Browsing by Author "Sperano, Isabelle"
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- ItemBiblioMaps - a software to create web-based interactive maps of science: the case of UX map(2018) Grauwin, Sebastian; Sperano, IsabelleMaps of science, allowing the exploration of large‐scale bibliographical datasets, are meeting an increasing interest across a broad range of audiences: students, educators, researchers, policy makers, technology developers, etc. This paper presents BiblioMaps, a freely available software that can be used to create web‐based interactive maps of science. Our toolkit uses a mixture of statistical techniques and similarity measures on bibliographic metadata extracted either from the Web of Science or Scopus. After processing, the data is used in web‐based interactive visualizations. The main visualization is a map of topical clusters ‐ gathering publications based on shared references ‐ whose characteristics can be easily explored in detail. As an example, we discuss some insights gained by exploring maps based on a corpus of about 10,000 "User Experience Design" research publications.
- ItemContent audit for the assessment of digital information space: definitions and exploratory typology(2017) Sperano, IsabelleContent audit is an evaluation method used to identify, describe, quantify, and assess content quality of a website or of a larger information ecosystem (social media, web application, newsletter, intranet, etc.). Despite the growing popularity of the method in the last years, very little research has been conducted on this topic. However, it is extensively described and commented in a large body of literature, mostly written by information architecture (IA), content strategy and UX professionals. Hence, this is what led to further examine, in this research, a corpus of 200 publications (books, web pages, blog articles, journal articles) addressing content audit. This study attempts to take stock and establish a realistic picture of the current knowledge about the method, particularly concerning content audit definition components and content audit types, as well as to suggest possible means to further develop this evaluation method.
- ItemCreative, interdisciplinary undergraduate research: an educational cell biology video game designed by students for students(2020) Sperano, Isabelle; Shaw, Ross; Andruchow, Robert; Cobzas, Dana; Efird, Cory; Brookwell, Brian; Deng, WilliamIn a three-year, practice-based, creative research project, the team designed a video game for undergraduate biology students that aimed to find the right balance between educational content and entertainment. The project involved 7 faculty members and 14 undergraduate students from biological science, design, computer science, and music. This nontraditional approach to research was attractive to students. Working on an interdisciplinary practice-based research project required strategies related to timeline, recruitment, funding, team management, and mentoring. Although this project was time-consuming and full of challenges, it created meaningful learning experiences not only for students but also for faculty members.
- ItemDe l'idéation au concept: les défis du designer dans un projet de nature prospective(2013) Kavanagh, Éric; Roberge, Jacynthe; Sperano, IsabelleIdeation is an essential process to any prospective design project. That collaborative process is cognitively demanding. Observing designers (n=133) working on prospective design projects allowed us to identify three categories of ideation problems recurrently occurring. Firstly, we identify the problems related to participants’ preparation. We notice that certain intellectual stance or lack of general knowledge is a handicap to some and impairs their ideation capability. Secondly, we introduce problems related to the focus of the ideation process. Those problems particularly affect the way the idea is developed and its scope. Finally, we discuss the idea externalisation difficulties, where we mainly deal with the language and sketching competencies required for the materialization of ideas.
- ItemEcosystem map: a systemic view of Edmonton's transit system(2022) Cox, Lisa; Sperano, IsabelleEdmonton's Transit System (ETS) is a multi-faceted, rider-driven transportation system, making it an excellent candidate for Design thinking and System Mapping. ETS operates within the larger City of Edmonton System and has complex pain points regarding safety and security both within and outside of their direct control. The top of the map shows the system hierarchy and the interdependent relationship between the ETS System and the Rider Experience. Rider Experience affects riders' willingness to participate in the ETS System (Ridership), affecting the ETS System through funding and budget. The Community Partners, Emergency Services, and ETS Personnel chart within the hierarchy shows the top-level influence of these stakeholders within the greater ETS system. The second portion of the infographic highlights the Riders' Journey, illustrated by a Journey Map divided into each phase of ETS's System. Riders navigate various obstacles: Phase 1: Stop Experience, Phase 2 Station Experience, and Phase 3 - Onboard Experience. The final portion of the infographic is the inventory of touchpoints defined by phase within the ETS system. Touchpoints are categorized by interaction type: Information, Actors/Stakeholders, Safety Features, and Security Risks. Each touchpoint type is indicated through iconography, defining the different characteristics of that interaction. Finally, the User/Rider loops back into the top-level, outlining the interconnected nature of the System. Analysis of the ETS Ecosystem through a Design Thinking Lens and User-Centered approach enables a deeper understanding of the ETS System as a whole and how to best proceed when designing future solutions. Bachelor of Design, DESN 445.
- ItemEnseignement du design numérique au 2e cycle universitaire: former à l’intervention professionnelle(2014) Sperano, Isabelle; Roberge, Jacynthe; Kavanagh, ÉricThis paper takes a look at the design education of a professional intervention in a master program in digital design. First, we present the evolution of this class and his actual characteristics. Then we describe and reflect on 3 key-aspects, particularly relevant in the context of design education: research, negotiation and preparation of the mandate, 2) problem setting and 3) definition of the solution and presentation deliverables. We particularly insist on issues relative to the student learning design, the relation between the student and the teacher and the relation between the student and the organisation.
- ItemÉvaluation de la qualité des contenus numériques: regard sur la méthode d’audit de contenu(2017) Sperano, IsabelleFor twenty years, the Web has emerged as the preferred media for a variety of organizations (governments, businesses, organizations, etc.) to transmit a substantial amount of information to their recipients. The proper implementation of these imposing information structures depends, among other things, on information specialists and communications from various fields of expertise, including information architecture (IA).
- ItemExploring new usages of journey maps: introducing the pedagogical and the project planning journey maps(2019) Sperano, Isabelle; Roberge, Jacynthe; Bénech, Pierre; Trgalova, Jana; Andruchow, RobertJourney maps are graphical and textual representations that intend to outline an experience over time with a product, a system or a service (Kalbach 2016). In this article, we first describe how this visualization tool is used in interaction design. Secondly, through two case studies, we describe two innovative ways of using this tool. In the first case study, we present the pedagogical journey map, a journey mapping approach meant to be used by teachers as a collaborative design tool to support the creation of pedagogical activities. In the second case study, we introduce the project planning journey map, used as both a prospective and retrospective project planning tool to help student designers plan and reflect on their design process. This paper is meant to support the use of the journey map as a prospective design method by academics and practitioners (from fields such as interaction design, user experience design, prospective ergonomics, education, and engineering) addressing issues related to the design of innovative products and services.
- ItemInteraction design and educational video games: motivating undergraduate students to explore new territories(2019) Sperano, Isabelle; Andruchow, Robert; Shaw, RossCan interaction design students design a game that is educational and fun to play? In which areas could undergraduate interaction design students be involved when designing an educational video game? What unique learning experiences could be acquired by designing an educational video game? What are some challenges for the integration of educational game design in design education? To answer these questions, we partnered with a Biological Sciences professor interested in developing a video game for undergraduate biology students. We thought this could be both an interesting interaction design problem to tackle and an engaging pedagogical experiment. To do so, we hired undergraduate interaction design and computing science students to work with us on the concept and then on the development of a video game prototype.
- ItemIntroduction: a new adventure for the interaction design education summit(2018) Sperano, Isabelle; Miller, Dianna; Joatton, Jean Baptiste; Tabard, AurélienThis year, during IxDA’s Interaction Week 2018, the Education Summit explored design education through a mix of inspirational talks, practical hands-on advice, and pragmatic workshops. Attendees and presenters represented a range of design educators working in higher education settings as well as industry practitioners who teach in both traditional education settings and in industry settings to both design and non-design professionals.
- ItemReview of Content audits and inventories: a handbook(2015) Sperano, IsabelleAfter the publication of The Language of Content Strategy, XML Press expands its collection entitled The Content Wrangler Content Strategy Book with a book devoted to an evaluation of digital content: the content audit. To date, it is certainly the most comprehensive book on the subject. Indeed, if hundreds of publications address this method in popularity, Paula Ladenburg Land is the first to offer a book that is devoted entirely. Thus, the author offers a complete and detailed work, necessary for any professional interested in evaluation and design of digital content (web, social networks, etc.).
- ItemReview of Designing the search experience: the information architecture of discovery(2013) Sperano, IsabelleIn the book Designing the Search Experience: The Information Architecture of Discovery, Tony Russell-Rose and Tyler Tate question the search for information on the web and in other environments.
- ItemReview of Looking for information: a survey of research on information seeking, needs and behaviour(2014) Sperano, IsabelleSearch the definition of the word colifichet, follow the advice of a gardener to treat a sick plant, perceive the sweet scent of a crème brûlée, learn about the acquisition of a new home, all these activities, while radically distinct, have similarities for researchers in the study of information behavior (Information Behavior). Donald O. Case, in his book Looking for Information: A Survey of Research and Information Seeking, Needs and Behavior, collects all the disciplinary content related to this branch of the information sciences.
- ItemReview of Pervasive information architecture: designing cross-channel user experiences(2012) Sperano, IsabelleIn the book Pervasive Information Architecture: Designing Cross-Channel User Experiences, Andrea Resmini and Luca Rosati propose a new approach to information architecture.
- ItemReview of The language of content strategy(2014) Sperano, IsabelleWith The Language of Content Strategy, Abel and Bailie propose a book, in the form of a lexicon, in which are collated and described 52 terms used in a field of expertise at the crossroads of information architecture and professional writing: the content strategy.
- ItemReview: James Kalbach, Mapping experiences: a complete guide to creating value through journeys, blueprints, and diagrams, O’Reilly Media, 2016(2017) Sperano, IsabelleAfter the success of Designing Web Navigation in 2007, James Kalbach returns with the publication of Mapping Experiences: A Complete Guide to Creating Value Through Journeys, Blueprints, and Diagrams. In this book, the author proposes an incursion, according to theoretical and practical perspectives, into the visual representation of the user experience. Specifically, he collects knowledge about what he calls the alignment diagrams, a generic expression that includes all the maps of the interaction between a user, an existing system, and an organization. The user experience is based on moving and multifaceted concepts that induce a certain complexity and representational challenges. Thus, the author wonders: how can one adequately visualize the user experience? The information ecosystem of an individual? The service chain of an organization? What are the benefits of such schematic representations?
- ItemTeaching acting techniques to designers: observe, embody, create(2021) Sperano, Isabelle; Rivenbark, Leigh; Roberge, Jacynthe; Rubio, Daniel CajaTo design quality digital products, designers need to understand the user and their experiences on a deep level (Ritter et al. 2014). To do so, design practitioners have developed research methods that mainly focus on an “intellectual” approach to gain insight through quantitative research and analysis. While useful, these approaches often undervalue the role of the body in the process of understanding the user. In response to this, a more embodied approach to user research has emerged. Methods such as roleplaying and bodystorming are increasingly used to gain new kinds of insight during the design process (Burns et al. 1994, Schleicher et al. 2010, Wakkary et al. 2007). However, designers often encounter limitations with these methods (Think Design 2021). Some have trouble engaging in role-playing exercises due to a lack of acting training. Others struggle to apply insights to their work. Our team developed a workshop for design students exploring how acting techniques can be used as design methods to address these challenges. It was conducted in interaction design classes (Winter 2019 and Fall 2020) in 2 universities. Our goal at the Interaction Design Education Summit 2021 was to present this workshop to design instructors and practitioners so they can share it with their students or design teams. In this article, we describe an overview of the workshop and discuss potential benefits, challenges, and limitations of this approach to design.
- ItemThe content audit: who should conduct it?(2019) Sperano, Isabelle; Andruchow, RobertA content audit is an assessment method widely used in content strategy to identify, describe, quantify, and evaluate the content quality of a website or of a larger information space. The use of content audits has grown in the last several years, mainly due to the increasing complexity of digital information ecosystems (websites, social media, wearables, etc.). To this day, very little research has been conducted on this method. However, the content audit is widely described and discussed in a large body of literature, mostly written by content strategy, information architecture (IA), and user experience (UX) professionals. These publications can constitute a rich ground for initiating a more formalized reflection about this method. This realization led us to a further examination of a corpus of 200 publications (books, Web pages, blog articles, journal articles) about content audits. These results are part of a larger study about content audits that aimed to present an in-depth examination of them as a digital information assessment method. Many dimensions of the method were analyzed (audit definitions and types, audit activities, audit criteria, etc.).
- ItemTypologie exploratoire des affordances textuelles(2016) Kavanagh, Éric; Roberge, Jacynthe; Sperano, IsabelleLe concept d’affordance a été introduit par James J. Gibson dans le cadre de sa psychologie écologique en 1979. Les affordances sont des propriétés de l’environnement et des objets qui s’y trouvent. Lorsqu’elles sont perçues, ces propriétés permettent à l’animal – à l’humain – de savoir comment il peut agir dans un contexte donné. Omniprésentes, dans le monde et dans les objets du monde, ces propriétés concernent donc aussi tous les artéfacts destinés à la lecture, qu’il s’agisse d’un roman, d’une page Web, d’un formulaire fiscal, etc. En ce sens, les affordances doivent intéresser la rédactologie parce qu’elles influencent à divers degrés les interactions avec les documents et les textes en circulation dans notre société. Dans une logique exploratoire, nous proposons six types d’affordances qui nous semblent caractériser tous les documents et les textes (imprimés et numériques) susceptibles d’exister : les affordances gibsoniennes, les affordances de lisibilité fondamentale, les affordances linguistiques fondamentales, les affordances du genre, les affordances des zones informationnelles et les affordances microstructurelles. Les types proposés s’inscrivent dans un mouvement perceptuel allant des affordances macroscopiques vers les affordances microscopiques, mais toujours en marge du processus de lecture psycholinguistique.
- ItemUser testing for serious game design: improving the player experience(2022) Shaw, Ross; Sperano, Isabelle; Andruchow, Robert; Cobzas, DanaThis case study reflects on our use of user testing during a research project in which we designed a serious video game, “Life on the Edge.” The target audience of the game is first-year post-secondary biology students. As we designed the game, user testing was a critical component that allowed us to identify issues. Any issues that interfere with the flow or enjoyment of a video game can be distracting to players. In what follows, we will describe the research design and discuss the processes for testing a serious video game that will allow you to identify game issues successfully. How you recruit participants, test players, and prioritize player feedback is a component of effective user testing and improving your game. With user testing, we were able to identify problems in the game, prioritize them, and address them. By using variable user testing methods, you can adapt to the changing needs of your game project and develop a successful serious video game.