{"title":"让年轻女孩参与产品概念设计","authors":"M. Isomursu, P. Isomursu, Kaisa Still","doi":"10.1145/957205.957223","DOIUrl":null,"url":null,"abstract":"Young girls are a user group often neglected in the design of technical devices. In this paper, we describe a method for involving pre-teen and teen girls in a concept design process. With this target group we have experienced serious challenges in applying traditional participatory design methods, such as observations or interviews. As a solution, we have adopted a web-based storytelling environment where our target group is encouraged to create usage scenarios of a mobile terminal that would support their activities in a virtual community. Our results show that this approach is a very natural and fruitful method for involving this target group.","PeriodicalId":179665,"journal":{"name":"Conference on Universal Usability","volume":"40 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2002-06-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"16","resultStr":"{\"title\":\"Involving young girls in product concept design\",\"authors\":\"M. Isomursu, P. Isomursu, Kaisa Still\",\"doi\":\"10.1145/957205.957223\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Young girls are a user group often neglected in the design of technical devices. In this paper, we describe a method for involving pre-teen and teen girls in a concept design process. With this target group we have experienced serious challenges in applying traditional participatory design methods, such as observations or interviews. As a solution, we have adopted a web-based storytelling environment where our target group is encouraged to create usage scenarios of a mobile terminal that would support their activities in a virtual community. Our results show that this approach is a very natural and fruitful method for involving this target group.\",\"PeriodicalId\":179665,\"journal\":{\"name\":\"Conference on Universal Usability\",\"volume\":\"40 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2002-06-17\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"16\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Conference on Universal Usability\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/957205.957223\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Conference on Universal Usability","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/957205.957223","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Young girls are a user group often neglected in the design of technical devices. In this paper, we describe a method for involving pre-teen and teen girls in a concept design process. With this target group we have experienced serious challenges in applying traditional participatory design methods, such as observations or interviews. As a solution, we have adopted a web-based storytelling environment where our target group is encouraged to create usage scenarios of a mobile terminal that would support their activities in a virtual community. Our results show that this approach is a very natural and fruitful method for involving this target group.