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Universal Systems Language

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Universal Systems Language ( USL ) is a systems modeling language and formal method for the specification and design of software and other complex systems. It was designed by Margaret Hamilton based on her experiences writing flight software for the Apollo program . The language is implemented through the 001 Tool Suite software by Hamilton Technologies, Inc. USL evolved from 001AXES which in turn evolved from AXES all of which are based on Hamilton's axioms of control. The 001 Tool Suite uses the preventive concept of Development Before the Fact (DBTF) for its life-cycle development process. DBTF eliminates errors as early as possible during the development process removing the need to look for errors after-the-fact.

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133-685: USL was inspired by Hamilton's recognition of patterns or categories of errors occurring during Apollo software development. Certain correctness guarantees are embedded in the USL grammar. USL is regarded by some users as more user-friendly than other formal systems. It is not only a formalism for software, but also defines ontologies for common elements of problem domains, such as physical space and event timing. Primitive structures are universal in that they are able to be used to derive new abstract universal structures, functions or types. The process of deriving new objects (i.e., structures, types and functions)

266-408: A software application , website, book , tool , machine , process, vehicle , or anything a human interacts with. A usability study may be conducted as a primary job function by a usability analyst or as a secondary job function by designers , technical writers , marketing personnel, and others. It is widely used in consumer electronics , communication , and knowledge transfer objects (such as

399-406: A Web site, decide what to put on the home page, and label the home page categories. It also helps to ensure that information is organized on the site in a way that is logical to users. Tree testing is a way to evaluate the effectiveness of a website's top-down organization. Participants are given "find it" tasks, then asked to drill down through successive text lists of topics and subtopics to find

532-478: A better design solution only because it would require a novel approach and to stick with boring designs. However, applying familiar features into a new interface has been shown not to result in boring design if designers use creative approaches rather than simple copying. The throwaway remark that "the only intuitive interface is the nipple; everything else is learned." is still occasionally mentioned. Any breastfeeding mother or lactation consultant will tell you this

665-481: A collective. Similar projects have had success in Melbourne, Australia particularly in relation to contested sites, where design solutions are often harder to establish. The Talbot Reserve in the suburb of St. Kilda faced numerous problems of use, such as becoming a regular spot for sex workers and drug users to congregate. A Design In, which incorporated a variety of key users in the community about what they wanted for

798-482: A common goal. The concept of interdisciplinarity, however, becomes broader in this context where it not only results from the union of different academic disciplines, but from the combination of different perspectives on a problem or topic." Similarly, another perspective comes from Golsby-Smith's "Fourth Order Design" which outlines a design process in which end-user participation is required and favours individual process over outcome. Buchanan's definition of culture as

931-593: A complete co-creation process, which refers to the "transparent process of value creation in ongoing, productive collaboration with, and supported by all relevant parties, with end-users playing a central role" and covers all stages of a development process. In "Co-designing for Society", Deborah Szebeko and Lauren Tan list various precursors of co-design, starting with the Scandinavian participatory design movement and then state "Co-design differs from some of these areas as it includes all stakeholders of an issue not just

1064-405: A conflict between professional obligations and personal commitments, potentially leading to emotional burnout or moral distress. Consequently, there is a growing call within the field for frameworks that address these emotional aspects, advocate for ethical reflexivity, and promote sustained engagement strategies that align more closely with community well-being and autonomy. This perspective broadens

1197-419: A cookbook, a document or online help ) and mechanical objects such as a door handle or a hammer. Usability includes methods of measuring usability, such as needs analysis and the study of the principles behind an object's perceived efficiency or elegance. In human-computer interaction and computer science , usability studies the elegance and clarity with which the interaction with a computer program or

1330-400: A detailed analysis of the politics of design and the inclusion of "users" in the design process. Major international organizations such as Project for Public Spaces create opportunities for rigorous participation in the design and creation of place , believing that it is the essential ingredient for successful environments. Rather than simply consulting the public, PPS creates a platform for

1463-416: A goal. A method is a sequence of operators that accomplish a goal. Selection rules specify which method satisfies a given goal, based on context. Sometimes it is useful to break a task down and analyze each individual aspect separately. This helps the tester locate specific areas for improvement. To do this, it is necessary to understand how the human brain processes information. A model of the human processor

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1596-425: A group of 6 to 10 users are gathered to discuss what they desire in a product. An experienced focus group facilitator is hired to guide the discussion to areas of interest for the developers. Focus groups are typically videotaped to help get verbatim quotes, and clips are often used to summarize opinions. The data gathered is not usually quantitative, but can help get an idea of a target group's opinion. Surveys have

1729-488: A group of potential stakeholders through snowball sampling, afterwards interview these people and assess their knowledge and inference experience, lastly they propose to assemble a diverse group of stakeholders according to their knowledge and inference experience. Though not completely synonymous, research methods of Participatory Design can be defined under Participatory Research (PR): a term for research designs and frameworks using direct collaboration with those affected by

1862-449: A long line of Scandinavian research projects in the health sector. In particular, it worked with nurses and developed approaches for nurses to get a voice in the development of work and IT in hospitals. The Florence project put gender on the agenda with its starting point in a highly gendered work environment. The 1990s led to a number of projects including the AT project (Bødker et al., 1993) and

1995-448: A low tolerance for difficult designs or slow sites. People don't want to wait. And they don't want to learn how to use a home page. There's no such thing as a training class or a manual for a Web site. People have to be able to grasp the functioning of the site immediately after scanning the home page—for a few seconds at most." Otherwise, most casual users simply leave the site and browse or shop elsewhere. Usability can also include

2128-457: A method used in early stages of development to validate and refine the usability of a system. It can be used to quickly and cheaply evaluate user-interface designs without the need for an expensive working model. This can help remove hesitation to change the design, since it is implemented before any real programming begins. One such method of rapid prototyping is paper prototyping . These usability evaluation methods involve testing of subjects for

2261-606: A method, consider cost, time constraints, and appropriateness. For a brief overview of methods, see Comparison of usability evaluation methods or continue reading below. Usability methods can be further classified into the subcategories below. Cognitive modeling involves creating a computational model to estimate how long it takes people to perform a given task. Models are based on psychological principles and experimental studies to determine times for cognitive processing and motor movements. Cognitive models can be used to improve user interfaces or predict problem errors and pitfalls during

2394-475: A misused intersection develop into a successful community square. In Malawi, a UNICEF WASH programme trialled participatory design development for latrines in order to ensure that users participate in creating and selecting sanitation technologies that are appropriate and affordable for them. The process provided an opportunity for community members to share their traditional knowledge and skills in partnership with designers and researchers. Peer-to-peer urbanism

2527-456: A more refined prototype, designers often test effectiveness, efficiency, and subjective satisfaction, by asking the user to complete various tasks. These categories are measured by the percent that complete the task, how long it takes to complete the tasks, ratios of success to failure to complete the task, time spent on errors, the number of errors, rating scale of satisfactions, number of times user seems frustrated, etc. Additional observations of

2660-400: A parts library and a method used for identifying the connection between the parts.  This approach can be used by almost anyone and it is a great asset for designers with repetitive tasks. This approach is a combination of the tool kit approach and the part kit approach. Both the dialogue designers and the programmers are able to interact with this prototyping tool. Rapid prototyping is

2793-512: A platform for active participation in the design process, for end users. Participatory design was actually born in Scandinavia and called cooperative design . However, when the methods were presented to the US community 'cooperation' was a word that didn't resonate with the strong separation between workers and managers - they weren't supposed to discuss ways of working face-to-face. Hence, 'participatory'

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2926-451: A political dimension of user empowerment and democratization. This inclusion of external parties in the design process does not excuse designers of their responsibilities. In their article "Participatory Design and Prototyping", Wendy Mackay and Michel Beaudouin-Lafon support this point by stating that "[a] common misconception about participatory design is that designers are expected to abdicate their responsibilities as designers and leave

3059-407: A product with good usability. Usability is a non-functional requirement . As with other non-functional requirements, usability cannot be directly measured but must be quantified by means of indirect measures or attributes such as, for example, the number of reported problems with ease-of-use of a system. The term intuitive is often listed as a desirable trait in usable interfaces, sometimes used as

3192-546: A professional designer as a facilitator to a larger group can have difficulty with competing objectives. Designers may prioritize aesthetics while end-users may prioritize functionality and affordability. Addressing these differing priorities may involve finding creative solutions that balance the needs of all stakeholders, such as using low-cost materials that meet functional requirements while also being aesthetically pleasing. Despite any potential predetermined assumptions, "the users’ knowledge has to be considered as important as

3325-458: A project. However, widespread and involved participation is critical to the process. Successful examples of participatory design are critical because they demonstrate the benefits of this approach and inspire others to adopt it. A lack of funding or interest can cause participatory projects to revert to practices where the designer initiates and dominates rather than facilitating design by the community. Participatory design projects which involve

3458-458: A proposed system. One way to stress the importance of these issues in the designers' minds is to use personas, which are made-up representative users. See below for further discussion of personas. Another more expensive but more insightful method is to have a panel of potential users work closely with the design team from the early stages. Test the system early on, and test the system on real users using behavioral measurements. This includes testing

3591-634: A range of researchers across the world, and intuitive interaction is accepted in the research community as being use of an interface based on past experience with similar interfaces or something else, often not fully conscious, and sometimes involving a feeling of "magic" since the course of the knowledge itself may not be consciously available to the user . Researchers have also investigated intuitive interaction for older people, people living with dementia, and children. Some have argued that aiming for "intuitive" interfaces (based on reusing existing skills with interaction systems) could lead designers to discard

3724-426: A richer level of insight also include the webcam view of the respondent (Video-in-Video, ViV, sometimes referred to as Picture-in-Picture, PiP) Participatory design Participatory design (originally co-operative design , now often co-design ) is an approach to design attempting to actively involve all stakeholders (e.g. employees, partners, customers, citizens, end users) in the design process to help ensure

3857-833: A sense of empowerment. The City of Melbourne Swanston Street redevelopment project received over 5000 responses from the public allowing them to participate in the design process by commenting on seven different design options. While the City of Yarra recently held a "Stories in the Street" consultation, to record peoples ideas about the future of Smith Street. It offered participants a variety of mediums to explore their opinions such as mapping, photo surveys and storytelling. Although local councils are taking positive steps towards participatory design as opposed to traditional top down approaches to planning, many communities are moving to take design into their own hands. Portland, Oregon City Repair Project

3990-479: A series of Participatory Design Conferences . It overlaps with the approach extreme programming takes to user involvement in design, but (possibly because of its European trade union origins) the Participatory Design tradition puts more emphasis on the involvement of a broad population of users rather than a small number of user representatives. Participatory design can be seen as a move of end-users into

4123-408: A suitable answer. Tree testing evaluates the findability and labeling of topics in a site, separate from its navigation controls or visual design . Ethnographic analysis is derived from anthropology. Field observations are taken at a site of a possible user, which track the artifacts of work such as Post-It notes, items on desktop, shortcuts, and items in trash bins. These observations also gather

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4256-510: A synonym for learnable . In the past, Jef Raskin discouraged using this term in user interface design, claiming that easy to use interfaces are often easy because of the user's exposure to previous similar systems, thus the term 'familiar' should be preferred. As an example: Two vertical lines "||" on media player buttons do not intuitively mean "pause"—they do so by convention. This association between intuitive use and familiarity has since been empirically demonstrated in multiple studies by

4389-409: A task scenario. As more people inspect the scenario for problems, the higher the probability to find problems. In addition, the more interaction in the team, the faster the usability issues are resolved. In consistency inspection, expert designers review products or projects to ensure consistency across multiple products to look if it does things in the same way as their own designs. Activity analysis

4522-405: A third analysis is often used: understanding users' environments (physical, social, cultural, and technological environments). A focus group is a focused discussion where a moderator leads a group of participants through a set of questions on a particular topic. Although typically used as a marketing tool, focus groups are sometimes used to evaluate usability. Used in the product definition stage,

4655-554: A vacuum, but move through a field of less tangible factors such as values, beliefs and the wider context of other contingent processes." As described by Sanders and Stappers, one could position co-design as a form of human-centered design across two different dimensions. One dimension is the emphasis on research or design, another dimension is how much people are involved. Therefore, there are many forms of co-design, with different degrees of emphasis on research or design and different degrees of stakeholder involvement. For instance, one of

4788-542: A variety of views there is greater opportunity for successful outcomes. Many universities and major institutions are beginning to recognise its importance. The UN , Global studio involved students from Columbia University , University of Sydney and Sapienza University of Rome to provide design solutions for Vancouver 's downtown eastside, which suffered from drug- and alcohol-related problems. The process allowed cross-discipline participation from planners, architects and industrial designers, which focused on collaboration and

4921-504: A vehicle to easily solicit feedback from users in remote areas. There are two types, quantitative or qualitative. Quantitative use large sample sized and task based surveys. These types of studies are useful for validating suspected usability issues. Qualitative studies are best used as exploratory research, in small sample sizes but frequent, even daily iterations. Qualitative usually allows for observing respondent's screens and verbal think aloud commentary (Screen Recording Video, SRV), and for

5054-423: A verb is a key part of Golsby-Smith's argument in favour of fourth order design. In Buchanan's words, "Culture is not a state, expressed in an ideology or a body of doctrines. It is an activity. Culture is the activity of ordering, disordering and reordering in the search for understanding and for values which guide action." Therefore, to design for the fourth-order one must design within the widest scope. The system

5187-515: A view of organizations recognizing fundamental "un-dissolvable" conflicts in organizations (Ehn & Sandberg, 1979). In the Utopia project (Bødker et al., 1987, Ehn, 1988), the major achievements were the experience-based design methods, developed through the focus on hands-on experiences, emphasizing the need for technical and organizational alternatives (Bødker et al., 1987). The parallel Florence project (Gro Bjerkness & Tone Bratteteig) started

5320-522: A way of creating environments that are more responsive and appropriate to their inhabitants' and users' cultural, emotional, spiritual and practical needs. It is also one approach to placemaking . Recent research suggests that designers create more innovative concepts and ideas when working within a co-design environment with others than they do when creating ideas on their own. Companies increasingly rely on their user communities to generate new product ideas , marketing them as "user-designed" products to

5453-408: A web site ( web usability ) is designed. Usability considers user satisfaction and utility as quality components, and aims to improve user experience through iterative design . The primary notion of usability is that an object designed with a generalized users' psychology and physiology in mind is, for example: Complex computer systems find their way into everyday life, and at the same time

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5586-454: A website's usability review. Participants in a card sorting session are asked to organize the content from a Web site in a way that makes sense to them. Participants review items from a Web site and then group these items into categories. Card sorting helps to learn how users think about the content and how they would organize the information on the Web site. Card sorting helps to build the structure for

5719-473: A wide range of activities and experiences. This doubt can be damaging not only to individuals but also to society as a whole. By assuming that only a select few possess creative talent, we may overlook the unique perspectives, ideas, and solutions. Often co-op based design technology assumes users have equal knowledge of technology used. For example: Co-op 3d-design program can let multiple people design at same time, but does not have support for guided help - tell

5852-430: A wider range of users. It builds empathy within the system and users where it is implemented, which makes solving larger problems more holistically. As planning affects everyone it is believed that "those whose livelihoods, environments and lives are at stake should be involved in the decisions which affect them" (Sarkissian and Perglut, 1986, p. 3). C. West Churchman said systems thinking "begins when first you view

5985-420: A wider shift in architectural practice. Several architects have largely succeeded in disproving theories that deem public interest design and participatory design financially and organizationally not feasible. Their work is setting the stage for the expansion of this movement, providing valuable data on its effectiveness and the ways in which it can be carried out. Participatory Design is a growing practice within

6118-534: Is a form of decentralized, participatory design for urban environments and individual buildings. It borrows organizational ideas from the open-source software movement , so that knowledge about construction methods and urban design schemes is freely exchanged. In the English -speaking world, the term has a particular currency in the world of software development , especially in circles connected to Computer Professionals for Social Responsibility (CPSR), who have put on

6251-405: Is a form of participatory design, which involves the community co-designing problem areas together to make positive changes to their environment. It involves collaborative decision-making and design without traditional involvement from local government or professionals but instead runs on volunteers from the community. The process has created successful projects such as intersection repair, which saw

6384-444: Is a problem in pair-programming, with communication as a bottle neck - one should have possibility to mark, configure and guide the user without knowledge. In a profit-motivated system, the commercial field of design may feel fearful of relinquishing some control in order to empower those who are typically not involved in the process of design. Commercial organizational structures often prioritize profit, individual gain, or status over

6517-540: Is a process for generating and reflecting on tangible ideas by allowing failure to occur early. prototyping helps people to see what could be of communicating a shared vision, and of giving shape to the future. The types of usability prototypes may vary from using paper models, index cards, hand drawn models, or storyboards. Prototypes are able to be modified quickly, often are faster and easier to create with less time invested by designers and are more apt to change design; although sometimes are not an adequate representation of

6650-533: Is a study that was completed at the Middle East Technical University in Turkey, the purpose of which was to look into the use of “team development [in] enhancing interdisciplinary collaboration between design and engineering students using design thinking”. The students in this study were tasked with completing a group project and reporting on the experience of working together. One of the main takeaways

6783-413: Is a usability method used in preliminary stages of development to get a sense of situation. It involves an investigator observing users as they work in the field. Also referred to as user observation, it is useful for specifying user requirements and studying currently used tasks and subtasks. The data collected are qualitative and useful for defining the problem. It should be used when you wish to frame what

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6916-402: Is a useful and important construct, but one that suggests that users are taken as centers in the design process, consulting with users heavily, but not allowing users to make the decisions, nor empowering users with the tools that the experts use. For example, Misplaced Pages content is user-designed. Users are given the necessary tools to make their own entries. Misplaced Pages's underlying wiki software

7049-491: Is a very broad term with applications ranging from the physical to the metaphysical and from the material to the spiritual", while seeing "co-design [as] a specific instance of co-creation". Pulling from the idea of what co-creation is, the definition of co-design in the context of their paper developed into "the creativity of designers and people not trained in design working together in the design development process". Another term brought up in this article front end design, which

7182-500: Is based on user-centered design: while users are allowed to propose changes or have input on the design, a smaller and more specialized group decide about features and system design. Participatory work in software development has historically tended toward two distinct trajectories, one in Scandinavia and northern Europe, and the other in North America. The Scandinavian and northern European tradition has remained closer to its roots in

7315-432: Is discussion and the focus falls onto process rather than outcome. The idea that culture and people are an integral part of participatory design is supported by the idea that a "key feature of the field is that it involves people or communities: it is not merely a mental place or a series of processes". "Just as a product is not only a thing, but exists within a series of connected processes, so these processes do not live in

7448-547: Is equivalent to the process of deriving new types in a constructive type theory. The process of developing a software system with USL together with its automation, the 001 Tool Suite (001), is as follows: define the system with USL, automatically analyze the definition with 001's analyzer to ensure that USL was used correctly, automatically generate much of the design and all of the implementation code with 001's generator. USL can be used to lend its formal support to other languages. Usability Usability can be described as

7581-433: Is essentially a less comprehensive version of GOMS that makes simplifying assumptions in order to reduce calculation time and complexity. These usability evaluation methods involve observation of users by an experimenter, or the testing and evaluation of a program by an expert reviewer. They provide more quantitative data as tasks can be timed and recorded. Card sorting is a way to involve users in grouping information for

7714-419: Is inaccurate and the nipple does in fact require learning on both sides. In 1992, Bruce Tognazzini even denied the existence of "intuitive" interfaces, since such interfaces must be able to intuit, i.e., "perceive the patterns of the user's behavior and draw inferences." Instead, he advocated the term "intuitable," i.e., "that users could intuit the workings of an application by seeing it and using it". However,

7847-433: Is meant to reshape conventional modern architectural practice. Instead of having each construction project solely meet the needs of the individual, public interest design addresses wider social issues at their core. This shift in architectural practice is a structural and systemic one, allowing design to serve communities responsibly. Solutions to social issues can be addressed in a long-term manner through such design, serving

7980-503: Is needed, or "What do we want to know?" The following usability evaluation methods involve collecting qualitative data from users. Although the data collected is subjective, it provides valuable information on what the user wants. Task analysis means learning about users' goals and users' ways of working. Task analysis can also mean figuring out what more specific tasks users must do to meet those goals and what steps they must take to accomplish those tasks. Along with user and task analysis,

8113-621: Is no set method to determine the correct solution. Rather, there are empirical methods that can be used during system development or after the system is delivered, usually a more inopportune time. Ultimately, iterative design works towards meeting goals such as making the system user friendly, easy to use, easy to operate, simple, etc. There are a variety of usability evaluation methods. Certain methods use data from users, while others rely on usability experts. There are usability evaluation methods for all stages of design and development, from product definition to final design modifications. When choosing

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8246-431: Is often very difficult for designers to conduct usability tests with the exact system being designed. Cost constraints, size, and design constraints usually lead the designer to creating a prototype of the system. Instead of creating the complete final system, the designer may test different sections of the system, thus making several small models of each component of the system. Prototyping is an attitude and an output, as it

8379-407: Is on measurement, both informal and formal, which can be carried out through a variety of evaluation methods . Iterative design is a design methodology based on a cyclic process of prototyping, testing, analyzing, and refining a product or process. Based on the results of testing the most recent iteration of a design, changes and refinements are made. This process is intended to ultimately improve

8512-426: Is restricted to methods that are widely used by usability specialists and project managers. It does not specify the details of how to implement or carry out the usability methods described. ISO 9241 is a multi-part standard that covers a number of aspects of people working with computers. Although originally titled Ergonomic requirements for office work with visual display terminals (VDTs) , it has been retitled to

8645-409: Is shown below. [REDACTED] Many studies have been done to estimate the cycle times, decay times, and capacities of each of these processors. Variables that affect these can include subject age, aptitudes , ability, and the surrounding environment. For a younger adult, reasonable estimates are: Long-term memory is believed to have an infinite capacity and decay time. Keystroke level modeling

8778-504: Is the process of working with one or more non-designers throughout the design process. This method is focused on the insights, experiences and input from end-users on a product or service, with the aim to develop strategies for improvement. It is often used by trained designers who recognize the difficulty in properly understanding the cultural, societal, or usage scenarios encountered by their user. C. K. Prahalad and Venkat Ramaswamy are usually given credit for bringing co-creation/co-design to

8911-514: The EureCoop / EuroCode projects (Grønbæk, Kyng & Mogensen, 1995). In recent years, it has been a major challenge to participatory design to embrace the fact that much technology development no longer happens as design of isolated systems in well-defined communities of work (Beck, 2002). At the dawn of the 21st century, we use technology at work, at home, in school, and while on the move. As mentioned above, one definition of co-design states that it

9044-508: The 1970s. The so-called "collective resource approach" developed strategies and techniques for workers to influence the design and use of computer applications at the workplace: The Norwegian Iron and Metal Workers Union (NJMF) project took a first move from traditional research to working with people, directly changing the role of the union clubs in the project. The Scandinavian projects developed an action research approach, emphasizing active co-operation between researchers and workers of

9177-490: The Interface" . Each component may be measured subjectively against criteria, e.g., Principles of User Interface Design, to provide a metric, often expressed as a percentage. It is important to distinguish between usability testing and usability engineering. Usability testing is the measurement of ease of use of a product or piece of software. In contrast, usability engineering (UE) is the research and design process that ensures

9310-411: The advantages of being inexpensive, require no testing equipment, and results reflect the users' opinions. When written carefully and given to actual users who have experience with the product and knowledge of design, surveys provide useful feedback on the strong and weak areas of the usability of a design. This is a very common method and often does not appear to be a survey, but just a warranty card. It

9443-423: The advantages, disadvantages, and other factors relevant to using each usability method. It explains the implications of the stage of the life cycle and the individual project characteristics for the selection of usability methods and provides examples of usability methods in context. The main users of ISO/TR 16982:2002 are project managers . It therefore addresses technical human factors and ergonomics issues only to

9576-412: The best ideas from each design are integrated into the final concept. This process can be repeated several times until the team is satisfied with the final concept. GOMS stands for goals, operators, methods, and selection rules . It is a family of techniques that analyzes the user complexity of interactive systems. Goals are what the user must accomplish. An operator is an action performed in pursuit of

9709-399: The capacity of a system to provide a condition for its users to perform the tasks safely, effectively, and efficiently while enjoying the experience. In software engineering , usability is the degree to which a software can be used by specified consumers to achieve quantified objectives with effectiveness, efficiency, and satisfaction in a quantified context of use. The object of use can be

9842-446: The community to participate and co-design new areas, which reflect their intimate knowledge. Providing insights, which independent design professionals such as architects or even local government planners may not have. Using a method called Place Performance Evaluation or (Place Game), groups from the community are taken on the site of proposed development, where they use their knowledge to develop design strategies, which would benefit

9975-419: The community. "Whether the participants are schoolchildren or professionals, the exercise produces dramatic results because it relies on the expertise of people who use the place every day, or who are the potential users of the place." This successfully engages with the ultimate idea of participatory design, where various stakeholders who will be the users of the end product, are involved in the design process as

10108-476: The concept of prototypicality, which is how much a particular thing conforms to the expected shared norm, for instance, in website design, users prefer sites that conform to recognised design norms. ISO defines usability as "The extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency, and satisfaction in a specified context of use." The word "usability" also refers to methods for improving ease-of-use during

10241-501: The concern for many design researchers and practitioners. Kensing and Blomberg illustrate the main concerns which related to the introduction of new frameworks such as system design which related to the introduction of computer-based systems and power dynamics that emerge within the workspace. The automation introduced by system design has created concerns within unions and workers as it threatened their involvement in production and their ownership over their work situation. Asaro (2000) offers

10374-400: The context of mainstream consumer products, an automobile lacking a reverse gear could be considered unusable according to the former view, and lacking in utility according to the latter view. When evaluating user interfaces for usability, the definition can be as simple as "the perception of a target user of the effectiveness (fit for purpose) and efficiency (work or time required to use) of

10507-440: The design process. A few examples of cognitive models include: With parallel design, several people create an initial design from the same set of requirements. Each person works independently, and when finished, shares concepts with the group. The design team considers each solution, and each designer uses the best ideas to further improve their own solution. This process helps generate many different, diverse ideas, and ensures that

10640-537: The design process. Usability consultant Jakob Nielsen and computer science professor Ben Shneiderman have written (separately) about a framework of system acceptability, where usability is a part of "usefulness" and is composed of: Usability is often associated with the functionalities of the product (cf. ISO definition, below), in addition to being solely a characteristic of the user interface (cf. framework of system acceptability, also below, which separates usefulness into usability and utility ). For example, in

10773-399: The design team. The term user friendly is often used as a synonym for usable , though it may also refer to accessibility . Usability describes the quality of user experience across websites, software, products, and environments. There is no consensus about the relation of the terms ergonomics (or human factors ) and usability. Some think of usability as the software specialization of

10906-505: The design to users. This is never the case: designers must always consider what users can and cannot contribute." In several Scandinavian countries , during the 1960s and 1970s, participatory design was rooted in work with trade unions; its ancestry also includes action research and sociotechnical design . In participatory design, participants (putative, potential or future) are invited to cooperate with designers, researchers and developers during an innovation process. Co-design requires

11039-534: The disparity between their professional objectives and the lived realities of the communities they engage with. These emotions may stem from unmet expectations, perceived exploitation, or limited project impact. For instance, researchers may experience a sense of guilt when project outcomes fail to meet community needs or when research goals appear to benefit academic careers more than the communities themselves. The ethical dilemmas associated with balancing research agendas, funding constraints, and community needs can create

11172-498: The early front end of the design development process can have an impact with positive, long-range consequences." Co-design is an attempt to define a new evolution of the design process and with that, there is an evolution of the designer. Within the co-design process, the designer is required to shift their role from one of expertise to one of an egalitarian mindset. The designer must believe that all people are capable of creativity and problem solving. The designer no longer exists from

11305-431: The end user's participation: not only in decision making but also in idea generation. Potentially, they participate during several stages of an innovation process: they participate during the initial exploration and problem definition both to help define the problem and to focus ideas for solution, and during development, they help evaluate proposed solutions. Maarten Pieters and Stefanie Jansen describe co-design as part of

11438-464: The extent necessary to allow managers to understand their relevance and importance in the design process as a whole. The guidance in ISO/TR 16982:2002 can be tailored for specific design situations by using the lists of issues characterizing the context of use of the product to be delivered. Selection of appropriate usability methods should also take account of the relevant life-cycle process. ISO/TR 16982:2002

11571-450: The field of design yet has not yet been widely implemented. Some barriers to the adoption of participatory design are listed below. A belief that creativity is a restricted skill would invalidate the proposal of participatory design to allow a wider reach of affected people to participate in the creative process of designing. However, this belief is based on a limited view of creativity which does not recognize that creativity can manifest in

11704-450: The firm's products. If consumers feel dissimilar to participating users, especially in demographics or expertise, the effects are weakened. Additionally, if a user-driven firm is only selectively open to user participation, rather than fully inclusive, observing consumers may not feel socially included, attenuating the identified preference. Participatory design has been used in many settings and at various scales. For some, this approach has

11837-453: The firm. The phrase co-design is also used in reference to the simultaneous development of interrelated software and hardware systems. The term co-design has become popular in mobile phone development, where the two perspectives of hardware and software design are brought into a co-design process. Results directly related to integrating co-design into existing frameworks is "researchers and practitioners have seen that co-creation practiced at

11970-462: The forms of co-design which involves stakeholders strongly early at the front end design process in the creative activities is generative co-design. Generative co-design is increasingly being used to involve different stakeholders as patient, care professionals and designers actively in the creative making process to develop health services. Another dimension to consider is that of the crossover between design research and education. An example of this

12103-410: The future of the reserve allowed traditionally marginalised voices to participate in the design process. Participants described it as 'a transforming experience as they saw the world through different eyes.' (Press, 2003, p. 62). This is perhaps the key attribute of participatory design, a process which, allows multiple voices to be heard and involved in the design, resulting in outcomes which suite

12236-458: The isolated roles of researcher and creator, but now must shift to roles such as philosopher and facilitator. This shift allows for the designer to position themselves and their designs within the context of the world around them creating better awareness. This awareness is important because in the designer's attempt to answer a question, "[they] must address all other related questions about values, perceptions, and worldview". Therefore, by shifting

12369-597: The knowledge of the other professionals in the team, [as this] can be an obstacle to the co-design practice." "[The future of] co-designing will be a close collaboration between all the stakeholders in the design development process together with a variety of professionals having hybrid design/research skills." Recent scholarship has highlighted the complex emotional landscape navigated by researchers engaged in participatory design, especially in contexts involving vulnerable or marginalized communities. Emotional challenges such as guilt and shame often emerge as researchers confront

12502-535: The labor movement (e.g., Beck, 2002; Bjerknes, Ehn, and Kyng, 1987). The North American and Pacific rim tradition has tended to be both broader (e.g., including managers and executives as "stakeholders" in design) and more circumscribed (e.g., design of individual features as contrasted with the Scandinavian approach to the design of entire systems and design of the work that the system is supposed to support ) (e.g., Beyer and Holtzblatt, 1998; Noro and Imada, 1991). However, some more recent work has tended to combine

12635-410: The larger topic of ergonomics. Others view these topics as tangential, with ergonomics focusing on physiological matters (e.g., turning a door handle) and usability focusing on psychological matters (e.g., recognizing that a door can be opened by turning its handle). Usability is also important in website development ( web usability ). According to Jakob Nielsen , "Studies of user behavior on the Web find

12768-518: The market is saturated with competing brands . This has made usability more popular and widely recognized in recent years, as companies see the benefits of researching and developing their products with user-oriented methods instead of technology -oriented methods. By understanding and researching the interaction between product and user, the usability expert can also provide insight that is unattainable by traditional company-oriented market research . For example, after observing and interviewing users,

12901-412: The minds of those in the business community with the 2004 publication of their book, The Future of Competition: Co-Creating Unique Value with Customers. They propose: The meaning of value and the process of value creation are rapidly shifting from a product and firm-centric view to personalized consumer experiences. Informed, networked, empowered and active consumers are increasingly co-creating value with

13034-967: The more generic Ergonomics of Human System Interaction . As part of this change, ISO is renumbering some parts of the standard so that it can cover more topics, e.g. tactile and haptic interaction. The first part to be renumbered was part 10 in 2006, now part 110. IEC 62366 -1:2015 + COR1:2016 & IEC/TR 62366-2 provide guidance on usability engineering specific to a medical device . Any system or device designed for use by people should be easy to use, easy to learn, easy to remember (the instructions), and helpful to users. John Gould and Clayton Lewis recommend that designers striving for usability follow these three design principles The design team should be user-driven and it should be in direct contact with potential users. Several evaluation methods , including personas , cognitive modeling , inspection, inquiry, prototyping , and testing methods may contribute to understanding potential users and their perceptions of how well

13167-480: The most quantitative data. Usually recorded on video, they provide task completion time and allow for observation of attitude. Regardless to how carefully a system is designed, all theories must be tested using usability tests. Usability tests involve typical users using the system (or product) in a realistic environment [see simulation ]. Observation of the user's behavior, emotions, and difficulties while performing different tasks, often identify areas of improvement for

13300-594: The nature of rules of thumb than specific usability guidelines. Thus, by determining which guidelines are violated, the usability of a device can be determined. Usability inspection is a review of a system based on a set of guidelines. The review is conducted by a group of experts who are deeply familiar with the concepts of usability in design. The experts focus on a list of areas in design that have been shown to be troublesome for users. Pluralistic Inspections are meetings where users, developers, and human factors people meet together to discuss and evaluate step by step of

13433-543: The organization to help improve the latter's work situation. While researchers got their results, the people whom they worked with were equally entitled to get something out of the project. The approach built on people's own experiences, providing for them resources to be able to act in their current situation. The view of organizations as fundamentally harmonious—according to which conflicts in an organization are regarded as pseudo-conflicts or "problems" dissolved by good analysis and increased communication—was rejected in favor of

13566-417: The other guy what to do through markings and text, without talking to the person. In programming, one also have the lack of guided help support, concerning co-op based programing. One have support for letting multiple people programming at same time, but here one also have lack of guided help support - text saying write this code, hints from other user, that one can mark relevant stuff on screen and so on. This

13699-651: The planning system seem paternalistic and without proper consideration of how changes to the built environment affected its primary users. In Britain "the idea that the public should participate was first raised in 1965." However the level of participation is an important issue. At a minimum public workshops and hearings have now been included in almost every planning endeavour. Yet this level of consultation can simply mean information about change without detailed participation. Involvement that 'recognises an active part in plan making' has not always been straightforward to achieve. Participatory design has attempted to create

13832-432: The power of healing and social justice". Participatory Action Research (PAR) is a subset of Community-Based Research aimed explicitly at including participants and empowering people to create measurable action. PAR practices across various disciplines, with research in Participatory Design being an application of its different qualitative methodologies. Just as PAR is often used in social sciences, for example, to investigate

13965-520: The product or process works. Usability considerations, such as who the users are and their experience with similar systems must be examined. As part of understanding users, this knowledge must "...be played against the tasks that the users will be expected to perform." This includes the analysis of what tasks the users will perform, which are most important, and what decisions the users will make while using your system. Designers must understand how cognitive and emotional characteristics of users will relate to

14098-490: The public, and involving it directly in the process through participatory design. The built environment can become the very reason for social and community issues to arise if not executed properly and responsibly. Conventional architectural practice often does cause such problems since only the paying client has a say in the design process. That is why many architects throughout the world are employing participatory design and practicing their profession more responsibly, encouraging

14231-403: The purpose of this study, as an interdisciplinary process that involves designers and non-designers in the development of design solutions" and that "the success of the interdisciplinary process depends on the participation of all the stakeholders in the project". "Co-design is a perfect example of interdisciplinary work, where designer, researcher, and user work collaboratively in order to reach

14364-418: The quality and functionality of a design. In iterative design, interaction with the designed system is used as a form of research for informing and evolving a project, as successive versions, or iterations of a design are implemented. The key requirements for Iterative Design are: identification of required changes, an ability to make changes, and a willingness to make changes. When a problem is encountered, there

14497-468: The quantification of user testing studies by providing the ability to generate large sample sizes, or a deep qualitative analysis without the need for dedicated facilities. Additionally, this style of user testing also provides an opportunity to segment feedback by demographic, attitudinal and behavioral type. The tests are carried out in the user's own environment (rather than labs) helping further simulate real-life scenario testing. This approach also provides

14630-406: The result meets their needs and is usable . Participatory design is an approach which is focused on processes and procedures of design and is not a design style. The term is used in a variety of fields e.g. software design , urban design , architecture , landscape architecture , product design , sustainability , graphic design , industrial design , planning, and health services development as

14763-414: The results. Often it is quite difficult to distinguish the source of the design errors, and what the user did wrong. However, effective usability tests will not generate a solution to the problems, but provide modified design guidelines for continued testing. Remote usability testing (also known as unmoderated or asynchronous usability testing) involves the use of a specially modified online survey, allowing

14896-474: The role of the designer not only do the designs better address their cultural context yet so do the discussions around them. Discourses in the PD literature have been sculpted by three main concerns: (1) the politics of design, (2) the nature of participation, and (3) methods, tools and techniques for carrying out design projects (Finn Kensing & Jeanette Blomberg, 1998, p. 168). The politics of design have been

15029-405: The sequence of work and interruptions that determine the user's typical day. Heuristic evaluation is a usability engineering method for finding and assessing usability problems in a user interface design as part of an iterative design process. It involves having a small set of evaluators examining the interface and using recognized usability principles (the "heuristics"). It is the most popular of

15162-555: The sharing of ideas and stories, as opposed to rigid and singular design outcomes. (Kuiper, 2007, p. 52) Public interest design is a design movement, extending to architecture, with the main aim of structuring design around the needs of the community. At the core of its application is participatory design. Through allowing individuals to have a say in the process of design of their own surrounding built environment, design can become proactive and tailored towards addressing wider social issues facing that community. Public interest design

15295-426: The studied issue. More specifically, Participatory Design has evolved from Community-Based Research and Participatory Action Research (PAR). PAR is a qualitative research methodology involving: "three types of change, including critical consciousness development of researchers and participants, improvement of lives of those participating in research, and transformation of societal 'decolonizing' research methods with

15428-444: The system for both learnability and usability. (See Evaluation Methods ). It is important in this stage to use quantitative usability specifications such as time and errors to complete tasks and number of users to test, as well as examine performance and attitudes of the users testing the system. Finally, "reviewing or demonstrating" a system before the user tests it can result in misleading results. The emphasis of empirical measurement

15561-447: The system. While conducting usability tests, designers must use usability metrics to identify what it is they are going to measure, or the usability metrics. These metrics are often variable, and change in conjunction with the scope and goals of the project. The number of subjects being tested can also affect usability metrics, as it is often easier to focus on specific demographics. Qualitative design phases, such as general usability (can

15694-481: The task be accomplished?), and user satisfaction are also typically done with smaller groups of subjects. Using inexpensive prototypes on small user groups provides more detailed information, because of the more interactive atmosphere, and the designer's ability to focus more on the individual user. As the designs become more complex, the testing must become more formalized. Testing equipment will become more sophisticated and testing metrics become more quantitative. With

15827-477: The term intuitive interaction has become well accepted in the research community over the past 20 or so years and, although not perfect, it should probably be accepted and used. ISO/TR 16982:2002 (" Ergonomics of human-system interaction—Usability methods supporting human-centered design") is an International Standards Organization (ISO) standard that provides information on human-centered usability methods that can be used for design and evaluation. It details

15960-477: The traditional scope of participatory design by acknowledging the emotional toll on researchers, thereby emphasizing the need for supportive structures that account for these emotional and ethical intricacies. Many local governments require community consultation in any major changes to the built environment. Community involvement in the planning process is almost a standard requirement in most strategic changes. Community involvement in local decision making creates

16093-450: The two approaches (Bødker et al., 2004; Muller, 2007). Increasingly researchers are focusing on co-design as a way of doing research, and therefore are developing parts of its research methodology. For instance, in the field of generative co-design Vandekerckhove et al. have proposed a methodology to assemble a group of stakeholders to participate in generative co-design activities in the early innovation process. They propose first to sample

16226-435: The usability expert may identify needed functionality or design flaws that were not anticipated. A method called contextual inquiry does this in the naturally occurring context of the users own environment. In the user-centered design paradigm , the product is designed with its intended users in mind at all times. In the user-driven or participatory design paradigm, some of the users become actual or de facto members of

16359-542: The usability inspection methods, as it is quick, cheap, and easy. Heuristic evaluation was developed to aid in the design of computer user-interface design. It relies on expert reviewers to discover usability problems and then categorize and rate them by a set of principles (heuristics.) It is widely used based on its speed and cost-effectiveness. Jakob Nielsen's list of ten heuristics is the most commonly used in industry. These are ten general principles for user interface design. They are called "heuristics" because they are more in

16492-408: The users give designers insight on navigation difficulties, controls, conceptual models, etc. The ultimate goal of analyzing these metrics is to find/create a prototype design that users like and use to successfully perform given tasks. After conducting usability tests, it is important for a designer to record what was observed, in addition to why such behavior occurred and modify the model according to

16625-442: The users, throughout the entire process from research to implementation." In contrast, Elizabeth Sanders and Pieter Stappers state that "the terminology used until the recent obsession with what is now called co-creation/co-design" was "participatory design". They also discuss the differences between co-design and co-creation and how they are "often confused and/or treated synonymously with one another". In their words, "Co-creation

16758-676: The well-being of the community or other externalities . However, participatory practices are not impossible to implement in commercial settings. It may be difficult for those who have acquired success in a hierarchical structure to imagine alternative systems of open collaboration. Although participatory design has been of interest in design academia, applied uses require funding and dedication from many individuals. The high time and financial costs make research and development of participatory design less appealing for speculative investors. It also may be difficult to find or convince enough shareholders or community members to commit their time and effort to

16891-481: The whole system, are often not durable and testing results may not be parallel to those of the actual system. This tool kit is a wide library of methods that used the traditional programming language and it is primarily developed for computer programmers. The code created for testing in the tool kit approach can be used in the final product. However, to get the highest benefit from the tool, the user must be an expert programmer. The two elements of this approach include

17024-415: The wider consumer market ; consumers who are not actively participating but observe this user-driven approach show a preference for products from such firms over those driven by designers . This preference is attributed to an enhanced identification with firms adopting a user-driven philosophy , consumers experiencing empowerment by being indirectly involved in the design process, leading to a preference for

17157-410: The world of researchers and developers, whereas empathic design can be seen as a move of researchers and developers into the world of end-users. There is a very significant differentiation between user-design and user-centered design in that there is an emancipatory theoretical foundation, and a systems theory bedrock ( Ivanov , 1972, 1995), on which user-design is founded. Indeed, user-centered design

17290-405: The world through the eyes of another". Participatory design has many applications in development and changes to the built environment . It has particular currency to planners and architects , in relation to placemaking and community regeneration projects. It potentially offers a far more democratic approach to the design process as it involves more than one stakeholder . By incorporating

17423-408: Was formerly known as pre-design. "The goal of the explorations in the front end is to determine what is to be designed and sometimes what should not be designed and manufactured" and provides a space for the initial stages of co-design to take place. An alternate definition of co-design has been brought up by Maria Gabriela Sanchez and Lois Frankel. They proposed that "Co-design may be considered, for

17556-507: Was instead used as the initial Participatory Design sessions weren't a direct cooperation between workers and managers, sitting in the same room discussing how to improve their work environment and tools, but there were separate sessions for workers and managers. Each group was participating in the process, not directly cooperating. (in historical review of Cooperative Design, at a Scandinavian conference). In Scandinavia, research projects on user participation in systems development date back to

17689-529: Was that "Interdisciplinary collaboration is an effective way to address complex problems with creative solutions. However, a successful collaboration requires teams first to get ready to work in harmony towards a shared goal and to appreciate interdisciplinarity" From the 1960s onward there was a growing demand for greater consideration of community opinions in major decision-making. In Australia many people believed that they were not being planned 'for' but planned 'at'. (Nichols 2009). A lack of consultation made

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