Articles about 참여 디자인

후방 가족 지원

Closeup of patient chart

미국 재향군인 사무국(U.S. Department of Veterans Affairs)은 ‘Clinic-in-Hand’라 불리는 시범 사업의 한 부분이 될 애플리케이션을 위한 요구 사항을 정의하는 작업에 심한 부상을 입은 재향 군인의 가족 간호인들을 참가하게 하였습니다. [자세히 읽기]

도움 요청

Woman in traditional dress holding a mobile phone

자연재해와 인간이 초래한 재해에 대응하기 위해 인도적 원조 기구는 필요한 자원을 제공합니다. 바로 음식, 옷, 담요 및 거처 등을 의미합니다. [자세히 읽기]

(English) Electric Racer to Promote Literacy: A Game for Two Inter-Generational Players

(English) This study indicated that educational gameplay benefited from clarity around players’ roles, enabling parents’ participation, furthering the learning process for the child players. [자세히 읽기]

(English) Engaging Users in Product Design: Bridging the Gap from Insight to Strategy

image of notes from joint design meeting

(English) More researchers should partner with their users in targeted research and design activities to help bridge the gap between insight and strategy. [자세히 읽기]

(English) Engaging with Mental Health: Opportunity for Collaboration

screencap of computer game

(English) Collaboration between human-computer interaction (HCI) and mental health professionals can play a valuable role in future research on mental health technologies. [자세히 읽기]

(English) Designing on Mars: Participatory Design and Training in Very Unfamiliar Environments

illustration

(English) Gathering information in an unfamiliar cultural context is time-consuming. Described here is the technique adopted by a team of the Madeira Interactive Technologies Institute (M-ITI) in response. [자세히 읽기]

(English) MESS Days: Working with Children to Design and Deliver Worthwhile Mobile Experiences

A child's design

(English) Designing with children adds a new dimension to user experience design and usability testing. Our understanding in how children can best contribute is still developing. [자세히 읽기]

(English) Kidsteam: Co-designing Children’s Technologies with Children

child's design

(English) Adults and children work together as part of Kidsteam to design new technologies for children using a low-tech prototyping experience. [자세히 읽기]

(English) The World’s a Stage: Using Acting to Validate a Wearable Product Concept with Users

(English) Acting, when used to validate a wearable product concept, describes the right target group, identifies use situations, and contextualizes issues to be addressed in product development. [자세히 읽기]

(English) Learning Lessons from Citizen Involvement at Aberdeenshire Council

(English) Aberdeenshire Council's website followed a user-centered design process, simplifying the journeys through a large site and providing easier online information and services. [자세히 읽기]