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Needs' elaboration between users, designers and project leaders: Analysis of a design process of a virtual reality-based software

机译:用户,设计师和项目负责人之间的需求详述:基于虚拟现实的软件的设计过程分析

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Context: The participation of users in the design process is recognized as a positive and a necessary element as artifacts suit their needs. Two complementary approaches of users' involvement co-exist: the user-centered design and the participatory design. These approaches involve learning process from users to designers and vice versa. However, there has no research in design of virtual reality (VR)-based software dealing with how the elaboration of needs is actually distributed in time and among users, designers and project leaders, as well as how it is actually supported by tools and methods. Objective: This paper aims to observe, in a real design project of a virtual reality-based software, how the various stakeholders (users, designers, project leaders) actually participate by sharing and pulling pieces of information from the process of needs elaboration, and how these contributions evolve throughout the decisions made in the course of the project. Method: Our method, based on the observation of the practices in collective design, allows us to collect and analyze the relationship between each possible action (e.g., elicitation), each stakeholder who initiates these actions (e.g., users) and each phase of the design process (e.g., evaluation phase), and the dynamics of the construction of needs. Results: Our results detail how the elicited needs are dealt with by designers, users and/or project leaders: (1) we show a strong contribution of users in the design, compared to others stakeholders, (2) among the needs elicited by users, most have been validated by the designers, (3) some elicited needs could have been firstly rejected and finally validated and implemented. Conclusion: We identify the reasons which justify and explain our results confronting them to the literature. We underline the conditions have been satisfied in our study in order to involve effectively users in the design of emerging technologies.
机译:背景:用户参与设计过程被认为是积极的,也是必不可少的要素,因为人工制品可以满足他们的需求。用户参与的两种互补方法共存:以用户为中心的设计和参与式设计。这些方法涉及从用户到设计师的学习过程,反之亦然。但是,尚未进行基于虚拟现实(VR)的软件设计的研究,该软件处理的是如何在用户,设计者和项目负责人之间及时,准确地分配需求,以及工具和方法的实际支持情况。 。目标:本文旨在观察基于虚拟现实的软件的真实设计项目中,各个利益相关者(用户,设计师,项目负责人)如何通过共享和从需求详细说明过程中提取信息来实际参与;以及这些贡献如何在整个项目过程中做出决定。方法:基于对集体设计实践的观察,我们的方法使我们能够收集和分析每个可能的行动(例如,启发),发起这些行动的每个利益相关方(例如,用户)与该阶段的每个阶段之间的关系。设计过程(例如,评估阶段)以及需求构建的动态。结果:我们的结果详细说明了设计师,用户和/或项目负责人如何处理所引起的需求:(1)与其他利益相关者相比,我们在设计中表现出用户的强大贡献;(2)在用户提出的需求中,大多数已由设计人员进行了验证,(3)一些引起的需求本可以首先被拒绝,然后最终得到验证和实施。结论:我们确定了可以证明其理由的理由,并从文献中解释了我们面临的结果。我们强调,为了使用户有效参与新兴技术的设计,我们的研究已满足了这些条件。

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