Category: Uncategorized


Task Panel Part


In our designed system “Task Panel” is the part for controlling the therapy for the patient. The main task of the system is to give therapy to the patients and analyze their performance according to the therapy. This evaluation part is done by the therapist. For conducting the therapy part, we designed our system with several buttons. We mainly categorized the tasks into main five tasks. All the tasks are the sub-task of these main tasks.

Every sub-task has a description of the therapy process that will be passed to the patient’s end. The patient will read that description and perform the therapy task which will be evaluated by the therapist via video conferencing. We used the display panel of the Text Chat panel for displaying the description of the task.

We have implemented it successfully.

Text Chatting Part


In our proposed system there is an option for the text chat. This chatting will occur between the therapist and the patient. It will help them to communicate. Sometimes the video conference may be slow at that time this text chat will help to make the communication a successful one.

For the text chatting, we have implemented the server-client model. One server will run all the time and clients will have to connect with server. In our design a server has been created and the patient and the client are the clients of that server. For making the system simple, we put this server in the therapist’s end. Before starting the chat both has to connect with the server.

The server will wait for the client’s connection. When the clients will be connected, the client will send message to the server then the server will receive the messages from that client and transmit to the other client. We have used the TCP connections to make the connection between the client and the server.

We have successfully implemented this text chatting feature.


After finishing the text chatting phase, we started the implementation part with the video conferencing. We have used the web cam(s) for this purpose. There is one cam for the Patient end and one for the therapist end.

We have worked with the programming language C# platform using the Microsoft Visual Studio 2008.  In our system the communication takes place between the patient and the therapist. That’s why we have decided to make it a peer to peer video conferencing system.  It is a direct IP(Internet Protocol) communication. We haven’t used any streaming server because it is a demo version.

We designed our system in such a  way that it captures images continuously with the web-cam and processes it. Then we have stored it in the binary array as stream. Then compressed it with the H.323 , a multimedia communication standard produced by ITU. After that it is transmitted to the destination. At the receivers’ end the video is shown. At the same time the receiver’s end also send video of its web-cam to the other part.

We have implemented this part successfully.

Paper for ICCIT-2010


For the ICCIT-2010 conference we submitted a paper titled “Physical Skill Development for the Disabled People in Bangladesh by Designing and Implementing Telerehabilitation“.

Abstract

As the scopes and facilities are limited, the few organizations that are working with the physical skill development for the disabled people in Bangladesh cannot cover the mass people of this country. Telerehabilitation can be the solution for this. The therapist-patient interaction can take place via telerehabilitation through video conferencing. Our work aimed to design and implement a system through User-Centered Design approach of Interaction design framework and a mock-up for the users of the system. A cognitive walkthrough analysis will be done at last to get the final functional activities of interaction as the result of the analysis for this design.

We wrote this paper on this points:

1. CONDITION OF THE EXISTING SYSTEM

In this part we identified the problems of the current system that is presently practiced in our country.

2. METHODOLOGY

We followed the U CD (User Centred Design) as our method for the solution.

2.1. Identifying needs and establishing requirements

Contextual inquiry (CI) is used for this step.

2.2. Developing conceptual design

We designed a paper based model for the proposed system. We also designed a scenario of our system.

Therapist's interface

Patient's interface

2.3. Building interactive version of the design

A demo version of the system is designed in this step. This will help the users to experience the system in real life. They give feedback after using the system , which helps us to make a better user friendly system.

2.4 . Evaluation of the design

Design walkthrough (Cognitive walkthrough) method is followed for the evaluation.

Design and implement the telerehabilitation on the physical skill development for the disabled people across the country was the main focus of this paper. This will make the whole therapy system easier, more efficient and more flexible. Large number of people can be covered by this system. We already have designed the paper-based model based on the information and the requirements of the users. According to the feedback of the mock-up, we are now approaching to implement the system. Windows Presentation Foundation (WPF), C#, XAML has been decided to use as the implementation tools in Windows platform. As telerehabilitation is not limited to the physical skill development only, we have a plan to implement this on the different areas of rehabilitation.


We submitted a paper titled “Designing and Implementing Telerehabilitation on Hand Skill Development for the Disabled People in Bangladesh” for the conference ICECE-2010.

Abstract— A few organizations are working with the hand skill development for the disabled people in Bangladesh. Due to their limited scopes and facilities, they cannot cover the mass people of this country. Telerehabilitation can be introduced in this situation. The interaction between the therapist and the disabled people can take place via telerehabilitation through video conferencing. So, our work aimed to design and implement such a system through User-Centred Design approach of Interaction design framework and a mock-up has presented for the users of the system. At last a cognitive walkthrough analysis will be done to get the final functional activities of interaction as the result of the analysis.

First, we focused on the “Condition of the existing system”. Then we discussed the solution in the “Methodology” part.

A. Identifying needs and establishing requirements- We  identified our needs and established the requirements by using the Contextual inquiry (CI).

B. Developing conceptual design- Paper-based model is a design model that is designed at this part, then a scenario was built for the better understanding of the system.

C. Building interactive version of the design- An interactive version (demo-version) of the software is developed in which the patient can feel the real-life experience of the software system by using it and providing feedback accordingly.

Interface for the Patient.

D. Evaluation of the design- For the evaluation of the system, we followed the Design walkthrough (Cognitive walkthrough).

Our target was to implement the telerehabilitation on the hand skill development for the disabled people across the country. This will make the whole therapy system easier, more efficient and more flexible. We already have designed the paper-based model based on the information and the requirements of the users. According to the feedback of the mock-up, we are now approaching to implement the system. Windows Presentation Foundation (WPF), C#, XAML has been decided to use as the implementation tools in Windows platform. As telerehabilitation is not limited to the hand skill development only, we have a plan to implement this on the different areas of rehabilitations for the disabled people.

Persona and Scenarios


Persona provides an illustration of a virtual user. There are more information that you can extract from a persona such as user’s profile, goal, task to be completed, how he/she use the application tool, their daily life, behavior, common practice, user expectation, etc. All these information are good inputs for brainstorming and developing a new product. Personas are tools for UCD. Personas are based on research and synthesized from data – not creative fiction. Personas are user archetypes based on a synthesis of goals, behaviors and motivations. Personas may include personal details such as names, photographs and demographics, but they do not in any way define personas. Indeed in many cases you will find personas lack precisely this kind of information because they’re not directly relevant.

A patient has come to a therapist

Therapist: Mrs. Merry.

Patient: Ms. Maria.

The therapist has run the Stimuli Management Software. She has to choose some stimuli tasks for the patient, but faces problem in selecting the task from the Menu.

Analysis: From this scenario, we have found the problems of the interface. There is no searching option and selecting tasks was difficult.

An improved interface is developed and shown in the next scenario that solves the previous problem of the therapist.

This time the therapist is using a more efficient and easier interface for her as it contains searching option and easier selection of tasks.

Scenarios describe the greater context of a task including the conditions, motivation, and environment of the task for a particular user group. These usually include all the details interaction designers need to understand what the user is trying to do and what they need.


Contextual inquiry/Collecting Data:

Contextual inquiry is a user-centered design (UCD) method, part of the contextual design methodology, which happens in the product development lifecycle. The daily routines or processes of the users are observed and discovered so that a product or website or interface can be best designed to be worked with. It comprises preparation, evaluation, analysis, and design phases.

For collecting data for our thesis work, we went to CRP (Centre for the Rehabilitation of the Paralyzed) . We went to the Occupational Therapy Department and interviewed the Head of the Department and a therapist about the overall therapy system to know the current condition of their system. The answers from them are essential for the further analysis and design.

Questionnaire:

We prepared two sets questionnaire for the Head of the Dept. and for the therapist for data collection and inquiry. We found this these information from them.

Department Head:

  • How many therapists are currently working in your department?

Total: 50 (Qualified: 32, Assistant: 18).

  • How all the therapists are managed?

In the lowest level of the therapy there is the assistants; an intern maintains all the assistants; the immediate higher level, the fresh therapists exist; fresh therapists are managed by the senior therapists and they are managed by the unit-in-charge of a Unit.

  • Please mention the structural hierarchy of your department.
  1. Head of the Department
  2. Unit-in-Charge
  3. Senior therapist
  4. Fresh therapist
  5. Intern
  6. assistant
  • Is there any infrastructure for implementing the computerized therapy system such as computers, LANs, the Internet etc.?

We have computers at every department and unit with the Internet facilities. But we have no internal network such as LAN.

  • Are the therapists have the knowledge of computer? Can they operate the computer?

Yes, all the therapists have the knowledge of computer and can operate it, except the assistant of the therapist.

Therapists:

  • What are the reasons of this (handwriting) disease?
  1. Heredity factors
  2. Alterations of embryonic development due to maternal ingestion, infections.
  3. Pregnancy and prenatal
  4. Physical disorders acquired through childhood.
  5. Environmental influences.
  • What are the types of this disease?

Fracture, spinal cord injury, GBS, head injury, nerve injury, cerebral palsy, arthritis, CVA/Stroke.

  • What type of patients do you get frequently?

CVA/ Stroke.

  • How many patients on an average do you get in a month?

100.

  • Please mention the procedures of therapy in brief.

We first check the history of that patient. Then we select specific task for the that patient according to his/her problem. Then we give therapy. We use different types of equipments for the therapy.

  • How do you treat the illiterate patients who do not know how to write?

We use images, diagrams, different types of equipment, objects, toys etc.

  • What type of equipment do you use during therapy?

We use documents, such as papers; outburst such as dolls; toys such as football, cars, different shapes of dices; APT equipment; entertaining equipment.

  • How many sessions do you conduct in a therapy?

It depends on the patients’ condition.

  • Mention the average times/session.

10-20 minutes.

  • Is there any helping hand/assistant to help you during therapy?

Yes, there is a helping hand or assistant to help me in my work.

  • Is there any scope of the patients to provide feedback? If yes, how?

Facial expression of the patient and how fast he/she recovers from the disease.

  • What type of environment do you work in?

Well-equipped, calm, non-smoking.

  • How do you feel working in that environment?

I feel good.

  • Do you feel any problem working in that environment? If yes, mention the problems.

Time consuming and fully manual system.

Design phase


Now we in the design phase of our thesis. Now we are designing from our own ideas..as we could not manage to observe the therapy system practically. but we have to present our project on 27th April, thats why we have to start the design the interface. we started our designing with the WPF. and we are working in it…


Introduction

User-Centered Design(UCD) is a design process in which the needs, wants and limitations of end users of a system’s interface are given primary attention at every stage of the design process. It is a multi-stage problem solving process that requires the analysis of user interface as well as the validity of the assumptions with the behavior of actual users. In UCD, the main focus is on the user’s satisfaction. For implementing the ideas of UCD, we have to go through some standard processes. UCD is widely used in different areas where the direct interaction of users take place. We will also discuss on the contextual design and inquiry. Contextual design(CD) adds some sensing and responding aspects on demand besides some conventionally used I/O devices such as screens, keyboards and mice. Contextual Inquiry(CI) is for the explicit purpose of supporting engineering efforts. CI uses a well-defined set of procedures which includes conversations and interviewing the users about their works in the real environments and thus differs from the traditional experimental techniques.

UCD as an approach of Interaction Design (IxD)

Interaction design is the art of facilitating or instigating interactions between humans (or their agents), mediated by products. Interactions mean communication, either one-on-one (a telephone call), one-to-many (blogs), or many-to-many (the stock market). The products an interaction designer creates can be digital or analogue, physical or incorporeal or some combination thereof. Interaction design is concerned with the behavior of products, with how products work. A lot of an interaction designer’s time will be spent defining these behaviors, but the designer should never forget that the goal is to facilitate interactions between humans.

There are many approaches to interaction design (IxD). UCD is one of them. UCD is an approach to creating products that considers the needs and goals of the user to be the highest priority. As the user gets most priority in UCD and it’s also the main focus of IxD, the UCD can be described as an approach of IxD.

User-Centered Design(UCD) Process

UCD is a designing process where the end-users are in the center of consideration. It consults users during requirements gathering and usability testing about their needs to design a successful process.

Design Principles

Some design principles are needed to guide the design. Norman(1988) suggested that the following seven principles of design are essential for facilitating the designer’s task:

  1. Use both knowledge in the world and knowledge in the head. By building conceptual models, write manuals that are easily understood and that are written before the design is implemented.
  2. Simplify the structure of tasks. Make sure not to overload the short-term memory, or the long term memory of the user. On average the user is able to remember five things at a time. Make sure the task in consistent and provide mental aids for easy retrieval of information from long-term memory. Make sure the user has control over the task.
  3. Make things visible: bridge the gulfs of Execution and Evaluation. The user should be able to figure out the use of an object by seeing the right buttons or devices for executing an operation.
  4. Get the mappings right. One way to make things understandable is to use graphics.
  5. Exploit the power of constraints, both natural and artificial, in order to give the user the feel that there is one thing to do.
  6. Design for error. Plan for any possible error that can be made, this way the user will be allowed the option of recovery from any possible error made.
  7. When all else fails, standardize. Create an international standard if something cannot be designed without arbitrary mappings.

Conceptual design and physical design issues in UCD

There are established processes for interaction design in the context of a User-Centered Design (UCD) methodology. Designers must balance a variety of considerations, including the needs and goals of the users, the constraints imposed by the context of use, and the challenges that arise naturally from the interaction between humans and machines; to come up with solutions. Commonly used design methods include paper prototyping and cognitive walkthroughs. The design process is iterative, meaning that proposed solutions are refined through repeated cycles of prototype evaluation.

Design can occur on several different levels:

  • Conceptual design is a basic foundation that defines the structure of the solution, including the functional elements of the product, their relationships and the system behavior. Conceptual design is the vital stage of the product creation that defines the success or failure of the product usability.
  • Physical design is a more refined level that defines the aesthetics of the solution. This includes, for example language (and, to some extent, content) and branding. In contrast with conceptual design, physical design defines the success or failure of the product appeal.

UCD Models

The major characteristics of UCD are the active participation of real users, as well as an iteration of design solutions.

  • Cooperative design: It involves designers and users on an equal footing. This is the Scandinavian tradition of design of IT artifacts and it has been evolving since 1970.
  • Participatory design (PD): A North American term for the same concept, inspired by Cooperative Design, focusing on the participation of users. Since 1990, there has been a bi-annual Participatory Design Conference.
  • Contextual design: “User-Centered Design” in the actual context, including some ideas from Participatory design.


How to Involve Users in Design?

It is necessary to think carefully about who is a user and how to involve users in the design process. Obviously users are the people who will use the final product or artifact to accomplish a task or goal. Besides, the people who manage the users have needs and expectations too. The persons who are affected in some way by the use of the artifact or use the products and services of the artifact are also considered to be the users as well.

Eason (1987) identified three types of users:

  1. Primary Users: Primary users are those persons who actually use the artifact.
  2. Secondary Users: Secondary users are those who will occasionally use the artifact or those who use it through an intermediary.
  3. Tertiary Users: Tertiary users are persons who will be affected by the use of the artifact or make decisions about its purchase.

The successful design of a product must take into account the wide range of stakeholders of the artifact. Not everyone who is a stakeholder needs to be represented on a design team, but the effect of the artifact on them must be considered.

When users have been identified and a thorough investigation of the needs of that specific users have been conducted by performing task and needs analysis, designers can develop alternative design solutions to be evaluated by the users. It can be a simple pen and paper work such as drawings in the beginning. Then, a feedback is taken from the users that helps the designers to understand the intended purpose(s) of the artifact and provide information which does not come out of the initial interviews, observations, and needs analysis. As the design cycle progresses, prototypes can be produced and user tested. At this point, designers should pay close attention to the evaluations by the users as they will help identify measurable usability criteria such as effectiveness, efficiency, safety, utility, learn-ability and memorability. At each and every step, feedback is an essential thing that can help designers to plan and design the system as well as helpful to the users to be self-satisfied.

Evaluation techniques

  • Design walkthroughs (“cognitive walkthroughs”)

The cognitive walkthrough method is a usability inspection method used to identify usability issues in a piece of software or web site, focusing on how easy it is for new users to accomplish tasks with the system. The method is rooted in the notion that users typically prefer to learn a system by using it to accomplish tasks, rather than, for example, studying a manual. The method is prized for its ability to generate results quickly with low cost, especially when compared to usability testing, as well as the ability to apply the method early in the design phases, before coding has even begun.

After the task analysis has been made the participants perform the walkthrough by asking themselves a set of questions for each sub-task. Typically four questions are asked:

  • Will the user try to achieve the effect that the sub-task has? Does the user understand that this sub-task is needed to reach the user’s goal?
  • Will the user notice that the correct action is available? E.g. is the button visible?
  • Will the user understand that the wanted sub-task can be achieved by the action? E.g. the right button is visible but the user does not understand the text and will therefore not click on it.
  • Does the user get feedback? Will the user know that they have done the right thing after performing the action?

By answering the questions for each sub-task usability problems will be noticed.

  • Heuristic evaluation

A heuristic evaluation is a discount usability inspection method for computer software that helps to identify usability problems in the user interface (UI) design. It specifically involves evaluators examining the interface and judging its compliance with recognized usability principles (the “heuristics”). These evaluation methods are now widely taught and practiced in the New Media sector, where UIs are often designed in a short space of time on a budget that may restrict the amount of money available to provide for other types of interface testing.

The main goal of heuristic evaluations is to identify any problems associated with the design of user interfaces. Heuristic evaluations are one of the most informal methods of usability inspection in the field of human-computer interaction. There are many sets of usability design heuristics; they are not mutually exclusive and cover many of the same aspects of interface design. Heuristic evaluation requires only one expert, reducing the complexity and expended time for evaluation. Most heuristic evaluations can be accomplished in a matter of days. The time required varies with the size of the artifact, its complexity, the purpose of the review, the nature of the usability issues that arise in the review, and the competence of the reviewers.

  • Usability testing

Usability testing is a technique used to evaluate a product by testing it on users. This can be seen as an irreplaceable usability practice, since it gives direct input on how real users use the system. This is in contrast with usability inspection methods where experts use different methods to evaluate a user interface without involving users. Usability testing focuses on measuring a human-made product’s capacity to meet its intended purpose. Examples of products that commonly benefit from usability testing are foods, consumer products, web sites or web applications, computer interfaces, documents, and devices. Usability testing measures the usability, or ease of use, of a specific object or set of objects, whereas general human-computer interaction studies attempt to formulate universal principles.

Setting up a usability test involves carefully creating a scenario, or realistic situation, wherein the person performs a list of tasks using the product being tested while observers watch and take notes. Several other test instruments such as scripted instructions, paper prototypes, and pre- and post-test questionnaires are also used to gather feedback on the product being tested. For example, to test the attachment function of an e-mail program, a scenario would describe a situation where a person needs to send an e-mail attachment, and ask him or her to undertake this task. The aim is to observe how people function in a realistic manner, so that developers can see problem areas, and what people like. Techniques popularly used to gather data during a usability test include think aloud protocol and eye trackingUsability testing focuses on user needs, uses empirical measurement, and iterative design. According to Dumas and Redish (1993), it aims to achieve the following five goals:

  1. Improve the product’s usability.
  2. Involve real users in the testing.
  3. Give the users real tasks to accomplish.
  4. Enable testers to observe and record the actions of the participants.
  5. Enable testers analyze the data obtained and make changes accordingly.

Use of Persona and scenarios in IxD or UCD:

Persona provides an illustration of a virtual user. There are more information that you can extract from a persona such as user’s profile, goal, task to be completed, how he/she use the application tool, their daily life, behavior, common practice, user expectation, etc. All these information are good inputs for brainstorming and developing a new product. Personas are tools for UCD. Personas are based on research and synthesized from data – not creative fiction. Personas are user archetypes based on a synthesis of goals, behaviors and motivations. Personas may include personal details such as names, photographs and demographics, but they do not in any way define personas. Indeed in many cases you will find personas lack precisely this kind of information because they’re not directly relevant.

Scenarios describe the greater context of a task including the conditions, motivation, and environment of the task for a particular user group. These usually include all the details interaction designers need to understand what the user is trying to do and what they need.

There are many varieties of scenarios. Here are some of the types of scenarios that are described in the literature. They vary in several dimensions including level of detail, focus on person versus technology or organization; descriptions of present versus future.

  • Alternative world scenario
  • Organizational Scenarios
  • Individual task-level scenarios
  • Making-sense scenarios
  • Technology scenarios
  • Concept of operation
  • Misuse scenarios
  • Day-in-the-life scenarios
  • Normal case scenarios
  • Alternative case scenarios
  • Exception scenarios
  • What-if scenarios
  • Brief scenarios
  • Vignettes
  • Elaborated scenarios

Applications Areas

User-centered design has been used with marked success on a wide variety of applications in different systems.

  • Software – Every kind of software has the application of UCD.
  • Hardware – UCD is also needed in some applications of hardware’s.
  • Web-based applications – UCD is largely used in web based areas like payroll, finance, insurance, and banking applications.
  • E-commerce – Applications of UCD are largely used in the sector of E-Commerce.
  • Distance education and classroom instruction on the Internet.
  • Geographical information systems – UCD is also used in the area of GIS.
  • Medical instrumentation – UCD is used in different sectors of medical science.
  • Consumer electronics products.
  • Industrial automation.

Contexual Design

Contextual Design (CD) is a user-centered design process developed by Hugh Beyer and Karen Holtzblatt. It incorporates ethnographic (comparative study of people) methods for gathering data relevant to the product, field studies, rationalizing workflows, system and designing human-computer interfaces. In practice, this means that researchers aggregate data from users into a final product.

Definition of Context

The way humans interact with one another is much more successful than a human interacts with a computer because of the richness of the language they share, the common understanding of how the world works, and an implicit understanding of each other. Humans can use implicit situational information, or “context” to increase the bandwidth of the conversation.

So, by improving the computer’s access to context, it will be possible to introduce a better interaction in HCI.

Schilit and Theimer refer to context as location, identities of nearby people and objects, and changes to those objects. Context may be defined as an environment or situation. Schilit et al. claim that the important aspects of context are: where you are, who you are with, and what resources are nearby. Context is any information that can be used to characterize the

situation of an entity. An entity is a person, place, or object that is considered relevant to the interaction between a user and an application, including the user and applications themselves.

Contextual design process consists of the following top-level steps:

Contextual inquiry/Collecting Data: Contextual inquiry is a user-centered design (UCD) method, part of the contextual design methodology, that happens in the product development lifecycle. The daily routines or processes of the users are observed and discovered so that a product or website or interface can be best designed to be worked with. It comprises preparation, evaluation, analysis, and design phases.

Contextual inquiry involves collecting detailed information about customer behavior and expectations by observing and interviewing them. The researcher should stay in the background and let the user to be in the main role as much as possible. In this case, a researcher is learning as an apprentice and the customer is the master of work which helps the researchers to better understand the customer’s work.

Contexual inquiry requires some procedures that may be summarized as follows:

  1. Interview users about their work.
  2. Concrete discussion about what the user is doing.
  3. Let the user lead the conversation.
  4. Sharing of the assumptions with the users.
  5. Summarize the understanding at the end of each session to find out who to talk to next and what to focus on next.
  6. Building of an understanding of the user work and ideas.
  7. Build a first cut of a User Environment based on the understanding.

Work modeling: Detailed work models are created in order to understand the workflow. Contextual design consists of five work models which are used to model the work tasks and details of the working environment. The models are:

  • Flow model: represents the coordination, interaction and responsibilities of the people in a certain work practice.
  • Sequence model: represents the required steps to accomplish a certain activity.
  • Cultural model: represents the norms, influences, and pressures that are present in the work environment.
  • Artifact model: represents the documents or other products that are created while working. Artifacts often have a structure or styling that could represent the user’s way of structuring the work.
  • Physical model: represents the physical environment where the work tasks are accomplished; often, there are multiple physical models representing, e.g., office layout, network topology, or the layout of tools on a computer display.

Consolidation:Data from individual customer interviews are analyzed and combined together in order to reveal the common patterns. It can be accomplished through the following steps:

  • A single observation is written on each piece of paper.
  • Individual notes are grouped according the similarity of their contents.
  • These groups are labeled with distinct colors which represent distinct levels in the hierarchy.
  • hen the groups are combined with other groups to get the final result of observations in a hierarchy.

Here, a bottom-up approached “Affinity Diagram” is used to include the ideas and relevant issues of the process.

Work redesign:Work redesign uses the consolidated data to drive conversations about how to improve work by providing a system that better supports the new work practice. The redesigned work practice is captured by a vision in the storyboards and sketches capturing scenarios of how people will work with the new system. The complete workflow helps the design team address the problems and design the new workflow.

The User Environment Design: The User Environment Design captures the floor plan of the new system. It shows each part of the system, how it supports the user’s work, exactly what function is available in that part, and how the user gets to and from other parts of the system. User Environment Design (UED) diagram, which displays the focus areas, i.e., areas which are visible to the user or which are relevant to the user.

Prototyping and Implementation: Testing the design ideas with paper prototypes or even with more sophisticated demos before the implementation phase helps the designers to get feedback from the customers about the new system and develop the design further. Depending on the results of the prototype test, more iterations or alternative designs may be needed for the implementation purpose.

Application areas of Contextual Design

Contextual design has primarily been used for the design of computer information systems, including hardware and software. It has also been applied to the design of the digital libraries and other learning technologies. Contextual design has also been used as a means of learning and teaching UCD.

References

1. User-Centered Design – Chadia Abras, Diane Maloney-Krichmar, Jenny Preece.

2. Identifying and Selecting Users for User-Centered Design Sari Kujala and Marjo Kauppinen .

3. User Modeling in Human – Computer Interaction Gerhard Fischer.

4. Design At Work – Cooperative design of Computer Systems, Lawrence Erlbaum 1991.

5. Contextual Design, Kaufmann 1998.

A Visit to CRP, Savar


We have visited the Centre for the Rehabilitation of the Paralysed (CRP) today. It is located at Savar, Dhaka.

Mainly our objective was to submit the proposal letter to the CRP. We have submitted it to the Research and Evaluation department and had an informal chat with them. After submitting the letter, we took a look around the beautiful compound of CRP and took some snaps.