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- KonferenzbeitragDesign for Elderly – A Meeting Point for Ethnography and Usability(i-com: Vol. 15, No. 1, 2016) Endter, CordulaEthnographic research methods are getting more and more popular in disciplines that have mainly been dominated by quantitative or experimental methodological approaches. Especially in technology-driven research, ethnography seems to enrich common approaches by investigating the use of technology in the everyday life of prospective users. By participating in and observing the users and their mundane activities, routines and rituals ethnography provides insights that can be integrated in the design process to improve the usability of the artifact. This article discusses the intersection of ethnography and usability by introducing ethnographic methods, discussing their application in the context of design for elderly and presenting results of an ethnographic case study in the field of Ambient Assisted Living (AAL).
- ZeitschriftenartikelRole-play Exercises in User Experience-driven Product Development(i-com: Vol. 15, No. 1, 2016) Winter, DominiqueWhere ideas exist for products or features, User Experience (UX)-related aspects are usually not given enough consideration. Role-play exercises enable the implicit knowledge of experts which then can be used to identify and refine UX-related factors in product ideas. From early childhood, people use role-play to try out roles and get to know them. Their experience provides them with a more in-depth understanding for the roles and also teaches them how to interact with each other. This original learning method can therefore be applied by most people without a great deal of preparation. Personas (i. e. prototypical user) are ultimately a form of role description and are used as a launching point from which to place ourselves in the position of a user. Scenarios offer contextual information and provide a scope for the role-play exercise to move on.
- ZeitschriftenartikelUUX Method Selection(i-com: Vol. 15, No. 1, 2016) Fischer, Holger; Kauer-Franz, Michaela; Winter, Dominique; Latt, StefanThe establishment of human-centered design within software development processes is still a challenge. Numerous methods exist that aim to increase the usability and user experience of an interactive system. Nevertheless, the selection of appropriate methods remains to be challenging, as there are multiple different factors that have a significant impact on the appropriateness of the methods in their context of use. The present article investigates current strategies of method selection based on a conference workshop with practitioners. The results show that usability and user experience professionals concentrate on five to seven well-known methods and will need more support to select and use further ones.
- KonferenzbeitragDevelopment and Evaluation of Video Instructions for a Cross-generational AAL Tablet Application(i-com: Vol. 15, No. 1, 2016) Benz, Roman; Brucks, Martin; Sengpiel, MichaelIt is challenging to design a sufficiently complex user interface that is universally usable. Striking differences between younger and older users, based on age and cohort effects, demand suitable design compromises with an effective combination of user interface and instructional design. This paper describes such a design compromise with a focus on video instruction for an AAL application designed to maintain and expand cross-generational social support networks. To estimate its effectiveness, 30 younger (M = 26 years) and 31 older (M = 68 years) participants were split in two groups: Both solved the same 16 tasks with the same AAL application, yet the experimental group received a short video instruction before the tasks and the control group did not. Results show that both age groups rated the video instruction as useful and did benefit from it – older users’ effectiveness improved even to the level of younger users. It can be concluded that the effective combination of user interface and instructional design played a central role towards universal usability and that early integration of instructional design into the human centered design process improved its efficiency.
- KonferenzbeitragBest Practices for Designing Electronic Healthcare Devices and Services for the Elderly(i-com: Vol. 15, No. 1, 2016) Wille, Matthias; Theis, Sabine; Rasche, Peter; Bröhl, Christina; Schlick, Christopher; Mertens, AlexanderDemographic change and associated shifts in the age structure lead to major challenges in health processes. One way to address this is to increase the use of telemedicine systems and services to ensure non-local yet individualized patient care, such as in rural areas. When considering new medical technology components, we must compensate for age-related changes in perception, cognition and motor skills to achieve user-centered design and take into account psychophysical effect relationships to achieve sustainable acceptance for technology integration. This paper presents various best-practice examples for participatory investigation into influencing factors, with a focus on the different times and periods within the lifecycle of a telemedical product and associated services. In addition to giving concrete design hints derived from individual studies, the paper discusses the strengths and weaknesses of the paradigms used and provides recommendations for user-centric development with old and very old patients.
- KonferenzbeitragSmart Home Medical Technologies: Users’ Requirements for Conditional Acceptance(i-com: Vol. 15, No. 1, 2016) Himmel, Simon; Ziefle, MartinaOne mega challenge for the next decades is the aging of populations in western societies. Ambient Assisted Living (AAL) Technologies provide solutions for these challenges of demographic change. Elderly people living independently in their homes can be monitored for health reasons with integrated information and communication technologies (ICT) to get help in case of emergencies. From the user-centered approach, acceptance of these solutions is crucial. In his work, we focus on the effects of 5 domestic spaces and 3 integrated ICT on acceptance and the influence of user factors. We consider two samples from 2010 (n = 100) and 2015 (n = 148). Results show that visual monitoring is accepted least, positioning best. The role of private and public rooms has a strong influence on acceptance. Also, the type of technology as well as the interaction of technology and room have a strong impact, whereas user factors play only a minor role for AAL acceptance.
- Konferenzbeitrag5Code – An Integrated Programming Environment for Beginners(i-com: Vol. 15, No. 1, 2016) Dahm, Markus; Barnjak, Frano; Heilemann, MoritzBased on experience in teaching programming, we developed the integrated development environment (IDE) 5Code especially to support beginners. As a first step, a simple, understandable formula was developed how to advance from the problem to the program in 5 operative steps: In order to reduce the cognitive load of the learners effectively, 5Code was designed such that all 5 steps are permanently presented, accessible and executable. Thus, learners are provided with the entire programming context from presentation of the task via own notes and annotations to the code area. Learners can mark and annotate any part of the given task’s text; these annotations can be edited as notes with own comments. Furthermore, the notes can be dragged into the code area, where they are shown as comments in the coding language. Any modifications in the comments are synchronized between notes and code. 5Code is implemented as a web-application. It is used in university introductory courses on object oriented programming.
- KonferenzbeitragTowards Acceptance Engineering in ICT for Older Adults(i-com: Vol. 15, No. 1, 2016) Kötteritzsch, Anna; Gerling, Kathrin; Stein, MartinResearch on technology acceptance presents different theories and models to predict the intention to use and actual usage of a system. However, even when applying these concepts to the design of novel technology, there is still a lack of acceptance among many older individuals. In the past years, we gathered experience in developing and evaluating technology for older adults. Throughout multiple engineering cycles, we repeatedly encountered issues impacting user acceptance. Based on our research, we argue that low acceptance can be ascribed to all phases of the engineering process, and thus, should be systematically applied to technology engineering. By considering research on technology acceptance among older adults, and presenting our own experiences in how older adults accept ICT, we introduce 12 lessons learned when designing ICT for older adults (understanding acceptance, evaluating the importance of user acceptance, pursuing the own goals, consulting with the user, considering all available information, connecting potential benefits, balancing different views, considering mediating factors, making use of emerging artifacts, being sensitive to one’s own actions, avoiding misunderstanding, and communicating clearly). We conclude with a proposition on how to implement these lessons into acceptance engineering throughout the engineering lifecycle.
- editorialIntroduction to the special issue on “Design for Aging”(i-com: Vol. 15, No. 1, 2016) Jochems, Nicole; Sengpiel, Michael
- ZeitschriftenartikelUser Journey Mapping – A Method in User Experience Design(i-com: Vol. 15, No. 1, 2016) Endmann, Anja; Keßner, DanielaCompanies are more and more interested in providing a positive user experience (UX). The aim is to offer a smooth and pleasant experience with the application at hand. As UX consultants, we often face the following basic questions at the start of user experience projects: How can we learn about the user processes in the scope of the project, that is, the activities a user needs to perform to achieve a certain goal? How can we gather the essential steps and stages of the user process and the experiences accompanying them? How do we identify where in the process user research is needed? In order to help answer these questions, we suggest the method of User Journey Mapping, which we developed and refined in the course of seven customer projects.