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<title>User Studies</title>
<copyright>Copyright (c) 2009 Sheffield Hallam University All rights reserved.</copyright>
<link>http://digitalcommons.shu.ac.uk/drs2008/session8/track_d</link>
<description>Recent Events in User Studies</description>
<language>en-us</language>
<lastBuildDate>Wed, 09 Sep 2009 08:28:41 PDT</lastBuildDate>
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<title>Wayfinding in Complex Multi-storey Buildings: A vision-simulation-augmented wayfinding protocol study</title>
<link>http://digitalcommons.shu.ac.uk/drs2008/session8/track_d/2</link>
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<pubDate>Fri, 18 Jul 2008 09:30:00 PDT</pubDate>
<description>Wayfinding in complex multi-storey buildings often brings newcomers and even some frequent visitors uncertainty and stress. However, there is little understanding on wayfinding in 3D structure which contains inter-storey and inter-building travelling.
This paper presents the method of vision-simulation-augmented wayfinding protocol for the study of such 3D structure to find its application from investigating pedestrians' wayfinding behaviour in general-purpose complex multi-storey buildings. Based on Passini's studies as a starting point, an exploratory quasi-experiment was developed during the study and then conducted in a daily wayfinding context, adopting wayfinding protocol method with augmentation by the real-time vision simulation. The purpose is to identify people's natural wayfinding strategies in natural settings, for both frequent visitors and newcomers. It is envisioned that the findings of the study can inspire potential design solutions for supporting pedestrian's wayfinding in 3D indoor spaces. 
From the new method developed and new analytic framework, several findings were identified which differ from other wayfinding literature, such as (1) people seem to directly "make sense" of wayfinding settings, (2) people could translate recurring actions into unconscious operational behaviours, and (3) physical rotation and constrained views, instead of vertical travelling itself, should be problems for wayfinding process, etc. 

Keywords: 
Wayfinding Protocol; Real-time Vision Simulation; 3D Indoor Space; Activity Theory; Structure of Wayfinding process</description>

<author>Jiang Hao</author>


</item>

<item>
<title>Technology Culture of Mobile Maintenance Men</title>
<link>http://digitalcommons.shu.ac.uk/drs2008/session8/track_d/1</link>
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<pubDate>Fri, 18 Jul 2008 10:00:00 PDT</pubDate>
<description>Technology plays a major role in our life and the role is increasing as a result of fast technological development occurring all the time. Technology's impact on our everyday life sets new challenges also to designers. In order to design products which are usable. We need to understand technologies and devices we are developing, users of our designed products, and the relationships our users have with different kinds of technologies. 
User-centred design (UCD) has emerged as a counter part for traditional technology centred product development. UCD emphasizes the role of the users in every phase of product design and development. However, it seems that the users' relationships with technologies is underestimated and sometimes even forgotten also in UCD. The users' current tools and technological environment is seen as just surroundings and task related tools instead of as an important factor that affects to users' actions and opinions.
This article presents a case study where mobile IT maintenance men where studied with traditional UCD methods and in addition the user research was deepened with focusing on users' relationships with technology. The results show that UCD's methods can miss some critical phenomena relating to users' relationships with technology and affecting to usability and quality of the developed products.
Understanding how users comprehend the technologies they use, i.e. understanding what kind of technology culture the users are a part of, enables designers to better evaluate how well the developed product will fit in the lives of it's users and what sorts of changes are possibly going to happen or required to happen in order the new product to be included in the users' technology culture. These kinds of evaluations help the designers to design better products and the companies to better estimate business risks relating to for example technology acceptance.

Keywords:  
Technology Culture, User-Centred Design, User Research, Distributed and Mobile Work</description>

<author>Petri Mannonen</author>


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