Search results for: Personas
4 Personas Help Understand Users’ Needs, Goals and Desires in an Online Institutional Repository
Authors: Maha ALjohani, James Blustein
Abstract:
Communicating users' needs, goals and problems help designers and developers overcome challenges faced by end users. Personas are used to represent end users’ needs. In our research, creating personas allowed the following questions to be answered: Who are the potential user groups? What do they want to achieve by using the service? What are the problems that users face? What should the service provide to them? To develop realistic personas, we conducted a focus group discussion with undergraduate and graduate students and also interviewed a university librarian. The personas were created to help evaluating the Institutional Repository that is based on the DSpace system. The profiles helped to communicate users' needs, abilities, tasks, and problems, and the task scenarios used in the heuristic evaluation were based on these personas. Four personas resulted of a focus group discussion with undergraduate and graduate students and from interviewing a university librarian. We then used these personas to create focused task-scenarios for a heuristic evaluation on the system interface to ensure that it met users' needs, goals, problems and desires. In this paper, we present the process that we used to create the personas that led to devise the task scenarios used in the heuristic evaluation as a follow up study of the DSpace university repository.Keywords: Heuristic Evaluation, Institutional Repositories, User Experience, Human Computer Interaction, User Profiles, Personas, Task Scenarios, Heuristics.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 21673 Enhancing Seamless Communication Through a user Co-designed Wearable Device
Authors: A. Marcengo, A. Rapp, E. Guercio
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This work aims to describe the process of developing services and applications of seamless communication within a Telecom Italia long-term research project, which takes as central aim the design of a wearable communication device. In particular, the objective was to design a wrist phone integrated into everyday life of people in full transparency. The methodology used to design the wristwatch was developed through several subsequent steps also involving the Personas Layering Framework. The data collected in this phases have been very useful for designing an improved version of the first two concepts of wrist phone going to change aspects related to the four critical points expressed by the users.Keywords: Design, Interaction, User Centred Design, Wristphone.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 12782 How to Connect User Research and not so Forthcoming Technology Scenarios – The Extended Home Environment Case Study
Authors: E. Guercio, A. Marcengo, A. Rapp
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This paper draws a methodological framework adopted within an internal Telecomitalia project aimed to identify, on a user centred base, the potential interest towards a technological scenario aimed to extend on a personal bubble the typical communication and media fruition home environment. The problem is that involving user in the early stage of the development of such disruptive technology scenario asking users opinions on something that users actually do not manage even in a rough manner could lead to wrong or distorted results. For that reason we chose an approach that indirectly aim to understand users hidden needs in order to obtain a meaningful picture of the possible interest for a technological proposition non yet easily understandable.
Keywords: Personas, focus groups, scenarios, extended home environment, telecommunication, media.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 15911 Empirical Study from Final Exams of Computer Science Courses Demystifying the Notion of 'an Average Software Engineer'
Authors: Alex Elentukh
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The paper is based on data collected from final exams administered during five years teaching the graduate course in software engineering. The visualization instrument with four distinct personas has been used to improve effectiveness of each class. The study offers a plethora of clues toward students' behavioral preferences. Diversity among students (professional background, physical proximity) is too significant to assume a single face of a learner. This is particularly true for a body of on-line graduate students in computer science. Conclusions of the study (each learner is unique and each class is unique) are extrapolated to demystify the notion of an 'average software engineer'. An immediate direction for an educator is to assure a course applies to a wide audience of very different individuals. On another hand, a student should be clear about his/her abilities and preferences - to follow the most effective learning path.
Keywords: K.3.2 computer & information science education, learner profiling, adaptive learning, software engineering.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 652