In order to improve the efficiency of the housing stock successfully, the offered technical solutions also need to meet occupants' needs and match their aspirations. Owner-occupiers present particular challenges: conflicting demands on their use of time and financial resources and their role as decision-makers for their own domestic renovation. A persona-driven study (based on user-centred design) was undertaken to explore the varying behaviours, attitudes and motivations towards home improvement for owner-occupiers who live in 'hard to treat' solid-walled dwellings. Five evidence-based personas are constructed that reflect archetypes, based on the outcomes of a qualitative study involving 33 owner-occupier householders in the East Midlands region of the UK. The adoption of a persona-based approach in response to the socio-technical challenges of energy renovation is important for understanding the specific drivers and appropriate range of policy responses for each persona. The persona development process is described and the success of the approach is evaluated in relation to the needs of policy developers, energy providers and product developers. Tailoring strategies to suit different personas will considerably enhance the diffusion of policy goals for low-energy retrofit and also allow business and technology developers to target an appropriate user.
Understanding the needs and aspirations of a suitable range of users during the product design process is an extremely difficult task. Methods such as ethnographic studies can be used to gain a better understanding of users needs, but they are inherently time consuming and expensive. The time pressures that are evident in the work performed by design consultancies often make these techniques impractical. This paper contains a discussion about the use of 'personas', a method used by designers to overcome these issues. Personas are descriptive models of archetypal users derived from user research. The discussion focuses on two case studies, the first of which examines the use of personas in the car design process. The second examines the use of personas in the field of 'inclusive design', as demonstrated by the HADRIAN system. These case studies exemplify the benefits 'data rich' personas contribute as opposed to 'assumption based' personas.
This paper presents an empirical comparison of idea generation within the context of reducing the number of single occupancy car journeys to and from a UK university campus. Separate co-design and consultative groups were matched with respect to 1) creativity when problem solving, 2) normal commuting mode and 3) intention to adopt sustainable behaviours. The co-design group generated a significantly greater number of innovative ideas than the consultative group (using an email based methodology); however this was due to the greater number of total ideas (rather than the higher proportion of innovative ideas) generated by this group. The co-design group was able to think more systemically about potential solutions and generate proposals that were not either linked to their own commute mode, or aligned with any one specific mode of transport. The findings suggest that co-design offers benefits as a process for idea generation within the sustainable travel context as it promotes idea generation and a more holistic perspective on the problem and potential solutions
Sociological appropriations of practice theory as applied to sustainable design have successfully problematized overly simplistic and individualistic models of consumer choice and behavior change. By taking everyday practices as the principal units of analysis, they move towards acknowledging the socially and materially structured nature of human activity. However, to inform sustainable HCI we also need to understand how practices are part of wider experiential environments and flows of practical activity. In this article, we develop an approach rooted in phenomenological anthropology and sensory ethnography. This approach builds on theories of place, perception and movement and enables us to situate practices, and understand practical activity, as emplaced within complex and shifting ecologies of things. Drawing on an interdisciplinary study of domestic energy consumption and digital media use, we discuss ethnographic and design practice examples. We demonstrate how this theoretical and methodological framework can be aligned with the 3rd paradigm of HCI.
Sociological appropriations of practice theory as applied to sustainable design have successfully problematized overly simplistic and individualistic models of consumer choice and behavior change. By taking everyday practices as the principal units of analysis, they move towards acknowledging the socially and materially structured nature of human activity. However, to inform sustainable HCI we also need to understand how practices are part of wider experiential environments and flows of practical activity. In this article, we develop an approach rooted in phenomenological anthropology and sensory ethnography. This approach builds on theories of place, perception and movement and enables us to situate practices, and understand practical activity, as emplaced within complex and shifting ecologies of things. Drawing on an interdisciplinary study of domestic energy consumption and digital media use, we discuss ethnographic and design practice examples. We demonstrate how this theoretical and methodological framework can be aligned with the 3rd paradigm of HCI.
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Volunteered Geographic Information (VGI) has the potential to provide benefit to endusers over and above that of Professional Geographic Information (PGI). A multi-methods approach consisting of participatory observation, focus groups and diary studies, was used to study how VGI and PGI were actually used by a target user group. A theoretical framework of information relevance was used to understand the attributes of information that were most important in relation to the characteristics of the users' activity and their community. The key finding was that the discussion amongst GIS designers should not be whether to choose VGI or PGI as the information data set, but to consider which combination of VGI and PGI relating to different geographic features and task characteristics will best meet the users' needs. VGI is likely to be most relevant to the user when a geographic feature is dynamic rather than static in nature, and can also provide a level of detail that is unlikely to arise through PGI. These findings have implications for how different forms of information are most effective for different usage situations. Above all, a case is presented for the implementation of User Centred Design (UCD) principals when integrating VGI and PGI together in a single mashup based product.Understanding VGI 1
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