Abstract:While research on wellbeing within Human-Computer Interaction (HCI) is an active space, a gap between research and practice persists. To tackle this, we sought to identify the practical needs of designers in taking wellbeing research into practice. We report on 15 semi-structured interviews with designers from four continents, yielding insights into design tool use generally and requirements for wellbeing design tools specifically. We then present five resulting design tool concepts, two of which were … Show more
“…Though the developed application had limited functions, it is an example of a digital application proposing a productive application for older adults. However, the designed application is a mock-up that requires further effectiveness validation [ 43 , 44 , 45 ]. We plan to iterate, implement, and test UI designs with a functional demo that supports effectiveness evaluation.…”
Because of the spread of smartphones, older adults enjoy the assistance of smartphones. However, fewer mobile applications are designed for older adults. Smartphone user interface (UI) serves as an external brain to capture information, and older adults may have memory complaints that affect self-confidence and lead to memory decline. Non-declarative memory requires more effort. Therefore, this study aims to design and evaluate a to-do list application to help older adults encode, store, and retrieve non-declarative memory, such as tasks they plan to do. We recruited 15 participants (5 men and 10 women) aged 60 to 75 years old (SD = 5.32). They were asked to complete nine usability tasks, and to answer a user experience questionnaire (UEQ) and a few interview questions. Sixty percent of users completed with only one or two attempts (median = 2.80, SD = 1.63). We found three usability issues and proposed an iteration plan. The application has attractiveness, efficiency, dependability, stimulation, novelty, and good perspicuity for older adults. The product was rated excellent except for perspicuity, which met the users’ expectations. This indicates that the user is satisfied with the application prototype. The results of this measurement can be utilized as a benchmark for the next model for developing mobile to-do list applications on user experience.
“…Though the developed application had limited functions, it is an example of a digital application proposing a productive application for older adults. However, the designed application is a mock-up that requires further effectiveness validation [ 43 , 44 , 45 ]. We plan to iterate, implement, and test UI designs with a functional demo that supports effectiveness evaluation.…”
Because of the spread of smartphones, older adults enjoy the assistance of smartphones. However, fewer mobile applications are designed for older adults. Smartphone user interface (UI) serves as an external brain to capture information, and older adults may have memory complaints that affect self-confidence and lead to memory decline. Non-declarative memory requires more effort. Therefore, this study aims to design and evaluate a to-do list application to help older adults encode, store, and retrieve non-declarative memory, such as tasks they plan to do. We recruited 15 participants (5 men and 10 women) aged 60 to 75 years old (SD = 5.32). They were asked to complete nine usability tasks, and to answer a user experience questionnaire (UEQ) and a few interview questions. Sixty percent of users completed with only one or two attempts (median = 2.80, SD = 1.63). We found three usability issues and proposed an iteration plan. The application has attractiveness, efficiency, dependability, stimulation, novelty, and good perspicuity for older adults. The product was rated excellent except for perspicuity, which met the users’ expectations. This indicates that the user is satisfied with the application prototype. The results of this measurement can be utilized as a benchmark for the next model for developing mobile to-do list applications on user experience.
“…Our approach builds upon the extensive literature in HCI on visualisation from the perspective of users [7][8][9][10], as well as technical and interdisciplinary work on the opportunities, challenges, and issues related to transparency and explainability [5,6,13,14,18,25,26]. Our work also aims to contribute to the latest research in design for wellbeing with a specifc focus on visualisation [11,12,21,22]. To do so, our interdisciplinary research is leveraging quantitative and qualitative approaches to help identify practical ways forward for making system transparency more meaningful to users.…”
Section: Context and Motivation: Improving System Transparency For Usersmentioning
Transparency over algorithmic systems is increasingly asked for, though it is unclear how it can be realised in practice. Transparency is largely recognised as helpful -eg. to redress information asymmetries -but not as an end in and of itself. Understanding how transparency can be meaningful to users, as well as the challenges and design methods to improve transparency at the interface level is therefore key to make algorithmic systems more usefully transparent for users. As part of the DIS '22 Doctoral Consortium, I am presenting my PhD research on visualising meaningful transparency for users. We are exploring the role of visualisation as a lever to make system transparency more meaningful to users. We consider transparency from a broad socio-technical and systemic perspective, with HCI and Art History research methods. We focus on user interfaces, as they are the key point of interaction between users and systems. By analysing the status quo and various users' transparency needs, we highlight challenges regarding current practices and transparency guidelines, but also ofer practical leads to improve algorithmic system transparency for users.
CCS CONCEPTS• Human-centered computing → Human computer interaction (HCI); Visualization design and evaluation methods.
“…Positive design aims to enhance well-being, defined as "a person's cognitive and affective evaluations of his or her life" [14, p. 63] by designing environments that enable and stimulate human flourishing [11]. Furthermore, it is argued that unique design features that enhance user well-being have yet to be identified [15,16]. Following self-determination theory (SDT), Peters et al [12] created a framework based on three key constructs related to well-being: autonomy, competence, and relatedness.…”
Engagement platforms (EPs) are an essential technology to enable the sharing and exchanging of services and resources. As an increasing number of industries has been disrupted by EPs, both scholars and practitioners seek understanding on how to design and govern successful EPs. While the initial focus of platform operators was mainly on profit maximization, the interest in securing or increasing user well-being is constantly growing. Design mechanisms that positively influence the three constructs of Self-Determination Theory, autonomy, competence, and relatedness, and thus well-being, have already been identified. In this study we instantiate these mechanisms in a prototype and conduct a scenario-based online experiment with a between-group design to test four hypotheses (n=111). Our results show that autonomy as well as the intention to use increase significantly through mechanisms that foster Self-Determination.
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