Introduction: Sensor-feedback systems can be used to support people after stroke during independent practice of gait. The main aim of the study was to describe the user-centred approach to (re)design the user interface of the sensor feedback system “Stappy” for people after stroke, and share the deliverables and key observations from this process. Methods: The user-centred approach was structured around four phases (the discovery, definition, development and delivery phase) which were fundamental to the design process. Fifteen participants with cognitive and/or physical limitations participated (10 women, 2/3 older than 65). Prototypes were evaluated in multiple test rounds, consisting of 2–7 individual test sessions. Results: Seven deliverables were created: a list of design requirements, a personae, a user flow, a low-, medium- and high-fidelity prototype and the character “Stappy”. The first six deliverables were necessary tools to design the user interface, whereas the character was a solution resulting from this design process. Key observations related to “readability and contrast of visual information”, “understanding and remembering information”, “physical limitations” were confirmed by and “empathy” was additionally derived from the design process. Conclusions: The study offers a structured methodology resulting in deliverables and key observations, which can be used to (re)design meaningful user interfaces for people after stroke. Additionally, the study provides a technique that may promote “empathy” through the creation of the character Stappy. The description may provide guidance for health care professionals, researchers or designers in future user interface design projects in which existing products are redesigned for people after stroke.
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Background: During the process of decision-making for long-term care, clients are often dependent on informal support and available information about quality ratings of care services. However, clients do not take ratings into account when considering preferred care, and need assistance to understand their preferences. A tool to elicit preferences for long-term care could be beneficial. Therefore, the aim of this qualitative descriptive study is to understand the user requirements and develop a web-based preference elicitation tool for clients in need of longterm care. Methods: We applied a user-centred design in which end-users influence the development of the tool. The included end-users were clients, relatives, and healthcare professionals. Data collection took place between November 2017 and March 2018 by means of meetings with the development team consisting of four users, walkthrough interviews with 21 individual users, video-audio recordings, field notes, and observations during the use of the tool. Data were collected during three phases of iteration: Look and feel, Navigation, and Content. A deductive and inductive content analysis approach was used for data analysis. Results: The layout was considered accessible and easy during the Look and feel phase, and users asked for neutral images. Users found navigation easy, and expressed the need for concise and shorter text blocks. Users reached consensus about the categories of preferences, wished to adjust the content with propositions about well-being, and discussed linguistic difficulties. Conclusion: By incorporating the requirements of end-users, the user-centred design proved to be useful in progressing from the prototype to the finalized tool ‘What matters to me’. This tool may assist the elicitation of client’s preferences in their search for long-term care.
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Vehicle2Grid is a new charging strategy that allows for charging and discharging of Plug-In Hybrid Electric Vehicles (PHEV) and Full Electric Vehicles (FEV). The discharged energy can be supplied back to the (local) energy grid, enabling for grid alleviation, but can also be supplied back to the household in the case of a Vehicle2Home connection. Vehicle2Grid is an innovative and complex systems that requires adequate input from users if the local energy grid is to fully benefit from the discharged energy. Users have to be willing for the State of Charge of their EV to be adjusted in order for the Vehicle2Grid system to actually discharge energy from the EV. However, limiting the potential range of an EV can act as a barrier for the use of a Vehicle2Grid system, as discharging might cause uncertainty and possible range anxiety. Charging and discharging an EV through the use of Vehicle2Grid is therefore expected to change user’s routines and interactions with the charging system. Yet few Vehicle2Grid studies have focused on the requirements of a Vehicle2Grid system from the perspective of the user. This paper discussed several incentives and design guidelines that focus on the interaction users have with a Vehicle2Grid system in order to optimize user engagement with the system and integrate user preferences into the complex charging strategy. Results were obtained through a brief literature study, from a focus group as well as from two Vehicle2Grid field pilots. At the end of the paper, recommendations for further research are given.
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Augmented reality (AR) has moved into the spotlight of technological developments to enhance tourist experiences, presenting a need to develop meaningful AR applications. However, few studies so far have focused on requirements for a user-centric AR application design. The study aims to propose a method on translating psychological and behavioral indicators of users into relevant technical design elements for the development of mobile AR tourism applications in the context of urban heritage tourism. The research was conducted in three phases to generate a quality function deployment (QFD) model based on interviews, focus groups and questionnaires of international tourists and industry professionals. Key categories, content requirements, function requirements, and user resistance were defined for the identification of requirements. The outcomes of the study outline tourist requirements based on behavioral and psychological indicators and propose a method for translating them into technical design elements for tourist mobile AR applications.
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The pervasiveness of wearable technology has opened the market for products that analyse running biomechanics and provide feedback to the user. To improve running technique feedback should target specific running biomechanical key points and promote an external focus. Aim for this study was to define and empirically test tailored feedback requirements for optimal motor learning in four consumer available running wearables. First, based on desk research and observations of coaches, a screening protocol was developed. Second, four wearables were tested according to the protocol. Third, results were reviewed, and four experts identified future requirements. Testing and reviewing the selected wearables with the protocol revealed that only two less relevant running biomechanical key points were measured. Provided feedback promotes an external focus of the user. Tailoring was absent in all wearables. These findings indicate that consumer available running wearables have a potential for optimal motor learning but need improvements as well.
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Purpose: Recent advancements in wearable computing offer opportunities for art galleries to provide a unique experience. However, to ensure successful implementation of this new technology in the visitor industry, it is essential to understand user requirements from a visitor’s point of view. Therefore, the aim of this paper is to investigate visitors’ requirements for the development of a wearable smart glasses augmented reality (AR) application in the museum and art gallery context. Design/methodology/approach: Interviews with 28 art gallery visitors were conducted and an affinity diagram technique was used to analyze the interviews. Findings: The findings reveal that wearable AR is in its infancy and that technical and design issues have to be overcome for a full adoption. It reveals that content requirement, functional requirement, comfort, experience and resistance are important when developing and implementing the wearable AR application in the museum and art gallery contexts. Originality/value: Mapping user requirements in the wearable smart glasses AR context using an affinity diagram is a new approach and therefore contributes to the creation of knowledge in the tourism domain. Practically, the area of wearable technologies and AR within the tourism and visitor industry context is still relatively unexplored, and the present paper provides a first foundation for the implementation of wearable smart glasses AR applications in the museum and art gallery context.
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Author supplied: The production system described in this paper in an implementation of an agile agent-based production system. This system is designed to meet the requirements of modern production, where short time to market, requirementdriven production and low cost small quantity production are important issues. The production is done on special devices called equiplets. A grid of these equiplets connected by a fast network is capable of producing a variety of different products in parallel. The multi-agent-based software infrastructure is responsible for the agile manufacturing. A product agent is responsible for the production of a single product and equiplet agents will perform the production steps to assemble the product. This paper describes this multiagent-based production system with the focus on the product agent. Presented at EUMAS 2013 ( 11th European Workshop on Multi-Agent Systems) , At Toulouse.
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Background: A user-centered design approach for eHealth interventions improves their effectiveness in stroke rehabilitation. Nevertheless, insight into requirements of end-users (patients/informal caregivers and/or health professionals) for eRehabilitation is lacking. The aim of this study was to identify end-user requirements for a comprehensive eHealth program in stroke rehabilitation. Methods: Eight focus groups were conducted to identify user requirements; six with patients/informal caregivers and two with health professionals involved in stroke rehabilitation (rehabilitation physicians, physiotherapists, occupational therapists, psychologists, team coordinators, speech therapist). The focus groups were audiotaped and transcribed in full. Direct content analysis was used to identify the end-user requirements for stroke eHealth interventions concerning three categories: accessibility, usability and content. Results: In total, 45 requirements for the accessibility, usability and content of a stroke eRehabilitation program emerged from the focus groups. Most requirements concerned content (27 requirements), followed by usability (12 requirements) and accessibility (6 requirements). Patients/informal caregivers and health professionals each identified 37 requirements, respectively, with 29 of them overlapping. Conclusions: Requirements between stroke patients/informal caregivers and health professionals differed on several aspects. Therefore, involving the perspectives of all end users in the design process of stroke eRehabilitation programs is needed to achieve a user-centered design.
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Our study introduces an open general-purpose platform for the embodiment of conversational AI systems. Conversational User-interface Based Embodiment (CUBE) is designed to streamline the integration of embodied solutions into text-based dialog managers, providing flexibility for customization depending on the specific use case and application. CUBE is responsible for naturally interacting with users by listening, observing, and responding to them. A detailed account of the design and implementation of the solution is provided, as well as a thorough examination of how it can be integrated by developers and AI dialogue manager integrators. Through interviews with developers, insight was gained into the advantages of such systems. Additionally, key areas that require further research were identified in the current challenges in achieving natural interaction between the user and the embodiments. CUBE bridges some of the gaps by providing controls to further develop natural non-verbal communication.
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BACKGROUND: Non-use of and dissatisfaction with ankle foot orthoses (AFOs) occurs frequently. The objective of this study is to gain insight in the conversation during the intake and examination phase, from the clients’ perspective, at two levels: 1) the attention for the activities and the context in which these activities take place, and 2) the quality of the conversation. METHODOLOGY: Semi-structured interviews were performed with 12 AFO users within a two-week period following intake and examination. In these interviews, and subsequent data analysis, extra attention was paid to the needs and wishes of the user, the desired activities and the environments in which these activities take place. RESULTS AND CONCLUSION: Activities and environments were seldom inquired about or discussed during the intake and examination phase. Also, activities were not placed in the context of their specific environment. As a result, profundity lacks. Consequently, orthotists based their designs on a ‘reduced reality’ because important and valuable contextual information that might benefit prescription and design of assistive devices was missed. A model is presented for mapping user activities and user environments in a systematic way. The term ‘user practices’ is introduced to emphasise the concept of activities within a specific environment.
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