SciCombinator

Discover the most talked about and latest scientific content & concepts.

Concept: Interaction design

159

Inspired by recent findings that prolonged sitting has detrimental health effects, Rietveld Architecture Art Affordances (RAAAF) and visual artist Barbara Visser designed a working environment without chairs and desks. This environment, which they called The End of Sitting, is a sculpture whose surfaces afford working in several non-sitting postures (e.g. lying, standing, leaning).

Concepts: Arts, Sitting, Art, Architecture, Interaction design, Affordance

12

There is increasing evidence that the quality of green space significantly contributes to neighborhood satisfaction and well-being, independent of the mere amount of green space. In this paper, we examined residents' perceptions of the quality and beneficial affordances of green space in relation to objectively assessed accessibility and usability. We used data from a survey in two neighborhoods (N = 223) of a medium-sized city in the Netherlands, which were similar in the amount of green space and other physical and socio-demographic characteristics, but differed in the availability of accessible and usable green spaces. Results show that residents of the neighborhood with a higher availability of accessible and usable green spaces were more satisfied with their neighborhood. This difference was statistically mediated by the higher level of perceived green space quality. Neighborhood satisfaction was significantly positively related to well-being. However, residents of the two neighborhoods did not differ in self-reported well-being and beneficial affordances of green space. These analyses contribute to a further understanding of how the accessibility and usability of green spaces may increase people’s neighborhood satisfaction. It highlights the importance of perceived quality in addition to the amount of green space when examining the beneficial effects of green space.

Concepts: Understanding, Quality, Perception, Accessibility, Usability, Interaction design, Neighbourhood, Urban design

5

Seniors need sufficient balance and strength to manage in daily life, and sufficient physical activity is required to achieve and maintain these abilities. This can be a challenge, but fun and motivational exergames can be of help. However, most commercial games are not suited for this age group for several reasons. Many usability studies and user-centered design (UCD) protocols have been developed and applied, but to the best of our knowledge none of them are focusing on seniors' use of games for physical activity. In GameUp, a European cofunded project, some prototype Kinect exergames to enhance the mobility of seniors were developed in a user-centered approach.

Concepts: Scientific method, Cultural studies, Design, Greatest hits, Usability, Interaction design, User-centered design, Usability testing

5

Cancer screening rates among Latinas are suboptimal. The objective of this study was to explore how Latinas perceive cancer screening and the use and design of interactive voice response (IVR) messages to prompt scheduling of 1 or more needed screenings.

Concepts: Cancer, Design, Interactive voice response, Interaction design

3

During the past decade, there has been a rapid increase of interactive apps designed for health and well-being. Yet, little research has been published on developing frameworks for design and evaluation of digital mindfulness facilitating technologies. Moreover, many existing digital mindfulness applications are purely software based. There is room for further exploration and assessment of designs that make more use of physical qualities of artifacts.

Concepts: Evaluation, Evaluation methods, Engineering, Design, Graphic design, Design management, Interaction design, Automotive design

3

The usability of electronic health records (EHRs) continues to be a point of dissatisfaction for providers, despite certification requirements from the Office of the National Coordinator that require EHR vendors to employ a user-centered design (UCD) process. To better understand factors that contribute to poor usability, a research team visited 11 different EHR vendors in order to analyze their UCD processes and discover the specific challenges that vendors faced as they sought to integrate UCD with their EHR development. Our analysis demonstrates a diverse range of vendors' UCD practices that fall into 3 categories: well-developed UCD, basic UCD, and misconceptions of UCD. Specific challenges to practicing UCD include conducting contextually rich studies of clinical workflow, recruiting participants for usability studies, and having support from leadership within the vendor organization. The results of the study provide novel insights for how to improve usability practices of EHR vendors.

Concepts: Design, Electronic health record, Electronic medical record, Health informatics, Medical informatics, Usability, Interaction design, Personal health record

2

Self-regulation theory suggests people learn to influence their own behavior through self-monitoring, goal-setting, feedback, self-reward, and self-instruction, all of which smartphones are now capable of facilitating. Several mobile apps exist to manage asthma; however, little evidence exists about whether these apps employ user-centered design processes that adhere to government usability guidelines for mobile apps.

Concepts: Educational psychology, Existence, Design, Personal digital assistant, Interaction design, User-centered design

1

THIS PAPER CONTRASTS TWO ACCOUNTS OF AUDIENCE DESIGN DURING MULTIPARTY COMMUNICATION: audience design as a strategic individual-level message adjustment or as a non-strategic interaction-level message adjustment. Using a non-interactive communication task, Experiment 1 showed that people distinguish between messages designed for oneself and messages designed for another person; consistent with strategic message design, messages designed for another person/s were longer (number of words) than those designed for oneself. However, audience size did not affect message length (messages designed for different sized audiences were similar in length). Using an interactive communication task Experiment 2 showed that as group size increased so too did communicative effort (number of words exchanged between interlocutors). Consistent with a non-strategic account, as group members were added more social interaction was necessary to coordinate the group’s collective situation model. Experiment 3 validates and extends the production measures used in Experiment 1 and 2 using a comprehension task. Taken together, our results indicate that audience design arises as a non-strategic outcome of social interaction during group discussion.

Concepts: Interaction, Sociology, Communication, Message, Interaction design, Interactivity, Visual communication, Web design

0

Carers looking after someone with cancer often experience negative impacts on their own health. M-health interventions have been designed to provide information and support to patients and their carers. However, the effectiveness of technology-based interventions for carers is less well understood. The objectives were to assess the feasibility, useability and acceptability of technology-based interventions among carers of people living with cancer.

Concepts: Health care provider, Medicine, Breast cancer, Perception, Knowledge, Interaction design, Negative sign

0

The assistive robot system adaptive head motion control for user-friendly support (AMiCUS) has been developed to increase the autonomy of motion impaired people. The six degrees of freedom robot arm with gripper is controlled with head motion and head gestures only, so especially tetraplegics benefit from collaboration with AMiCUS. In this paper, a usability study with a total number of 30 subjects was conducted to validate the AMiCUS interaction technology and design. 24 able-bodied subjects of demographically diverse groups and 6 tetraplegics participated in this paper. All subjects performed different pick and place tasks by controlling AMiCUS. The evaluation of the interaction design was carried out subjectively with a questionnaire as well as objectively by measurement of time, completion rate, and number of trials for correct head gesture performance. The influence of several factors like age, sex, motion impairment, and previous experience on head motion-based human-robot interaction was analyzed. The interaction design has been proven successful in laboratory environment and assessed overall positive by the subjects. The results of the presented paper confirm the usability of the assistive robot AMiCUS. AMiCUS has the potential to benefit tetraplegics by improving their independence in activities of daily living and adapted workplaces.

Concepts: Design, Control, Robotics, Gesture, Usability, Interaction design, Usability testing