scholarly journals PUTTING USER IN CONTEXT: A PARTICIPATORY DESIGN APPROACH USING A SIMULATED BEACH ENVIRONMENT

2020 ◽  
Vol 1 ◽  
pp. 1941-1948
Author(s):  
B. Khayamian Esfahani

AbstractThe research outlined in this paper investigated the sun protection behaviour in young men age 18 to 24. Firstly, field observations were conducted on the beach where the sun protection behaviour occurs. The findings highlighted the importance of gender linked with low levels of sun protection behaviour in young men. This informed the next study through participatory design sessions using a simulated beach environment. The results showed design opportunities with taking an account of gender in sun protection behaviour which opens new avenues where design has a key role in health promotion.

Author(s):  
Richard MORRIS ◽  
Bahar KHAYAMIAN ESFAHANI ◽  
Mark ERICKSON

The primary aim of the human-centred design (HCD) approach is to identify the user needs. However, we argue that there is a lack of understanding of, and even awareness of, gender in HCD. This approach sees gender as static and stable regarding male or female such that the implication of principles in products, systems or services appeals to one gender or another linking gender differences, and stereotypes. To illustrate this, the investigation was conducted in the context of fostering sun protection behaviour in young men. Participatory design sessions were deployed to investigate the role of gender in the HCD and how it can be used to foster sun protection behaviour. We have concluded with the development of a novel gender aware HCD approach which opens avenues for design research and practice for increasing emphasis on the influence of the designer’s own gender and their gendered perceptions in their designs.


2019 ◽  
Vol 29 (Supplement_4) ◽  
Author(s):  
J Nordmyr ◽  
A K Forsman

Abstract Background Online resources present various possibilities for health promotion, also in the growing older adult population. Tailored online services aiming to support social participation among users could potentially promote older adults’ psychosocial health. In the @geing Online project an online application is developed, focusing on access to meaningful social activities among older adults in rural areas in Finland and Sweden. The innovation project (2017-2020) is funded by the Interreg Botnia-Atlantica programme (European Regional Development Fund). Methods A collaborative, user-centred design approach is applied when developing the online application, allowing older potential users and personnel groups from the social and health care sector to evaluate application features in a step-wise process. The inclusion of personnel groups allows for the exploration of the feasibility of introducing the tool in home care services and similar relevant contexts from an organizational perspective. Further, the inclusion of regional IT-companies presents opportunities for them to develop their competence regarding eHealth tools and older adults as a target group. Results An advanced prototype of the application and its core features is presented. Promising approaches and outcomes regarding the co-creation methods applied to ensure the involvement of stakeholders in the development process are elaborated upon. Challenging issues related to the project theme, such as stereotypical and negative views of older adults’ competences and motivation related to application use are also discussed. Conclusions The project highlights possibilities - but also challenges - when co-creating a social application together with older adults, some of whom have no experience in internet use. The gathered project outcomes will provide lessons on the potential of new technologies for delivering health promotion initiatives among older adults. Key messages Tailored online services aiming to support social participation among users provide possibilities for promoting psychosocial health in the growing population of older adults. Application development utilizing a user-centered design approach can be implemented even if the end-users are not familiar with the internet or application use.


2020 ◽  
Vol 4 (CSCW1) ◽  
pp. 1-24
Author(s):  
Ronald A. Metoyer ◽  
Tya S. Chuanromanee ◽  
Gina M. Girgis ◽  
Qiyu Zhi ◽  
Eleanor C. Kinyon

Design Issues ◽  
2018 ◽  
Vol 34 (4) ◽  
pp. 80-95 ◽  
Author(s):  
Liesbeth Huybrechts ◽  
Katrien Dreessen ◽  
Ben Hagenaars

Designers are increasingly involved in designing alternative futures for their cities, together with or self-organized by citizens. This article discusses the fact that (groups of) citizens often lack the support or negotiation power to engage in or sustain parts of these complex design processes. Therefore the “capabilities” of these citizens to collectively visualize, reflect, and act in these processes need to be strengthened. We discuss our design process of “democratic dialogues” in Traces of Coal—a project that researches and designs together with the citizens an alternative spatial future for a partially obsolete railway track in the Belgian city of Genk. This process is framed in a Participatory Design approach and, more specifically, in what is called “infrastructuring,” or the process of developing strategies for the long-term involvement of participants in the design of spaces, objects, or systems. Based on this process, we developed a typology of how the three clusters of capabilities (i.e., visualize, reflect, and act) are supported through democratic dialogues in PD processes, linking them to the roles of the designer, activities, and used tools.


2020 ◽  
pp. 170-187
Author(s):  
Kristian Kloeckl

This chapter explores the richness of practice-based frameworks and improvisation techniques in the performing arts. It illustrates how these can become a resource for an improvisation-based design approach by developing a concrete hybrid city application. Participatory design methods use improvisation to develop applications in collaboration with users. They attempt to unlock tacit kinds of knowing and gain firsthand appreciation of existing or future conditions by engaging participants and designers together in a concrete situation. In role-play techniques, for example, cards are handed to each participant that introduce the scene and contain information about rules associated with that specific scene, goals to be achieved, and the roles that participants enact.


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