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Sökning: WFRF:(Gkouskos Dimitrios 1983)

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1.
  • Gkouskos, Dimitrios, Assistant Professor, 1983-, et al. (författare)
  • Exploring Digital Self-Triage Design in Healthcare Center Smartphone Applications for Anxiety : A Design Critique
  • 2023
  • Ingår i: International Journal of Design in Society. - Champaign, IL : Common Ground Research Networks. - 2325-1328. ; 17:2, s. 17-42
  • Tidskriftsartikel (refereegranskat)abstract
    • Mental health issues are on the rise, and more healthcare resources are needed to address existing needs. The digitalization of mental health care can enable easier access to much-needed treatment. Still, little is known about how to successfully design digitalized health care, especially from a human–computer interaction perspective, even though digital mental healthcare options are currently available for healthcare seekers. The purpose of this article is to explore how currently available digital care apps are designed, outline design strategies used, and identify opportunities for improvement. In this article, we use design patterns from five digital healthcare center mobile applications in a design critique approach to explore digitalized self-triage journeys that are available to users in Sweden. We showcase the diverse design solutions through pre-patterns identified from digitalized self-triage steps of prelogin, selecting your health issue, answering questions, and filing a case. We then discuss identified design challenges in relation to (1) calibrating appropriate expectations, (2) health literacy requirements, (3) transparency of information, and (4) expected risk-taking behaviors. We end with implications for future design-oriented research to complement clinical, financial, and technological perspectives on digital mental healthcare centers and implications that can improve the design of digital self-triage for mental health applications.
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2.
  • Gkouskos, Dimitrios, 1983, et al. (författare)
  • Exploring User Experience in the Wild: Facets of the Modern Car
  • 2015
  • Ingår i: Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics). - Cham : Springer International Publishing. - 1611-3349 .- 0302-9743. - 9783319208893 - 9783319208886 ; 9188, s. 450-461
  • Konferensbidrag (refereegranskat)abstract
    • Experiential approaches to technology create opportunities for facilitating a wider range of in-car user experiences, however holistic knowledge regarding experiences that car users find enjoyable is lacking. We present the experience themes of the car as a caretaker, the car as a space for relatedness, the car as a space for stimulation, and the car as a space for transition, collected through a holistic study of 16 drivers, using contextual interviews, reflexive photography and the UX curve method. The use of the themes is exemplified through a design example. The experience themes can help designers empathize with users and create design solutions that can support positive in-car experiences, while the methodology used, serves as an example of how user’s experiences with technology can be studied.
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3.
  • Gkouskos, Dimitrios, 1983, et al. (författare)
  • How am I feeling?–The Challenge of Evaluating Pleasure-Of-Use in Vehicle Interfaces
  • 2012
  • Ingår i: Proceedings of NES 2012: Ergonomics for sustainability and growth. - 9789163711503 ; 1, s. 1-6
  • Konferensbidrag (refereegranskat)abstract
    • This paper presents a method triangulation approach for evaluating emotional aspects of the User Experience (UX) of in-vehicle systems, in a naturalistic driving setting. A within subjects design with 36 participants was used. The methods that were part of the triangulation were the Self Assessment Manikin (S.A.M.), a five point Likert scale survey, and a question of preference. Resultsindicate that a triangulation approachimproves the quality of the emotional evaluation results by providing industry experts an in-depth look into different aspects of the user’s experience
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4.
  • Gkouskos, Dimitrios, 1983 (författare)
  • Joyride! Towards User Experience Design for In-Vehicle Systems
  • 2014
  • Licentiatavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • Modern vehicles are no longer used solely for transportation but are also multi-featured environments that offer a host of additional possibilities. As a result, the topic of in-vehicle user experience has become a primary area of interest for the vehicle industry and for vehicle researchers worldwide. While existing design approaches for human vehicle interaction focus on factors such as safety and efficiency, there is an emergent need for design knowledge that can support a process that is geared towards the facilitation of desirable in-vehicle experiences. This thesis presents an approach for designing in-vehicle interactions that is rooted in user research and existing, theoretical user experience knowledge.The main contribution of this thesis is the need dimensions, which are factors that help connect the abstract human needs to specific ways that these needs are satisfied. The need dimensions can be used in order to represent the user’s interests in all phases of the design process and help design teams understand and empathize with their target groups. The need dimensions can contribute in the analysis phase of the design process by pinpointing areas worth exploring further and by suggesting appropriate user research methods. In the synthesis phase, the need dimensions can be used with structured ideation methods in order to produce design solutions that target specific user requirements. Finally, the dimensions can help optimize the evaluation phase towards checking whether the user’s needs and wants are fulfilled by proposed design solutions. A vehicle interaction design process that is focused on users can generate positive interactions and therefore support the creation of desirable user experience.
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5.
  • Gkouskos, Dimitrios, Assistant Professor, 1983-, et al. (författare)
  • Teaching Design Ethics Through Tabletop Game Prototyping
  • 2023
  • Ingår i: The 7th International Conference for Design Education Researchers. - London, UK : Design Research Society.
  • Konferensbidrag (refereegranskat)abstract
    • Design Ethics is a challenging yet vital topic to address and teach, especially in an age where designers may think they are not ethically responsible for their creations. This paper describes the design of an ethics course where instructors used Research Through Design as a vehicle to teach design ethics to a class of master’s students. We describe how we introduced tabletop game prototyping using the Design Games Framework, a lecture-workshop-supervision format supported by a design diary, and student-led sessions to create a pedagogical structure for students to unpack and explore ethical issues. We discuss the design diaries and present reflections on developing reflexivity through game making, framing design as exploration rather than solution-making, and moving beyond dramatic elements when game-making. The course design and reflections provide guidance for design educators in integrating game-making activities in design ethics courses.
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6.
  • Gkouskos, Dimitrios, 1983, et al. (författare)
  • The use of affective interaction design in car user interfaces
  • 2012
  • Ingår i: Work. - 1051-9815. ; 41:Supplement: 1, s. 5057-5061
  • Tidskriftsartikel (refereegranskat)abstract
    • Recent developments in the car industry have put Human Machine Interfaces under the spotlight. Developing gratifying human-car interactions has become one of the more prominent areas that car manufacturers want to invest in. However, concepts like emotional design remain foreign to the industry. In this study 12 experts on the field of automobile HMI design were interviewed in order to investigate their needs and opinions of emotional design. Results show that emotional design has yet to be introduced for this context of use. Designers need a tool customized for the intricacies of the car HMI field that can provide them with support and guidance so that they can create emotionally attractive experiences for drivers and passengers alike.
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7.
  • Gkouskos, Dimitrios, 1983 (författare)
  • User Experience Insight: Steering Experience Design Through Meaningful Incorporation
  • 2016
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • Interest in User Experience (UX) is on the rise; however, designing for User Experience presents unique challenges because of the subjective nature of experience. Whereas UX theory is plentiful, there is a distinct lack of precedent when it comes to practical UX design knowledge. The aim of this work is to contribute to the field of interaction design with knowledge on how to conduct a UX centered design process. Specifically, the thesis’ goals are to define and exemplify a UX design process through use of design methods and strategies that promote UX design. The User Experience design process is demonstrated through case studies on the design of in-vehicle systems, therefore a secondary goal of the thesis is to generate knowledge for the User Experience design of in-vehicle systems. A series of studies have been conducted within the frame of the thesis with the ultimate result being the concept of Meaningful Incorporation.This thesis proposes Meaningful Incorporation (MI) as a design approach for adapting the design process to focus on designing for User Experience. MI is achieved by collecting User Experience Insight as the first step in one’s design process. User Experience Insight consists of UX data with special attention to the UX aspects of time, emotions, and context. UX Insight is then systematically incorporated into subsequent phases of the design process by using design methods that mandate its use. With Meaningful Incorporation and the utilization of the methods and insights found in the thesis, design professionals can take on UX design without compromising designerly intuition. Instead, Meaningful Incorporation can enhance their process to create solutions that can support desirable User Experiences.
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8.
  • Gkouskos, Dimitrios, Assistant Professor, 1983-, et al. (författare)
  • What Drivers Really Want : Investigating Dimensions in Automobile User Needs
  • 2014
  • Ingår i: International Journal of Design. - Taiwan : National Taiwan University of Science and Technology. - 1991-3761 .- 1994-036X. ; 8:1, s. 59-71
  • Tidskriftsartikel (refereegranskat)abstract
    • Understanding what users need, as opposed to what they say they need, can be a challenge. In order to better address users' true needs, two consecutive methods were used in this study: Future Workshops and Repertory Grid Technique. The Future Workshops-where 21 participants designed for two different future scenarios-opened up for inscribing need expressions and possibilities into five futuristic automobile concepts. These concepts were used as a basis for the Repertory Grid, a technique where users compare objects, describing properties that they find to be important or significant. In this study, 78 participants provided 390 constructs of properties, which were refined to 19 dimensions relevant to user needs. Two study measures, Evaluative Ability and Descriptive Richness, indicate which methods to use when exploring the need dimensions further. Finally, the analysis of the constructs and dimensions point towards how three aspects of vehicles and driving are emerging: how novel technology should, or should not, support driving; how the automobile can be seen as something else than just a means of transportation, and how an automobile could be a part of a greater collective of vehicles. © 2014 Gkouskos, Normark & Lundgren.
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9.
  • Hylving, Lena, 1974-, et al. (författare)
  • Turtles and Ethics : Experiential Learning through Game-making
  • 2023
  • Ingår i: Proceedings of the Annual Hawaii International Conference on System Sciences. - : IEEE Computer Society. - 9780998133164 ; , s. 4671-4680
  • Konferensbidrag (refereegranskat)abstract
    • Teaching and exploring the ethical issues brought about by digitalization is an important challenge in current higher education programs. Experiential learning through games is becoming increasingly relevant as games exert an enormous influence on the imaginarium of newer generations. This paper details how a class of international graduate students engaged in a year-long exploration of ethics, gender, and sustainability issues by playing, remixing, and designing games using an original Design Games Framework. Using a qualitative approach based on participatory observations that followed the student's entire game-making process and a series of final semi-structured interviews, the paper illustrates how game-making can enable higher education students to better understand the complex interplay of ethical issues and digitalization processes, as well as confirming that the Design Games Framework is a valid instrument for the exploration of ethics through the design of tabletop games in a higher education setting.
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10.
  • Lundgren, Sus, 1970, et al. (författare)
  • Escaping the obvious: Skewing properties of interaction
  • 2013
  • Ingår i: Proceedings of Nordes 2013: Experiments in design research. - : Nordic Design Research. - 9788778303165 ; 1:1, s. 32-39, s. 32-39
  • Konferensbidrag (refereegranskat)abstract
    • Most design methods used within interaction design originate from other disciplines. As a result, there are few methods which can focus on designing or redesigning interaction in itself. In this paper we present a structured ideation method called Skewing, which is based on changing already identified, interaction-related properties of an artifact. Hereby, designers can generate interesting re-designs whose interaction design differs from the original product. Moreover, the structured approach in Skewing helps in finding the unusual design solutions in the outer rims of the design space. Lastly, Skewing can also be used as a means to teach the materiality of interaction.
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11.
  • Luo, Yi, 1994-, et al. (författare)
  • Navigating from data-driven design to designing with ML : A case study of truck HMI system design
  • 2024
  • Ingår i: Proceedings of the Design Society. - Cambridge : Cambridge University Press. ; , s. 2119-2128
  • Konferensbidrag (refereegranskat)abstract
    • Data-driven design is believed to be empowered by machine learning (ML) with advanced pattern classification and prediction. However, research on how ML can be used to support automotive human-machine interface (HMI) design is lacking. We presented a case study of truck HMI design to understand the current data use and expectations of ML in the design process. Findings show decentralized data practices, the role of expertise in decision-making, and the envisioned reactive use of ML, where we underscore the implications for advancing human-ML collaboration in designing future truck HMI systems. © 2024 Proceedings of the Design Society. All rights reserved.
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12.
  • Normark, Carl Jörgen, et al. (författare)
  • Exploring user needs in automobiles
  • 2012
  • Ingår i: Proceedings of the the 12th International Design Conference, DESIGN 2012. - : Design Research Society. ; , s. 1369-1376, s. 1369-1376
  • Konferensbidrag (refereegranskat)abstract
    • This study aims to present an alternative method for capturing the user's needs and experiences of in-vehicle human machine interfaces. For this purpose, a set of workshops and a repertory grid technique was employed. The combination was tested with a sample of ten participants. Preliminary results indicate that the combination of the workshop and the repertory grid methods have a strong potential to effectively capture users' needs as well as highlight important factors that affect the users' perceptions regarding in-vehicle interactions.
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13.
  • Pettersson, Ingrid M, 1979, et al. (författare)
  • Investigating the influence of product representation formats in a user experience evaluation
  • 2017
  • Ingår i: Proceedings of the International Conference on Interfaces and Human Computer Interaction 2017 - Part of the Multi Conference on Computer Science and Information Systems 2017. - : IADIS Press. - 9789898533647 ; , s. 177-184, s. 177-184
  • Konferensbidrag (refereegranskat)abstract
    • Knowledge is lacking on the choice and use of representations in a design process when seeking to investigate user experiences. Two types of representations (a storyboard and an interactive prototype) of the same system were employed in a user experience evaluation to investigate how different representation formats influence participants' responses to interactive systems. The interactive prototype gave rise to more design proposals as well as more personal reflections on experiences although with a focus on interface design details. The storyboard elicited more responses on the core ideas of the concept, but less grounded in reflections on personal use. The differences are attributed to how each representation managed to convey interactivity and context, resulting in differences in experienced agency. There is a need for further research, but with less focus on the type of system representation and more focus on how the content and affordances of system representations can be designed to elicit rich and personal reflections on user experience in early design phases. © 2017. 
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14.
  • Pettersson, Ingrid M, 1979, et al. (författare)
  • System representations formats and their influence on user experience evaluations
  • 2018
  • Ingår i: IADIS International Journal on Computer Science and Information Systems. - Lisbon : IADIS Press. - 1646-3692. ; 13:1, s. 96-109
  • Tidskriftsartikel (refereegranskat)abstract
    • Knowledge is lacking on the choice and use of representations in a design process when seeking to investigate user experiences. Two types of representations (a storyboard and an interactive prototype) of the same system were used in a user experience evaluation involving 24 participants to investigate how different representation formats influence participants' responses to interactive systems. Data from a questionnaire and individual interviews were compared. Very few differences in questionnaire responses were found. However, the interactive prototype gave rise to more design proposals as well as more personal reflections on experiences although with a focus on interface design details. The storyboard elicited more responses on the core ideas of the concept, but less grounded in reflections on personal use. The differences are attributed to how each representation managed to convey interactivity and context, resulting in differences in experienced agency. It is therefore suggested that there is a need for further research, but with less focus on the type of system representation and more focus on how the content and affordances of system representations can be designed to elicit rich and personal reflections on user experience in early design phases.
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15.
  • Russo, Nancy L., et al. (författare)
  • Designing From The Inside Out : A Case Study Of The Development Of An IOT Application
  • 2019
  • Ingår i: Proceedings of the 24th UK Academy for Information Systems (UKAIS) International Conference, St. Catherine's College, Oxford, 09th-10th April, 2019. - Oxford. ; , s. 510-525
  • Konferensbidrag (refereegranskat)abstract
    • Far-reaching claims have been made about the potential for the Internet of Things (IOT) to impact a broad range of industries, from manufacturing to healthcare. However, research and development has tended to focus on what the technology can do and not what users want or need. Here we present a case study of the creation and on-going development of a commercially available IOT office solution where the developers and their organization are also users. The development team capitalized on this by bringing together the technology, user experience design and business perspectives in interactive sessions with potential external customers/users to improve the design solution. By actively listening to the potential users and then iteratively adjusting the product and testing continuously via their internal installation, they were able to create a successful commercial product. We believe that these findings can inspire a richer design and development process for future IOT solutions.
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17.
  • Zabramski, Stanislaw, et al. (författare)
  • A comparative evaluation of mouse, stylus and finger input in shape tracing
  • 2011
  • Ingår i: Proceedings of the 1st European Workshop on HCI Design and Evaluation. - Toulouse, France : IRIT Press. - 9782917490136 ; , s. 57-61, s. 57-61
  • Konferensbidrag (refereegranskat)abstract
    • A comparison of the aggregated performance measurements for three input methods in a line-tracing task is presented. Results indicate that users perform best using touch input, both in tasks with and without visual feedback, therefore we recommend touch input as the preferred input method for simple drawing tasks.
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