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Summary User Centered Design of New Media Articles

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Elaborate summary of all mandatory articles. Can be used for the User Centered Design of New Media course for the Master in Communication Science at the University of Twente. Includes all articles provided by the professor. Can also be used at other universities that use the same articles.

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  • February 7, 2023
  • 36
  • 2022/2023
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User Centered Design of New Media
Summary of Articles
Mandatory readings (articles) provided by the professor

,Index
- Designing for usability: Key principles and what designers think by Gould & Lewis (1985)
- The methodology of participatory design by Spinuzzi (2005)
- Exploring user participation approaches in public e-service development by Karlsson et
al. (2012)
- User-centered design approach to self-service ticket vending machines by Siebenhandl
et al. (2013)
- The limitations of user- and human-centered design in an eHealth context and how to
move beyond them by Van Velsen et al. (2022)
- Designing eHealth that matters via a multidisciplinary requirements development
approach by Van Velsen et al. (2013)
- Probes, toolkits, and prototypes: three approaches to making in codesigning by Sanders
& Stappers (2014)
- Chatbot-based emotion management for distributed teams: A participatory design study
by Benke et al. (2020)
- Old wine in new bottles or novel challenges: a critical analysis of empirical studies of
user experience by Bargas-Avila & Hornbæk (2011)
- Current practice in measuring usability: Challenges to usability studies and research by
Hornbæk (2006)
- Technology acceptance and user experience: A review of the experiential component in
HCI by Hornbæk & Hertzum (2017)
- Usability, user experience and accessibility: Towards an integrative model by Sauer et al.
(2020)
- Exploring teens as robot operators, users and witnesses in the wild by Björling et al.
(2020)
- Using a human-centered approach to investigate the needs of vulnerable populations by
Rose (2016)
- Design intelligence – Taking further steps towards new methods and tools for designing
in the age of AI by Heier (2021)
- Human-centered design considered harmful by Norman (2005)
- Human-centered XAI: Developing design patterns for explanations of clinical support
systems by Schoonderwoerd et al. (2021)

,DESIGNING FOR USABILITY: KEY PRINCIPLES AND WHAT DESIGNERS THINK BY GOULD &
LEWIS (1985)

Requirements any system
1. Easy to learn (and remember)
2. Useful
3. Easy and pleasant to use

Useful = contain functions people really need in their work

Principles of design
1. Early focus on users and tasks
2. Empirical measurement
3. Iterative design

Empirical measurement = the use of simulations and prototypes to carry out real work,
performance and reactions should be observed, recorded, and analyzed

Iterative = cycle of design, test and measure, and redesign (repeated as often as necessary)

* The principles seem obvious, but are often not incorporated in the development and
evaluation of a (new) system

Contrast between what is meant and what was said
Early focus on users
Meant Said
Understanding Identifying, describing, stereotyping, and
ascertaining
Direct contact (interviews, discussions, and Hearing or reading
actual observations)
Interviews prior to system design First designing the system and then
presenting, reviewing, and verifying
Use of typical users Group of a variety of experts
Use users from the very outset Use users post hoc as part of an analysis
team

, Ways to increase the saliency and importance of usability issues in designers’ minds
1. Interactive design
2. Participatory design

Interactive design = panel of expected users work closely with designers in early formulation
stages
Participatory design = potential users participating in the design of a system that they will
ultimately use

Empirical measurement
Factors of empirical measurement
1. Actual behavioral measurements of learnability and usability
2. Conducting experimental and empirical studies very early in the development process

Meant Said
User test System test

Why not reviewing or demonstrating a prototype system: Can lead to misleading conclusions

Reasons why the principles are undervalued
1. Not worth following
2. Confusion with similar but critically different ideas
3. Value of interaction with users is misestimated
a. User diversity of underestimated
b. User diversity of overestimated
c. Belief that users do now know what they need
d. Belief that my job does not require it or permit it
4. Competing approaches
a. Belief in the power of reason
b. Belief that design guidelines should be sufficient
c. Belief that good design means getting it right the first time
5. Impractical
a. Belief that the development process will be lengthened
b. Belief that iteration is just expensive fine-tuning
c. Belief in the power of technology to succeed

System development
1. Initial design phase
2. Iterative development phase

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