference on Research Papers: Volume 1 - PDC ’12, ACM Press, 11. 2. Juliane Jarke. 2019. Open government for all? Co-creating digital public services for older adults through data walks. Online Information Review. 3. Juliane Jarke, Irina Zakharova, Gabriela Molina León, Hendrik Heuer, and Ulrike Gerhard. under review. Beyond Participation: A Review of Co-Creation. . 4. John Law. 2004. After method. Routledge, London. 5. J. J. Lee, M. Jaatinen, A. Salmi, T. Mattelmäki, R. Smeds, and M. Holopainen. 2018. Design choices framework for co-creation projects. International Journal of Design 12, 2: 15–31. 6. Annemarie Mol. 2010. Actor-Network Theory: Sensitive Terms and Enduring Tensions. Kölner Zeitschrift für Soziologie und Sozialpsychologie 50, 1: 253–269. 7. Evelyn Ruppert and Engin Isin. 2015. Being digital citizens. Rowman & Littlefield, London; New York. 8. Elizabeth B.-N. Sanders and Pieter Jan Stappers. 2008. Co-creation and the new landscapes of design. CoDesign 4, 1: 5–18. 9. Hanna Schneider, Malin Eiband, Daniel Ullrich, and Andreas Butz. 2018. Empowerment in HCI - A Survey and Framework. Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems - CHI ’18, ACM Press, 1–14. 10. Andrew R. Schrock. 2016. Civic hacking as data activism and advocacy: A history from publicity to open government data. New Media & Society. 11. John Vines, Rachel Clarke, Peter Wright, John McCarthy, and Patrick Olivier. 2013. Configuring participation: on how we involve people in design. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems Pages, ACM Press, 429–438. 12. W. H. Voorberg, V. J. J. M. Bekkers, and L. G. Tummers. 2015. A Systematic Review of Co-Creation and Co-Production: Embarking on the social innovation journey. Public Management Review 17, 9: 1333–1357.
- KonferenzbeitragCo-creating digital public services with older citizens: Challenges and opportunities(INFORMATIK 2019: 50 Jahre Gesellschaft für Informatik – Informatik für Gesellschaft, 2019) Jarke, Juliane; Gerhard, Ulrike; Kubicek, HerbertOlder citizens are excluded above average from digital public services as they do not meet older adults’ needs and expectations. Yet most digital technologies, designed for an ageing population, reproduce particular images about age and ageing, such as the old age defined by ill health, deficits and limitations or an emphasis on active ageing. Digital public services are no different. We are interested in understanding through what kind of methods older adults may be enabled to become active co-creators of information systems and in so doing may transform our images of an ageing population. The paper is based on a collaborative research project in which older adults co-created a digital neighbourhood guide. We describe a framework of interventions which facilitated the co-creation process and discuss associated challenges and opportunities.
- ZeitschriftenartikelThe Crucial Role of Cultural Probes in Participatory Design for and with Older Adults(i-com: Vol. 17, No. 2, 2018) Maaß, Susanne; Buchmüller, SandraSoftware systems meant to support older adults often are not well accepted as they do not meet the expectations and requirements of the target group. An involvement of older adults in system design seems imperative. The project ParTec investigated and evaluated techniques for participatory software development with regard to their suitability for communication and equal cooperation with older adults. With a group of 15 retirees we developed concepts for an online neighbourhood platform. Using various participatory techniques researchers and participants developed a deep common understanding of everyday life in early retirement, determined requirements and co-created design ideas and concepts. We will show that the use of cultural probes with subsequent qualitative interviews forms an ideal starting point and a strong fundament for a participatory design process with older adults.
- KonferenzbeitragDynamic indoor navigation and orientation system for people with impairments(Mensch und Computer 2020 - Tagungsband, 2020) Richter, Julia; Lorenz, Jeanine; Costantino, Maria; Traubinger, Verena; Tauchmann, Nico; Graichen, Thomas; Heinkel, UlrichAssistive technologies play an important role on the way to an inclusive society. At this point, mobile indoor navigation for persons with impairments is a task far from being solved. Existing studies mainly focus on outdoor navigation, are closed source and closed data or are aimed at one single target group only, and consequently represent isolated solutions. Therefore, this study reports a design for an indoor navigation system for persons with different impairments, following the idea of open source and open data to facilitate a long-term and sustainable solution everyone can contribute to. The proposed system components are discussed, which include novel indoor mapping methodologies, user profile-specific indoor extensions for routing, navigation instructions and rendering, as well as an accurate technology for indoor positioning. Both modularity of the proposed system as well as the design-for-all approach allow, for the first time, the general application of mobile navigation addressing a variety of impairments.
- ZeitschriftenartikelFridolin: participatory design and evaluation of a nutrition chatbot for older adults(i-com: Vol. 22, No. 1, 2023) Weber, Philip; Mahmood, Faisal; Ahmadi, Michael; von Jan, Vanessa; Ludwig, Thomas; Wieching, RainerIn recent years, emerging approaches to chatbot-guided food coaching and dietary management, while innovative and promising in nature, have often lacked long-term studies. Therefore, with this work, we pursued a participatory approach within a design case study to the co-design and development of a nutrition chatbot for elderly people. Overall, 15 participants were directly involved in the study, of which 12 participated in the initial co-design phase, seven in the first real-world evaluation study over four weeks, and three in the second evaluation study over seven weeks. We contribute to the fields of Human-Computer Interaction by showing how the long-term use of such a chatbot in the area of nutrition looks like, which design implications arise for the development of nutrition chatbots, and how a participatory design approach can be realized to design, evaluate and develop nutrition chatbots.
- KonferenzbeitragHow to get to school, LAYA? Conducting a participatory design workshop to design and introduce an inclusive e-learning platform into secondary math classes(Proceedings of DELFI Workshops 2020, 2020) Claus, Sebastian; Pinkwart, NielsThe authors’ prior studies have revealed that it is difficult for some secondary teachers to conduct cooperative learning in math classes. This contribution suggests a workshop series to design a learning platform to support peer cooperation in diverse secondary school classes. Teachers collaboratively create the design in a joint venture with the authors. The usage of the grounded theory methodology in combination with a so-called Learning Study is an excellent fit for the conference’s motto “education realities” and the workshop’s inclusive theme. Four workshop sessions, with dedicated goals to narrow down the scope of the design and to eventually create it, are sketched out.
- KonferenzbeitragNachhaltigkeit gestalten: Aktivierung der Generation Z für ökologisches Engagement durch Persuasive Computing(Proceedings of Mensch und Computer 2024, 2024) Hermann, Julia; Mäder, Aiden Danny; Dogangün, AysegülAngesichts des dringenden Bedarfs, nachhaltiges Verhalten in der Gesellschaft zu fördern, gewinnen Technologien zur Unterstützung positiver Verhaltensänderungen an Bedeutung. Generation Z, bekannt für ihre technologische Affinität und ihr Umweltbewusstsein, steht im Mittelpunkt unserer Betrachtung. Unser Paper berichtete den Einsatz persuasiver Computing-Strategien zur Förderung ökologischer Nachhaltigkeit innerhalb dieser Generation. Im Rahmen einer Lehrveranstaltung zu User Experience für mobile Endgeräte entwickelten Studierende der Generation Z App- und haptische Prototypen anhand von Anforderungen ihrer Altersgenoss:innen. Interviews und Evaluationen zeigten Gründe für Zurückhaltung gegenüber umweltfreundlichen Lebensstilen und lieferten Implikationen für das Design persuasiver Technologien. Die Ergebnisse bieten erste Einblicke in die Gestaltung von Technologien, die Generation Z für Umwelt- und Nachhaltigkeitsthemen mobilisieren können.
- WorkshopbeitragParticipatory design in the smart village: Co-design of a public display in a rural village shop(Mensch und Computer 2018 - Tagungsband, 2018) Müller, Claudia; Struzek, David; Jung-Henrich, JuttaThis work describes the co-design process of a public display for a village shop. We report and reflect different modes of participation in idea generation, co-design and decision taking with two different groups, the people running the village shop as well as a group of older citizens who became long-term participants to the overall research project. We scrutinize different aspects as regards to differing modes and degrees of participation within long-term and participatory co-design with multiple stakeholders.