scholarly journals Understanding the Acceptance of an eHealth Technology in the Early Stages of Development: An End-User Walkthrough Approach and Two Case Studies (Preprint)

2018 ◽  
Author(s):  
Lex van Velsen ◽  
Mirka Evers ◽  
Cristian-Dan Bara ◽  
Harm Op den Akker ◽  
Simone Boerema ◽  
...  

BACKGROUND Studies that focus on the acceptance of an electronic health (eHealth) technology generally make use of surveys. However, results of such studies hold little value for a redesign, as they focus only on quantifying end-user appreciation of general factors (eg, perceived usefulness). OBJECTIVE We present a method for understanding end-user acceptance of an eHealth technology, early in the development process: The eHealth End-User Walkthrough. METHODS During a walkthrough, a participant is guided by using the technology via a scenario, a persona, and a low-fidelity protoype. A participant is questioned about factors that may affect acceptance during and after the demonstration. We show the value of the method via two case studies. RESULTS During the case studies, participants commented on whether they intend to use a technology and why they would (not) use its main features. They also provided redesign advice or input for additional functions. Finally, the sessions provide guidance for the generation of business models and implementation plans. CONCLUSIONS The eHealth End-User Walkthrough can aid design teams in understanding the acceptance of their eHealth application in a very early stage of the design process. Consequently, it can prevent a mismatch between technology and end-users’ needs, wishes and context.

2019 ◽  
Vol 13 (1) ◽  
pp. 194-203 ◽  
Author(s):  
Mathilde Landgren ◽  
Signe Skovmand Jakobsen ◽  
Birthe Wohlenberg ◽  
Lotte Bjerregaard Jensen

Purpose In recent decades there has been a focus on reducing the overall emissions from the built environment, which increases the complexity of the building design process. More specialized knowledge, a greater common understanding and more cooperation between the stakeholders are required. Interdisciplinary design teams need simple and intuitive means of communication. Architects and engineers are starting to increase their focus on improving interdisciplinary communication, but it is often unclear how to do so. The purpose of this paper is to define the impact of visually communicating engineering knowledge to architects in an interdisciplinary design team and to define how quantifying architectural design decisions have an impact during the early phases of sustainable building design. Design/methodology/approach This work is based on a study of extensive project materials consisting of presentations, reports, simulation results and case studies. The material is made available by one of the largest European Engineering Consultancies and by a large architectural office in the field of sustainable architecture in Denmark. The project material is used for mapping communication concepts from practice. Findings It is demonstrated that visual communication by engineers increases the level of technical knowledge in the design decisions made by architects. This is essential in order to reach the goal of designing buildings with low environmental impact. Conversely, quantification of architectural quality improved the engineer’s acceptance of the architects’ proposals. Originality/value This paper produces new knowledge through the case study processes performed. The main points are presented as clearly as possible; however, it should be stressed that it is only the top of the iceberg. In all, 17 extensive case studies design processes were performed with various design teams by the 3 authors of the paper Mathilde, Birthe and Signe. The companies that provided the framework for the cases are leading in Europe within sustainability in the built environment, and in the case of Sweco also in regards to size (number of employees). Data are thus first hand and developed by the researchers and authors of this paper, with explicit consent from the industry partners involved as well as assoc. Professor Lotte B. Jensen Technical University of Denmark (DTU). This material is in the DTU servers and is in the PhD dissertation by Mathilde Landgren (successful defence was in January 2019). The observations and reflection is presented in selected significant case examples. The methods are descriped in detail, and if further information on method is required a more in depth description is found in Mathilde Landgrens PhD Dissertation. There is a lack in existing literature of the effect of visualisation in interdisciplinary design teams and though the literature (e.g. guidelines) of integrated design is extensive, there is not much published on this essential part of an integrated design process.


2018 ◽  
Author(s):  
Lorenz Harst ◽  
Hendrikje Lantzsch ◽  
Madlen Scheibe

BACKGROUND Only a few telemedicine applications have made their way into regular care. One reason is the lack of acceptance of telemedicine by potential end users. OBJECTIVE The aim of this systematic review was to identify theoretical predictors that influence the acceptance of telemedicine. METHODS An electronic search was conducted in PubMed and PsycINFO in June 2018 and supplemented by a hand search. Articles were identified using predefined inclusion and exclusion criteria. In total, two reviewers independently assessed the title, abstract, and full-text screening and then individually performed a quality assessment of all included studies. RESULTS Out of 5917 potentially relevant titles (duplicates excluded), 24 studies were included. The Axis Tool for quality assessment of cross-sectional studies revealed a high risk of bias for all studies except for one study. The most commonly used models were the Technology Acceptance Model (n=11) and the Unified Theory of Acceptance and Use of Technology (n=9). The main significant predictors of acceptance were perceived usefulness (n=11), social influences (n=6), and attitude (n=6). The results show a superiority of technology acceptance versus original behavioral models. CONCLUSIONS The main finding of this review is the applicability of technology acceptance models and theories on telemedicine adoption. Characteristics of the technology, such as its usefulness, as well as attributes of the individual, such as his or her need for social support, inform end-user acceptance. Therefore, in the future, requirements of the target group and the group’s social environment should already be taken into account when planning telemedicine applications. The results support the importance of theory-guided user-centered design approaches to telemedicine development.


Author(s):  
Lutz Göcke ◽  
Philip Meier

AbstractPlatform business models grow in relevance in nearly every industry by an optimization of transaction costs or a significant increase in innovativeness. Many entrepreneurs choose platform business models to create and capture value. Although the benefits of platform business models demonstrably have immense growth potential, these business models are also accompanied by unique challenges for startups in their early stages of development. In this chapter, we aim to discuss the specific challenges that digital entrepreneurs face when validating their platform business model concept. We also develop a processual model, based on the venture pyramid (discussed in Chap. 10.1007/978-3-030-53914-6_4  of this book) to validate the critical assumptions of platform business models. Based on three case studies of early-stage startups, we shed light on the dynamics of testing platform business models and discuss different approaches to develop a minimum viable platform.


Author(s):  
Claudia Eckert ◽  
Martin Stacey ◽  
Christopher Earl

AbstractHow designers communicate within design teams, and with users, suppliers, and customers, differs in formality both between industries and between different situations within one project. This paper identifies three layers of structure in design communication, each of which can be more or less formal: the design process, the interaction between participants, and the representations of design information that are constructed and used. These layers can be formal across a spectrum from explicit rules to habitual conventions. The paper draws on a range of contrasting case studies in mechanical engineering and knitwear design, as well as a larger corpus of cases comparing design domains more generally, to analyze how formality affects design interaction in different situations and process contexts. Mismatches in the understanding of formality can lead to misunderstandings, in particular across expertise boundaries and between designers and their clients or customers. Formality can be modulated in the mannerism of communication, the rhetoric employed, and how representations are constructed, to make communication more effective. The effort and skill put into modulating formality is greater in domains where designers work with end users, like architecture, than it is in companies where designers interact mainly with other professionals.


2014 ◽  
Vol 11 (01) ◽  
pp. 1440003 ◽  
Author(s):  
HARRY BOUWMAN ◽  
MARK DE REUVER ◽  
FELIX HAMPE ◽  
CHRISTER CARLSSON ◽  
PIRKKO WALDEN

In this paper, we examine why mobile R&D prototypes are not being implemented. To do so, we formulated propositions, moving from a macro-economic view on innovation, via innovation strategies to explanations that focus on artifact design and the underlying business models. We concluded that in the design process the focus is on technology and user acceptance, at the expense of the relationship with potential providers of the mobile service. In our view, although design approaches should focus on the artifact and the underlying business models, managing the relationship with potential service providers has to be included from the outset.


2017 ◽  
Vol 8 (1) ◽  
pp. 16
Author(s):  
Karim Kesseiba

The design process of residential homes is one of the most dynamic ones, due to its strong interrelation with the life patterns, economical strategies, needs and cultural traits of the clients. This is relevant in the case of tailored design homes in the new suburbs around Cairo, where the client aims to fulfill several of his life goals and visions, in addition to the possible freedom of design creations which are not as much bounded to the limitations inside the city. Accordingly, the architect has to deal with twofold aspects, first is aiming to understand and react to the clients culture and second to produce accepted architectural values and qualities. Although both aspects appear to be intertwined, however, case studies reflected that in several aspects, the clients’ culture affects the production of the aspired design vision. Thus, the paper aims to discuss the dilemma through two case studies in one of the gated communities around Cairo, based on qualitative analysis of how the designer managed to mediate the design of tailored homes between the clients’ culture and the production of valued architectural quality. This study will be based on the brief and anonymous explanation of the social profile of the clients’ social background which acted as the motivator in the design process, based on interviews with architect who worked in the design development process.


Author(s):  
Li Zhu ◽  
Barbara R. Barricelli ◽  
Claudia Iacob

As collaboration in creating software systems becomes more complex and frequent among multidisciplinary teams, finding new strategies to support this collaboration becomes crucial. The challenge is to bridge the communication gaps among stakeholders with diverse cultural and professional backgrounds. Moreover, future uses and issues cannot be completely anticipated at design time, and it is necessary to develop open-ended software environments that can be evolved and tailored in opportunistic ways to tackle co-evolution of users and systems. A conceptual meta-design model, the Hive-Mind Space (HMS) model, has been proposed to support multidisciplinary design teams’ collaboration and foster their situated innovation. The model provides localized habitable environments for diverse stakeholders and tools for them to tailor the system, allowing the co-evolution of systems and practices. The authors explore the possibility of utilizing boundary objects within the HMS model to facilitate the communication amongst stakeholders as well as their participation in the creative distributed design process. Two concrete case studies, a factory automation and the Valchiavenna Portal, demonstrate the implementation of the HMS model and provide a possible solution to overcome the complex, evolving and emerging nature of the collaborative design.


Author(s):  
Valerie J. Hobbs ◽  
Diarmuid J. Pigott

One of the main advantages of user-developed applications is considered to be the greater familiarity the users themselves have with the problem domain, and hence the greater likelihood of their creating an application that meets their needs. However, it is equally frequently reported that many end users lack the skills to develop applications that are of a high quality. Database modelling and relational database design, in particular, are known to be problematic for novices. We present two case studies in which the first stage of the development process was completed entirely by the end user, making use of their own understanding of the dataset, the problem domain, and tools that were familiar to them. In each case, they had represented the data in the form of lists. An IT expert then facilitated the conversion of the dataset to a relational database, with the participation of the end users throughout the process. The end users were able to see the concepts of database design emerge naturally from a problem that was already familiar to them, and to understand their importance in a practical manner.


Author(s):  
Chad R. Foster

A modified design specification process was used to efficiently resolve field failures. The new process is focused on rapid experimentation to mitigate parameter interaction and facilitate quick field implementation. The change focuses on effectively using customer use data, material information, and manufacturing experience to create replication tests. The normal development process and the new specification processes were used on the same two field failure issues and are presented as case studies. The change yields design improvements in half the time and with increased effectiveness.


Author(s):  
Carlye A. Lauff ◽  
K. Blake Perez ◽  
Bradley A. Camburn ◽  
Kristin L. Wood

Abstract Additive manufacturing (AM) continues to play an important role in product development, and many companies are searching for how to best integrate AM into their products, business models, and design processes. Often, AM is integrated into later stages of the design process for products during manufacturing and production. However, there is an opportunity to introduce AM in early-stage design, which could spark new business models and services in addition to re-thinking manufacturing for products. The central research question for this paper is what is an appropriate and useful tool to support innovations with AM early in the design process? Prior work has extracted and validated AM design principles. This paper describes the strategic development of AM Principle Cards from these design principles. The cards are a vehicle for codified AM design principles to be shared and understood in a way that inspires learning, creativity, and AM considerations during the early stages of the design process. They implement a number of best-known practices from an inductive principle-extraction study and literature related to the use of design stimuli, learning theory, design by analogy, and creativity. The AM cards were awarded a Singapore Good Design Award (SG Mark) for 2019. The AM Principle Cards were validated in two studies. In this paper, an ideation study is conducted with 85 designers to elicit feedback about the cards’ effectiveness to explain concepts related to AM and their ability to inspire creativity and new innovations. An additional ideation study was conducted with 61 participants that showed significant improvement in quality and novelty of ideas. The full deck of the final 27 AM Principle Cards is shared for design educators and practitioners to use.


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