Proceedings of the 9th Nordic Conference on Human-Computer Interaction 2016
DOI: 10.1145/2971485.2996474
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Cited by 2 publications
(3 citation statements)
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“…Some considered participatory design as the overall research area and co-design as the method [ 56 , 60 , 77 , 82 ]. Others positioned the 2 as separate methods [ 62 , 66 ], while others used terms interchangeably [ 75 , 85 ]. The most common definition of “participatory design” was to “involve end users in the design process” [ 45 , 48 , 68 , 72 , 86 ], which some interpreted strongly because end users fully and equally participated throughout the whole design and development process [ 68 , 70 ], while others read it weakly as “invit[ing] users to contribute ideas” [ 71 ].…”
Section: Resultsmentioning
confidence: 99%
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“…Some considered participatory design as the overall research area and co-design as the method [ 56 , 60 , 77 , 82 ]. Others positioned the 2 as separate methods [ 62 , 66 ], while others used terms interchangeably [ 75 , 85 ]. The most common definition of “participatory design” was to “involve end users in the design process” [ 45 , 48 , 68 , 72 , 86 ], which some interpreted strongly because end users fully and equally participated throughout the whole design and development process [ 68 , 70 ], while others read it weakly as “invit[ing] users to contribute ideas” [ 71 ].…”
Section: Resultsmentioning
confidence: 99%
“…Regardless, both were reported as affording a positive experience to end users [ 58 , 68 , 80 ], for example, by giving every participant some hands-on experience [ 45 ]. Hands-on experience affected both agencies, in which hands-on experience was a method to assess games with users and understand outcomes [ 65 , 66 ], and learning, in which hands-on experience served as a method of learning technology or understanding the context [ 28 , 45 , 59 ]. The prepared templates were repeatedly mentioned to facilitate prototyping [ 63 , 86 ].…”
Section: Resultsmentioning
confidence: 99%
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