使用故事完成法设计有形用户界面的思考

IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS
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引用次数: 0

摘要

有许多设计技术可以支持有形技术的共同设计。然而,这些设计方法中很少有一种能让用户大规模地、跨地域地参与进来。故事完成法(SCM)虽然在心理学中很流行,但最近才开始被人机交互社区采用。我们探讨了故事完成法是否能从大量不同的研究人群中产生有意义的设计见解,用于设计有形用户界面(TUI)。基于使用 SCM 进行的两项问卷调查研究的结果,我们得出结论:该方法可用于产生有意义的设计见解。通过对 870 篇有形用户界面(TUI)论文的系统回顾,我们将有形用户界面(SCM)的优缺点与常用的设计方法进行了对比,然后对我们在两个不同领域使用该方法的经验进行了反思。我们讨论了该方法的优势(特别是在参与的规模和多样性方面)和挑战(特别是在构建有意义的故事主干和开发正确的脚手架以支持创造力方面)。我们的结论是,单片机特别适合用于设计过程的早期阶段,以了解部署的社会文化背景。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Reflections on using the story completion method in designing tangible user interfaces

There are many design techniques to support the co-design of tangible technologies. However, few of these design methods allow the involvement of users at scale and across diverse geographic locations. While popular in psychology, the story completion method (SCM) has only recently started to be adopted within the HCI community. We explore whether SCM can generate meaningful design insights from large, diverse study populations for the design of Tangible User Interfaces (TUIs). Based on the results of two questionnaire studies using SCM, we conclude that the method can be used to generate meaningful design insights. Drawing on a systematic review of 870 TUI papers, we then contextualise the strengths and weaknesses of SCM against commonly used design methods, before reflecting on our experience of using the method across two distinct domains. We discuss the advantages of the method (particularly in terms of the scale and diversity of participation) and the challenges (particularly around constructing meaningful story stems, and developing the correct level of scaffolding to support creativity). We conclude that SCM is particularly suitable to be used in the early stages of the design process to understand the socio-cultural context of deployment.

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来源期刊
International Journal of Human-Computer Studies
International Journal of Human-Computer Studies 工程技术-计算机:控制论
CiteScore
11.50
自引率
5.60%
发文量
108
审稿时长
3 months
期刊介绍: The International Journal of Human-Computer Studies publishes original research over the whole spectrum of work relevant to the theory and practice of innovative interactive systems. The journal is inherently interdisciplinary, covering research in computing, artificial intelligence, psychology, linguistics, communication, design, engineering, and social organization, which is relevant to the design, analysis, evaluation and application of innovative interactive systems. Papers at the boundaries of these disciplines are especially welcome, as it is our view that interdisciplinary approaches are needed for producing theoretical insights in this complex area and for effective deployment of innovative technologies in concrete user communities. Research areas relevant to the journal include, but are not limited to: • Innovative interaction techniques • Multimodal interaction • Speech interaction • Graphic interaction • Natural language interaction • Interaction in mobile and embedded systems • Interface design and evaluation methodologies • Design and evaluation of innovative interactive systems • User interface prototyping and management systems • Ubiquitous computing • Wearable computers • Pervasive computing • Affective computing • Empirical studies of user behaviour • Empirical studies of programming and software engineering • Computer supported cooperative work • Computer mediated communication • Virtual reality • Mixed and augmented Reality • Intelligent user interfaces • Presence ...
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