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Description
Study in user experience design states that there is a considerable gap between users and designers. Collaborative design and empathetic design methods attempt to make a strong relationship between these two. In participatory design activities, projective `make tools' are required for users to show their thoughts. This research is designed

Study in user experience design states that there is a considerable gap between users and designers. Collaborative design and empathetic design methods attempt to make a strong relationship between these two. In participatory design activities, projective `make tools' are required for users to show their thoughts. This research is designed to apply an empathetic way of using `make tools' in user experience design for websites clients, users, and designers.

A magnetic wireframe tool has been used as a `make tool', and a sample project has been defined in order to see how the tool can create empathy among stakeholders. In this study fourth year graphic design students at Arizona State University (ASU), USA, are participating as users, faculty members have the role of clients, and Forty, Inc., a design firm in the Phoenix area, is the design team for the study. All of these three groups are cooperating on re-designing the homepage of the Design School in Herberger Institute for Design and Art (HIDA) at ASU.

A method for applying the magnetic tool was designed and used for each group. Results of users and clients' activities were shared with the design team, and they designed a final prototype for the wireframe of the sample project. Observation and interviews were done to see how participants work with the tool. Also, follow up questionnaires were used in order to evaluate all groups' experiences with the magnetic wireframe. Lastly, as a part of questionnaires, a sentence completion method has been used in order to collect the participants' exact thoughts about the magnetic tool.

Observations and results of data analysis in this research show that the tool was a helpful `make tool' for users and clients. They could talk about their ideas and also designers could learn more about people. The entire series of activities caused an empathetic relationship among stakeholders of the sample project. This method of using `make tools' in user experience design for web sites can be useful for collaborative UX design activities and further research in user experience design with empathy.
ContributorsEslamifar, Ali (Author) / Heywood, William (Thesis advisor) / Walker, Erin (Committee member) / Takamura, John (Committee member) / Arizona State University (Publisher)
Created2014
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Description
The quality of user interface designs largely depends on the aptitude of the designer. The ability to generate mental abstract models and characterize a target user audience helps greatly when conceiving a design. The dry cleaning point-of-sale industry lacks quality user interface designs. These impaired interfaces were compared with textbook

The quality of user interface designs largely depends on the aptitude of the designer. The ability to generate mental abstract models and characterize a target user audience helps greatly when conceiving a design. The dry cleaning point-of-sale industry lacks quality user interface designs. These impaired interfaces were compared with textbook design techniques to discover how applicable published interface design concepts are in practice. Four variations of a software package were deployed to end users. Each variation contained different design techniques. Surveyed users responded positively to interface design practices that were consistent and easy to learn. This followed textbook expectations. Users however responded poorly to customization options, an important feature according to textbook material. The study made conservative changes to the four interface variations provided to end-users. A more liberal approach may have yielded additional results.
ContributorsSmith, Andrew David (Author) / Nakamura, Mutsumi (Thesis director) / Gottesman, Aaron (Committee member) / Barrett, The Honors College (Contributor) / Electrical Engineering Program (Contributor)
Created2014-05
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Description
Over the course of computing history there have been many ways for humans to pass information to computers. These different input types, at first, tended to be used one or two at a time for the users interfacing with computers. As time has progressed towards the present, however, many devices

Over the course of computing history there have been many ways for humans to pass information to computers. These different input types, at first, tended to be used one or two at a time for the users interfacing with computers. As time has progressed towards the present, however, many devices are beginning to make use of multiple different input types, and will likely continue to do so. With this happening, users need to be able to interact with single applications through a variety of ways without having to change the design or suffer a loss of functionality. This is important because having only one user interface, UI, across all input types is makes it easier for the user to learn and keeps all interactions consistent across the application. Some of the main input types in use today are touch screens, mice, microphones, and keyboards; all seen in Figure 1 below. Current design methods tend to focus on how well the users are able to learn and use a computing system. It is good to focus on those aspects, but it is important to address the issues that come along with using different input types, or in this case, multiple input types. UI design for touch screens, mice, microphones, and keyboards each requires satisfying a different set of needs. Due to this trend in single devices being used in many different input configurations, a "fully functional" UI design will need to address the needs of multiple input configurations. In this work, clashing concerns are described for the primary input sources for computers and suggests methodologies and techniques for designing a single UI that is reasonable for all of the input configurations.
ContributorsJohnson, David Bradley (Author) / Calliss, Debra (Thesis director) / Wilkerson, Kelly (Committee member) / Walker, Erin (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2013-05
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Description
As people age, the desire to grow old independently and in place becomes larger and takes greater importance in their lives. Successful aging involves the physical, mental and social well-being of an individual. To enable successful aging of older adults, it is necessary for them to perform both activities of

As people age, the desire to grow old independently and in place becomes larger and takes greater importance in their lives. Successful aging involves the physical, mental and social well-being of an individual. To enable successful aging of older adults, it is necessary for them to perform both activities of daily living (ADL) and instrumental activities of daily living (IADL). Embedded assessment has made it possible to assess an individual's functional ability in-place, however the success of any technology depends largely on the user than the technology itself. Previous researches in in-situ functional assessment systems have heavily focused on the technology rather than on the user. This dissertation takes a user-centric approach to this problem by trying to identify the design and technical challenges of deploying and using a functional assessment system in the real world.

To investigate this line of research, a case study was conducted with 4 older adults in their homes, interviews were conducted with 8 caregivers and a controlled lab experiment was conducted with 8 young healthy adults at ASU, to test the sensors. This methodology provides a significant opportunity to advance the scientific field by expanding the present focus on IADL task performance to an integrated assessment of ADL and IADL task performance. Doing so would not only be more effective in identifying functional decline but could also provide a more comprehensive assessment of individuals' functional abilities with independence and also providing the caregivers with much needed respite.

The controlled lab study tested the sensors embedded into daily objects and found them to be reliable, and efficient. Short term exploratory case studies with healthy older adults revealed the challenges associated with design and technical aspects of the current system, while inductive analysis performed on interviews with caregivers helped to generate central themes on which future functional assessment systems need to be designed and built. The key central themes were a) focus on design / user experience, b) consider user's characteristics, personality, behavior and functional ability, c) provide support for independence, and d) adapt to individual user's needs.
ContributorsRavishankar, Vijay Kumar (Author) / Burleson, Winslow (Thesis advisor) / Coon, David (Committee member) / Mahoney, Diane (Committee member) / Walker, Erin (Committee member) / Li, Baoxin (Committee member) / Arizona State University (Publisher)
Created2015
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Description
Desirable outcomes such as health and wellbeing are tightly linked to people’s behaviors, thus inspiring research on technologies that support productively changing those behaviors. Many behavior change technologies are designed by Human-Computer Interaction experts, but this approach makes it difficult to personalize support to each user’s unique goals and needs.

Desirable outcomes such as health and wellbeing are tightly linked to people’s behaviors, thus inspiring research on technologies that support productively changing those behaviors. Many behavior change technologies are designed by Human-Computer Interaction experts, but this approach makes it difficult to personalize support to each user’s unique goals and needs. As an alternative to the provision of expert-developed pre-fabricated behavior change solutions, the present study aims to empower users’ self-experimentation for behavior change. To this end, two levels of supports were explored. First, the provision of interactive digital materials to support users’ creation of behavioral plans was developed. In the initial step, a tutorial for self-experimentation for behavior change that was fully scripted with images in succession was created. The tutorial focuses on facilitating users’ learning and applying behavior change techniques. Second, users were equipped with a tool to support their implementation of context-aware just-in-time interventions. This tool enables prototyping of sensor-based responsive systems for home environments, integrating simple sensors (two-state magnetic sensors, etc.) and media event components (wireless sound, etc.).

To evaluate the effectiveness of these two approaches, a between-subject trial comparing the approaches to a sleep education control was conducted with 27 participants over 7 weeks. Although results did not reveal significant difference in sleep quality improvement between the conditions, trends indicating greater effectiveness in the two treatment groups were observed. Analysis of the plans participants created and their revision performance also indicated that the two treatment groups developed more specific and personalized plans compared with the control group.
ContributorsLee, Jisoo (Author) / Burleson, Winslow (Thesis advisor) / Hekler, Eric B. (Committee member) / Tinapple, David (Committee member) / Walker, Erin (Committee member) / Arizona State University (Publisher)
Created2016