Collaborative design of software applications: the role of users

Drawing on a 1-year application design, implementation and evaluation experience, this paper examines how engaging users in the early design phases of a software application is tightly bound to the success of that application in use. Through the comparison between two different approaches to collaborative application design (namely, user-centered vs participatory), we reveal how sensitivity to the role that users may play during that collaborative practice rebounds to a good level of user satisfaction during the evaluation process. Our paper also contributes to conversations and reflections on the differences between those two design approaches, while providing evidences that the participatory approach may better sensitize designers to issues of users’ satisfaction. We finally offer our study as a resource and a methodology for recognizing and understanding the role of active users during a process of development of a software application.

[1]  Eileen Scanlon,et al.  Mobile Incidental Learning to Support the Inclusion of Recent Immigrants , 2015 .

[2]  D. Morgan The Focus Group Guidebook , 1997 .

[3]  Marco Furini On gamifying the transcription of digital video lectures , 2016, Entertain. Comput..

[4]  Muneera Bano,et al.  User involvement in software development and system success: a systematic literature review , 2013, EASE '13.

[5]  Pieter Jan Stappers,et al.  Co-creation and the new landscapes of design , 2008 .

[6]  Suvi Nenonen,et al.  Managing Co‐Creation Design: A Strategic Approach to Innovation , 2015 .

[7]  Ombretta Gaggi,et al.  Using gamification to discover cultural heritage locations from geo-tagged photos , 2017, Personal and Ubiquitous Computing.

[8]  Marco Roccetti,et al.  On the design of an app for foreign languages incidental learning , 2017, 2017 IEEE Symposium on Computers and Communications (ISCC).

[9]  Marco Roccetti,et al.  A multimedia broker to support accessible and mobile learning through learning objects adaptation , 2008, TOIT.

[10]  Cristiana Cervini,et al.  Mobile assisted language learning of less commonly taught languages: learning in an incidental and situated way through an app , 2016 .

[11]  Henry Chesbrough,et al.  Open Social Innovation , 2014 .

[12]  Nico Carpentier,et al.  Participation Is Not Enough , 2009 .

[13]  Marco Roccetti,et al.  Profiling learners with special needs for custom e-learning experiences, a closed case? , 2007, W4A '07.

[14]  Donald A. Norman,et al.  User-centered systems design , 1986 .

[15]  Elizabeth B.-N. Sanders,et al.  From user-centered to participatory design approaches , 2002 .

[16]  Marco Roccetti,et al.  Fighting exclusion: a multimedia mobile app with zombies and maps as a medium for civic engagement and design , 2016, Multimedia Tools and Applications.

[17]  Douglas Schuler,et al.  Participatory Design: Principles and Practices , 1993 .

[18]  Donald A. Norman,et al.  User Centered System Design , 1986 .

[19]  Paola Salomoni,et al.  Automatic web content personalization through reinforcement learning , 2016, J. Syst. Softw..

[20]  Yunsick Sung,et al.  Beacon-Based Indoor Location Measurement Method to Enhanced Common Chord-Based Trilateration , 2017, J. Inf. Process. Syst..

[21]  Gerhard Fischer,et al.  MetaDesign: Beyond User-Centered and Participatory Design , 2003 .

[22]  Mark Gaved,et al.  Creating coherent incidental learning journeys on mobile devices through feedback and progress indicators , 2013 .

[23]  Jane Fulton Suri,et al.  Experience prototyping , 2000, DIS '00.