{"title":"以用户为中心的设计应用程序和移动设备:格式“USiena”","authors":"A. Giardi","doi":"10.30557/qw000020","DOIUrl":null,"url":null,"abstract":"The objective of this article is to share the experience gained in the University concerning the design of the USiena format, which will be used as a basis for the realization of a prototype mobile course. The methodology used for the design is the User-Centered Design implemented through techniques such as focus groups, interviews, questionnaires and student tests. The feedback obtained from these tests allowed the development of guidelines that will be used during the design phase of the course. The designed format has been experimentally verified, evaluating the learning level through multiplechoice questionnaires. Although these are only a few pilot studies, the results obtained showed that the use of the format helped the learners to create a network of social relations and reciprocal connections that allowed each of them to construct their own cognitive architectures on the topics covered, improving learning.","PeriodicalId":41384,"journal":{"name":"Qwerty","volume":"147 7 1","pages":"110-132"},"PeriodicalIF":0.4000,"publicationDate":"2019-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"User-Centered Design applicata ad un corso mobile: il format “USiena”\",\"authors\":\"A. Giardi\",\"doi\":\"10.30557/qw000020\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The objective of this article is to share the experience gained in the University concerning the design of the USiena format, which will be used as a basis for the realization of a prototype mobile course. The methodology used for the design is the User-Centered Design implemented through techniques such as focus groups, interviews, questionnaires and student tests. The feedback obtained from these tests allowed the development of guidelines that will be used during the design phase of the course. The designed format has been experimentally verified, evaluating the learning level through multiplechoice questionnaires. Although these are only a few pilot studies, the results obtained showed that the use of the format helped the learners to create a network of social relations and reciprocal connections that allowed each of them to construct their own cognitive architectures on the topics covered, improving learning.\",\"PeriodicalId\":41384,\"journal\":{\"name\":\"Qwerty\",\"volume\":\"147 7 1\",\"pages\":\"110-132\"},\"PeriodicalIF\":0.4000,\"publicationDate\":\"2019-12-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Qwerty\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.30557/qw000020\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q4\",\"JCRName\":\"COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Qwerty","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.30557/qw000020","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS","Score":null,"Total":0}
User-Centered Design applicata ad un corso mobile: il format “USiena”
The objective of this article is to share the experience gained in the University concerning the design of the USiena format, which will be used as a basis for the realization of a prototype mobile course. The methodology used for the design is the User-Centered Design implemented through techniques such as focus groups, interviews, questionnaires and student tests. The feedback obtained from these tests allowed the development of guidelines that will be used during the design phase of the course. The designed format has been experimentally verified, evaluating the learning level through multiplechoice questionnaires. Although these are only a few pilot studies, the results obtained showed that the use of the format helped the learners to create a network of social relations and reciprocal connections that allowed each of them to construct their own cognitive architectures on the topics covered, improving learning.
期刊介绍:
Qwerty is the commonly accepted name for the computer keyboard, comprising the first six letters of its top row. When typewriters were first introduced, the keys were arranged in alphabetical order. However this order meant that people typed too quickly such that the keys soon became entangled. To counter this, the keys were displayed in random order and typing speeds accordingly slowed down. In later years, despite the fact that the problem of speed had been completely overcome, the keyboard retained its random order. In our view, this represents an excellent metaphor for the entanglement of culture and technological tools. In actual fact, we regard computer-based technologies as cultural artefacts, representing different depths in the daily work and study activity of individuals, social groups, and institutions. We believe that different models of computer use and activity within online environments mediate social interaction. As such, the relationship between culture and technological tools is becoming more and more complex and now provides an opportunity for determining new models of cognitive, psychological, and social interaction. Qwerty hopes to be a place where such issues can be discussed and developed. The journal arises from a growing awareness of the need to develop research and reflection on the impact, effects and nature of technology use and, as such, is intended to be a genuinely cross-disciplinary forum. Qwerty wishes to provide a forum for discussion on the use of new technologies aimed at anyone interested in the use of technology in such fields as education, training, social and university research, including the cultural, social, pedagogical, psychological, economic, professional, ethical and aesthetical aspects of technology use.