In this paper, we detail a software platform that enables game developers to expose aspects of their games to researchers who are not necessarily familiar with game development, providing them the possibility to customize game content for behavioral user research, and more specifically to embed survey items in a game context. With this platform we introduce the concept of Games User Research as a Service (GURaaS). This articled describes the process we followed to design GURaaS, its high level architecture and its application in a case study. We envision that GURaaS will assist researchers and organizations by helping them expand their reach in finding participants and in collecting survey data reducing the tedium for survey participants.
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In discussions on smart grids, it is often stated that residential end-users will play a more active role in the management of the electric power system. Experience in practice on how to empower end-users for such a role is however limited. This paper presents a field study in the first phase of the PowerMatching City project in which twenty-two households were equipped with demand-response-enabled heating systems and white goods. Although end-users were satisfied with the degree of living comfort afforded by the smart energy system, the user interface did not provide sufficient control and energy feedback to support an active contribution to the balancing of supply and demand. The full potential of demand response was thus not realized. The second phase of the project builds on these findings by design, implementation and evaluation of an improved user interface in combination with two demand response propositions. © 2013 IEEE.
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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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Under what conditions is end-user training (EUT) as part of the implementation of a business process management (BPM) system successful? This question is addressed in this paper. Based on the literature on EUT and implementation success, we first argue that user involvement with, and attitude towards, a BPM system, both have a conditional effect on the relationship between EUT and the implementation success of the system. Secondly, we investigated this expectation empirically, by measuring the practice of EUT as perceived by end-users. Using a mixed method approach, survey data was collected from 143 end-users of a BPM system in a large Dutch social insurance organisation, and by 49 additional semi-structured interviews. Regression analysis of the survey data shows that attitude variables indeed have a significant moderating influence on implementation success. In addition, the interviews revealed that specific attention must be paid to the arrangements for EUT when deploying BPM systems in this type of organisations. Arguments are given for a more comprehensive way of measuring and optimising EUT during the implementation of information systems/information technology in organisations.
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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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In PowerMatching City, the leading Dutch smart grid project, 40 households participated in a field laboratory designed for sustainable living. The participating households were equipped with various decentralized energy sources (PV and micro combined heat-power units), hybrid heat pumps, smart appliances, smart meters, and an in-home display. Stabilization and optimization of the network was realized by trading energy on the market. To reduce peak loads on the smart grid and to be able to make optimal use of the decentralized energy sources, two energy services were developed jointly with the end users: Smart Cost Savings enabled users to keep the costs of energy consumption as low as possible, and Sustainable Together enabled them to become a sustainable community. Furthermore, devices could be controlled automatically, smartly, or manually to optimize the energy use of the households. Quantitative and qualitative studies were conducted to provide insight into the experiences and behaviours of end users. In this chapter, these experiences and behaviours are described. The chapter argues that end users: (1) prefer to consume self-produced energy, even when it is not the most efficient strategy to follow, (2) prefer feedback on costs over feedback on sustainability, and (3) prefer automatic and smart control, even though manual control of appliances felt most rewarding. Furthermore, we found that experiences and behaviours were fully dependent on trust between community members, and on trust in both technology (ICT infrastructure and connected appliances) and the participating parties.
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Accurate modeling of end-users’ decision-making behavior is crucial for validating demand response (DR) policies. However, existing models usually represent the decision-making behavior as an optimization problem, neglecting the impact of human psychology on decisions. In this paper, we propose a Belief-Desire-Intention (BDI) agent model to model end-users’ decision-making under DR. This model has the ability to perceive environmental information, generate different power scheduling plans, and make decisions that align with its own interests. The key modeling capabilities of the proposed model have been validated in a household end-user with flexible loads
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Purpose Building services technologies such as home automation systems and remote monitoring are increasingly used to support people in their own homes. In order for these technologies to be fully appreciated by the endusers (mainly older care recipients, informal carers and care professionals), user needs should be understood1,2. In other words, supply and demand should match. Steele et al.3 state that there is a shortage of studies exploring perceptions of older users towards technology and the acceptance or rejection thereof. This paper presents an overview of user needs in relation to ambient assisted living (AAL) projects, which aim to support ageing-in-place in The Netherlands. Method A literature survey was made of Dutch AAL projects, focusing on user needs. A total of 7 projects concerned with older persons, with and without dementia, were included in the overview. Results & Discussion By and large technology is considered to be a great support in enabling people to age-in-place. Technology is, therefore, accepted and even embraced by many of the end-users and their relatives. Technology used for safety, security, and emergency response is most valued. Involvement of end-users improves the successful implementation of ambient technology. This is also true for family involvement in the case of persons with dementia. Privacy is mainly a concern for care professionals. This group is also key to successful implementation, as they need to be able to work with the technology and provide information to the end-users. Ambient technologies should be designed in an unobtrusive way, in keeping with indoor design, and be usable by persons with sensory of physical impairments. In general, user needs, particularly the needs of informal carers and care professionals, are an understudied topic. These latter two groups play an important role in implementation and acceptance among care recipients. They should, therefore, deserve more attention from the research community.
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In order to empower more people to become more selfreliant in society, interactive products and services should better match the skills and values of diverse user groups. In inclusive design, relevant end-user groups are involved early on and throughout the design and development process, leading to a better user experience. However, for IT businesses not operating in the academic domain, getting access to appropriate user research methods is difficult. This paper describes the design and prototype development of the Include Toolbox, in close cooperation with practitioners of small to medium sized enterprises (SMEs) in IT. It consists of an interactive app paired with a book. The app helps to find suitable research methods for diverse user groups such as older people, people with low literacy, and children. The book offers background information on the advantages of inclusive design, information on different user groups, and best practices shared by other companies.
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Purpose - This paper aims to identify whether employees’ organisational position affect their perceived quality of the workspace design. By providing possible explanations for the differences and discussing the implications, we aim to establish an effective workspace design process that satisfies different users of the commonly used work environment.Design/methodology/approach – The present paper analyses the results of a national online survey among members of the Board of Directors (n=17), facility managers (n=76), education managers (n=211), and lecturers (n=1,755) of 18 Dutch Universities of Applied Sciences, using Mann-Whitney U tests. Findings – The results show a clear misfit between the perceived quality of workspace design between Board members and facility managers on one hand and education managers and lecturers on the other. This possibly indicates a mismatch between which workspace design the organisation intends to provide and what users may require or expect.Practical implications – Based on the research findings, we propose facility managers should act more closely to the primary process and work to recognize their needs. Therefore, lecturers and education managers as end-users have to become truly emancipated, involving them periodically in workspace design improvement and listening and responding to what they say.Originality/value - This paper finds that the often presupposed support of facility management to the primary process seems rather weak, at least in the perception of end-users, and that facility managers should engage in participatory workspace design with end-users and challengethemselves to be the linking-pin between Board and end-users.
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