City dashboard websites are a common modality for bringing opengovernment philosophies into the public domain. Yet, there has been little research concerning the optimum design for city dashboards that takes account of users' expectations and skills. Indeed, there has been minimal exploration of user-centered design (UCD) to improve the usability and utility of smart city technologies in general. This study sought to conduct a user evaluation analysis to inform a UCD approach to city dashboards. Interviews with different types of users were conducted that applied a protocol analysis to gain insight into user perspectives and experiences of city dashboards. Along with critical incident technique procedures, interaction data of critical significance to the user was collected and a content analysis was conducted. These qualitative data were used to determine representations of users, as identified through observed behaviors, attitudes, needs, and goals. Targeted-scope user experience personas for the design process were then constructed to represent and build empathy towards three potential users of city dashboard systems: novices, end-users, and advanced users. The collected user requirements and the personas formulated are underpinning the re-design of an existing city dashboard.
For three decades the case has been made for the development and adoption of digital tools that better support spatial decision-making in planning using 3D information. Here we report on a study that interviewed planners from local authorities in Ireland concerning their knowledge and experience of 3D spatial media. We consider the potential uses of these tools in planning, and the prospects for their adoption within local government planning departments. The interviews reveal that the planning system, as currently resourced and operated in Ireland, provides significant challenges and few incentives for the adoption of 3D spatial media.
irtual reality (VR), as an informative medium, possesses the potential to engage students with immersive, interactive, and informative experiences. When presented in VR, immersive virtual environments (IVEs) can provide three-dimensional visual simulations that can be used to inform students about concepts in specific contexts that would be near impossible to achieve with more traditional teaching methodologies. It is proposed that existing learning frameworks can benefit from exploring the modalities of interaction that are presently afforded via VR from the experiential perspectives of the students. An evaluation is presented that focused on the appraisal of student experiences of immersive technologies as applied in a higher education context, specifically in the use of VR for the exploration of geomorphology theory by physical geography students. This research supports further development of the immersive learning discipline from three different perspectives. First, an empathy mapping method was applied to visualize student experiences and externalize our observed knowledge of student users for creating a shared understanding of their needs and to aid in lesson planning decision making when using VR in the classroom. Second, student experiences were captured using a technology-focused user experience questionnaire to obtain student attitudes immediately post-task. Finally, to assist teachers with the creation of a student-centered lesson plans that incorporate VR in the classroom, eight heuristic guidelines (focus, provocation, stimulation, collaboration, control, digital life, learner skills, multimodal experience) were developed. It is proposed that these findings can be used to provide support for the use of mixed reality and immersive virtual environments in learning that encompass the challenges faced by students and the interdisciplinary education community at large.
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