Behaviour & Information Technology. Apr2012, Vol. 31 Issue 4, p413-423. 11p. 6 Color Photographs, 1 Diagram, 2 Charts.
Information technology, Interprofessional relations, Age distribution, Creative ability, Grandparents, Intergenerational relations, and Blogs
As new technologies emerge that can bring older adults together with children, little has been discussed by researchers concerning the design methods used to create these new technologies. Giving both children and older adults a voice in a shared design process comes with many challenges. This paper details an exploratory study focusing on connecting generations through cooperative design (co-design) methods that can enable idea construction and elaboration to flourish. Design techniques were adapted that ranged from low-tech prototyping and sticky-note feedback to distributed collaboration. The critical finding in this research was that children and older adults need not only time together to start the collaboration but also time apart to further the collaboration at a distance. This case study research reports on how our methods evolved and how others can apply these methods for their own work. [ABSTRACT FROM AUTHOR]
Information services, Web development, Questionnaires, User interfaces, Access to information, Age distribution, Case studies, Scale analysis (Psychology), T-test (Statistics), and Travel
Website redesign is a complex task that requires the organised use of design methods and guidelines as well as meaningful assessments. An important reason for website redesign is to enhance the usability and accessibility for ‘non-traditional’ user groups like the older population. The paper presents a case study of the redesign of a touristic web portal in order for it to be senior-friendly. The redesign process involved: (a) identification of a set of 7 principles and 45 guidelines (7p/45g) for web design for older adults; (b) heuristic evaluation of the original website on the basis of the identified 7p/45g set; (c) redesign of the website in an interactive online prototype; and (d) comparative summative usability evaluation, which involved 12 older users and post hoc interviews and questionnaires. The results showed that the redesigned website was significantly more usable and acceptable than the original. This study makes two contributions in the field: first, it outlines a web redesign process for older adults, which is effective in terms of time and cost, making use of various assessments of experts and users; second, it presents the application of this process in a manner that can be adopted and repeated in other redesign cases. [ABSTRACT FROM AUTHOR]
Focus groups, Mathematical models, Pocket computers, Questionnaires, Research funding, User interfaces, Experimental design, Reading, Scale analysis (Psychology), and Theory
This study employs an interface design on a Tablet to facilitate in-depth reading for learners and allow them to apply better strategies and skills when reading; thereby cultivating their positive attitude towards reading and improving their willingness to use Tablets. Using human-centred design, we first investigated the Tablet functions within learner wants and needs based on their reading experiences, analysed each function and its correlation to reading satisfaction, and obtained a basis for evaluation. We next employed the 10 functions demonstrating the highest importance to complete a prototyping design. Finally, based on the technology acceptance model, we employed experimental methods to verify the prototype using the post-test-only control group design. The results of the study indicate that for perceived usefulness, perceived ease of use, reading and using attitudes, and behaviour intentions, the average scores for the improved Tablet were significantly higher (p<0.05) than those for the original version. [ABSTRACT FROM AUTHOR]
Luz, Saturnino, Masoodian, Masood, and Cesario, Manuel
Behaviour & Information Technology. Jun2015, Vol. 34 Issue 6, p548-565. 18p. 5 Color Photographs, 3 Black and White Photographs, 1 Diagram, 1 Map.
Information technology, Interprofessional relations, Interviewing, Medical personnel, Questionnaires, Research funding, Wireless communications, Cell phones, Research methodology, Motion pictures, Primary health care, Public health surveillance, and Skin diseases
The development and deployment of information technology, particularly mobile tools, to support collaboration between different groups of health-care professionals has been viewed as a promising way to improve disease surveillance and patient care in remote regions. The effects of global climate change combined with rapid changes to land cover and use in Amazonia are believed to be contributing to the spread of vector-borne emerging and neglected diseases. This makes empowering and providing support for local health-care providers all the more important. We investigate the use of information technology in this context to support professionals whose activities range from diagnosing diseases and monitoring their spread to developing policies to deal with outbreaks. An analysis of stakeholders, their roles and requirements, is presented which encompasses results of fieldwork and of a process of design and prototyping complemented by questionnaires and targeted interviews. Findings are analysed with respect to the tasks of diagnosis, training of local health-care professionals, and gathering, sharing and visualisation of data for purposes of epidemiological research and disease surveillance. Methodological issues regarding the elicitation of cooperation and collaboration requirements are discussed and implications are drawn with respect to the use of technology in tackling emerging and neglected diseases. [ABSTRACT FROM AUTHOR]
Behaviour & Information Technology. Mar2016, Vol. 35 Issue 3, p184-195. 12p. 1 Color Photograph, 1 Chart.
Correlation (Statistics), Interviewing, Task performance, Descriptive statistics, Games, Software architecture, Social media, and Mobile apps
This paper describes a novel methodology to evaluate a social media application in its formative phase of design. Taking advantage of the experiences developed in the Alternate Reality Games, we propose to insert game mechanics in the test setting of a formative evaluation of a prototypical social system. As a use case, we present the evaluation of WantEat, a prototypical social mobile application in the gastronomical domain. The evaluation highlighted how the gamiﬁcation of a field trial can yield good results when evaluating social applications in prototypical status. From a methodological point of view, gamifying a field trial overcomes the cold start problem, caused by the absence of active communities, which can prevent the participation of users and therefore the collection of reliable data. Our experience showed that the gamification of a field evaluation is feasible and can likely increase the quantity of both browsing actions and social actions performed by users. Based on these results, we then are able to provide a set of guidelines to gamify the evaluation session of an interactive system. [ABSTRACT FROM AUTHOR]