Raghavendra Reddy Gudur | University of Canberra (original) (raw)
Uploads
Refereed Conference Publications by Raghavendra Reddy Gudur
INTERACT 2013
This paper presents the outcome of a study that investigated the relationships between technology... more This paper presents the outcome of a study that investigated the relationships between technology prior experience, self-efficacy, technology anxiety, complexity of interface (nested versus flat) and intuitive use in older people. The findings show that, as expected, older people took less time to complete the task on the interface that used a flat structure when compared to the interface that used a complex nested structure. All age groups also used the flat interface more intuitively. However, contrary to what was hypothesised, older age groups did better under anxious conditions. Interestingly, older participants did not make significantly more errors compared with younger age groups on either interface structures.
The relationship between assignment workload and students design learning outcome is quite volati... more The relationship between assignment workload and students design learning outcome is quite volatile. It was observed that too much or too little stress can cause adverse effect on student learning outcome. This paper is about ongoing project investigating relationship between assignments workload/stress and design learn ing outcome of level two design course taught at Communications and New Media Programme (CNM), National University of Singapore (NUS). The objective of this investigation is to find a balance between students' academic workload and learning outcome.
PhD Thesis by Raghavendra Reddy Gudur
Many older people have difficulties using modern consumer products due to increased product compl... more Many older people have difficulties using modern consumer products due to increased product complexity both in terms of functionality and interface design. Previous research has shown that older people have more difficulty in using complex devices intuitively when compared to the younger. v
Papers by Raghavendra Reddy Gudur
International journal of human-computer studies, May 1, 2020
This is a PDF file of an article that has undergone enhancements after acceptance, such as the ad... more This is a PDF file of an article that has undergone enhancements after acceptance, such as the addition of a cover page and metadata, and formatting for readability, but it is not yet the definitive version of record. This version will undergo additional copyediting, typesetting and review before it is published in its final form, but we are providing this version to give early visibility of the article. Please note that, during the production process, errors may be discovered which could affect the content, and all legal disclaimers that apply to the journal pertain.
Proceedings of the International Conference on Engineering and Product Design Education, EPDE 2023
Design and technology education : an international journal, Nov 7, 2021
There is an increasing interest in design and creative thinking processes in the Sciences, Techno... more There is an increasing interest in design and creative thinking processes in the Sciences, Technology, Engineering, and Mathematics (STEM) and health education disciplines. Many new degree programs are integrating design thinking into their syllabi, with the intention of bringing creative problem-solving methods to these disciplines. In reality, the exposure these students get is minimal, and it does not provide enough foundation for them to use the knowledge and apply the process(es) in real-life situations. There is an increased awareness of the importance of design thinking in the innovative process. More and more STEM, business, and health establishments are embedding trained designers into their research teams-yet many designers are not equipped to work on interdisciplinary teams. Design students tend to approach problems more intuitively, opportunistically, and build on creative leaps of imagination whereas, STEM and health disciplines are often more algorithmic, systematic, and rationale. This can often generate tension in interdisciplinary teams, especially when traditional disciplines (e.g., Engineering, Sciences) are integrating relatively newer thinking (e.g., design thinking). In this paper, we share the outcome of a phenomenological study on a high-functioning interdisciplinary team working on a health innovation project focused on aging with a disability. This case study illustrates the skill set needed for designers, health and technology professionals to make a significant contribution to its overall outcome. We identified key attributes that contribute towards being an effective member of interdisciplinary teams. Based on this study, we propose a pedagogical approach to better equip design, STEM, and Health students to be more competitive in changing economic expectations and ensure more impactful design outcomes.
Intuitive Interaction, 2018
INTERACT 2013
This paper presents the outcome of a study that investigated the relationships between technology... more This paper presents the outcome of a study that investigated the relationships between technology prior experience, self-efficacy, technology anxiety, complexity of interface (nested versus flat) and intuitive use in older people. The findings show that, as expected, older people took less time to complete the task on the interface that used a flat structure when compared to the interface that used a complex nested structure. All age groups also used the flat interface more intuitively. However, contrary to what was hypothesised, older age groups did better under anxious conditions. Interestingly, older participants did not make significantly more errors compared with younger age groups on either interface structures.
The relationship between assignment workload and students design learning outcome is quite volati... more The relationship between assignment workload and students design learning outcome is quite volatile. It was observed that too much or too little stress can cause adverse effect on student learning outcome. This paper is about ongoing project investigating relationship between assignments workload/stress and design learn ing outcome of level two design course taught at Communications and New Media Programme (CNM), National University of Singapore (NUS). The objective of this investigation is to find a balance between students' academic workload and learning outcome.
Many older people have difficulties using modern consumer products due to increased product compl... more Many older people have difficulties using modern consumer products due to increased product complexity both in terms of functionality and interface design. Previous research has shown that older people have more difficulty in using complex devices intuitively when compared to the younger. v
International journal of human-computer studies, May 1, 2020
This is a PDF file of an article that has undergone enhancements after acceptance, such as the ad... more This is a PDF file of an article that has undergone enhancements after acceptance, such as the addition of a cover page and metadata, and formatting for readability, but it is not yet the definitive version of record. This version will undergo additional copyediting, typesetting and review before it is published in its final form, but we are providing this version to give early visibility of the article. Please note that, during the production process, errors may be discovered which could affect the content, and all legal disclaimers that apply to the journal pertain.
Proceedings of the International Conference on Engineering and Product Design Education, EPDE 2023
Design and technology education : an international journal, Nov 7, 2021
There is an increasing interest in design and creative thinking processes in the Sciences, Techno... more There is an increasing interest in design and creative thinking processes in the Sciences, Technology, Engineering, and Mathematics (STEM) and health education disciplines. Many new degree programs are integrating design thinking into their syllabi, with the intention of bringing creative problem-solving methods to these disciplines. In reality, the exposure these students get is minimal, and it does not provide enough foundation for them to use the knowledge and apply the process(es) in real-life situations. There is an increased awareness of the importance of design thinking in the innovative process. More and more STEM, business, and health establishments are embedding trained designers into their research teams-yet many designers are not equipped to work on interdisciplinary teams. Design students tend to approach problems more intuitively, opportunistically, and build on creative leaps of imagination whereas, STEM and health disciplines are often more algorithmic, systematic, and rationale. This can often generate tension in interdisciplinary teams, especially when traditional disciplines (e.g., Engineering, Sciences) are integrating relatively newer thinking (e.g., design thinking). In this paper, we share the outcome of a phenomenological study on a high-functioning interdisciplinary team working on a health innovation project focused on aging with a disability. This case study illustrates the skill set needed for designers, health and technology professionals to make a significant contribution to its overall outcome. We identified key attributes that contribute towards being an effective member of interdisciplinary teams. Based on this study, we propose a pedagogical approach to better equip design, STEM, and Health students to be more competitive in changing economic expectations and ensure more impactful design outcomes.
Intuitive Interaction, 2018
Researching with older participants presents many unique methodological challenges. One of the re... more Researching with older participants presents many unique methodological challenges. One of the reasons for this is the greater variability in abilities among older than among younger people. Thus, the standard practice in user research of assuming homogeneity in a certain demographic group may not work with older adults. Designing experiments for users with diverse capabilities is challenging and calls for re-examination of existing experimental design methods. In this paper we will share our experience in researching with people with diverse capabilities and present its implications and possible way to address them.
Post Bauhaus design has become a part of our lives. So much so that ever y aspect that touches ou... more Post Bauhaus design has become a part of our lives. So much so that ever y aspect that touches our lives has been designed , from our homes to our experiences in restaurant s and at the bank as well as that little tab on a soda can . All of these things have been designed to create a better experience and/or opportunity to engage with something in a new way. In short, design is the interplay between two interdependent spaces: the space of concepts and the space of knowledge (Hatchuel and Weil 2003). The fundamental skills of the designer are the ability to identify meaningful problems, frame them within appropriate contexts, and design a solution (Irwin, 2015). This paper looks at the different contexts and approaches to curriculum design that fosters graduates who can bridge the gap between a post - industrial age and the processes involved in creating products, visuals, services and concept s for a digital age...
There is an increasing interest in the design and creative thinking process in the Sciences, Tech... more There is an increasing interest in the design and creative thinking process in the Sciences, Technology, Engineering and Mathematics (STEM) and health education disciplines. Many new degree programs are integrating design thinking into their syllabi. The
This paper is about an ongoing action research project on developing pedagogy to teach a basic de... more This paper is about an ongoing action research project on developing pedagogy to teach a basic design course in a multidisciplinary university setting. Over the past few years changes were made to teaching approaches, curriculum and learning environment to improve the quality of student learning. The basic approach of this research so far has been to identify negative aspects and try to make changes for improvement. Most of these changes were based on existing research but some followed an evolutionary path. Meaning, if a certain strategy is giving a positive outcome, repeat it. If any changes resulted in negative outcome it was changed. This study will take few steps back and identify/analyze issues that resulted in positive outcome from theoretical perspective. The objective behind this exercise is to develop a framework to help replicate successes when developing similar courses in future.
This paper presents an experiment designed to investigate if redundancy in an interface has any i... more This paper presents an experiment designed to investigate if redundancy in an interface has any impact on the use of complex interfaces by older people and people with low prior-experience with technology. The important findings of this study were that older people (65+ years) completed the tasks on the Words only based interface faster than on Redundant (text and symbols) interface. The rest of the participants completed tasks significantly faster on the Redundant interface. From a cognitive processing perspective, sustained attention (one of the functions of Central Executive) has emerged as one of the important factors in completing tasks on complex interfaces faster and with fewer of errors.
Diversity and unity: Proceedings of IASDR2011, 2011
Intuitive interaction is based on past experience and is fast and often non conscious. We have co... more Intuitive interaction is based on past experience and is fast and often non conscious. We have conducted ten studies into this issue over the past ten years, involving more than 400 participants. Data collection methods have included questionnaires, interviews, observations, concurrent and retrospective protocols, and cognitive measures. Coding schemes have been developed to suit each study and involve robust, literature based heuristics. Some other researchers have investigated this issue and their methods are ...
Abstract. This paper presents the outcome of a study that investigated the relationships between ... more Abstract. This paper presents the outcome of a study that investigated the relationships between technology prior experience, self-efficacy, technology anxiety, complexity of interface (nested versus flat) and intuitive use in older people. The findings show that, as expected, older people took less time to complete the task on the interface that used a flat structure when compared to the interface that used a complex nested structure. All age groups also used the flat interface more intuitively. However, contrary to what was hypothesised, older age groups did better under anxious conditions. Interestingly, older participants did not make significantly more errors compared with younger age groups on either interface structures.
There is a considerable amount of research literature that is focused on the importance of inclus... more There is a considerable amount of research literature that is focused on the importance of inclusive design. There is a steady increase in research that is also focused on understanding how to design for older people. However, most of the research available focuses on ageing as a variable in understanding patterns of technology usage, preferences and difficulties. What is more necessary is research that explains why the age differences occur. For this reason, it is essential to investigate mediating factors such as cognitive abilities and experience. In this paper, we did an extensive literature review to understand various factors that explain why age differences occur and how these factors are interrelated. Based on which we propose a framework that will help other researchers and designers to provide a quick map to investigate inclusive design problems.
This study started with the aim to develop an approach that will help designers create interfaces... more This study started with the aim to develop an approach that will help designers create interfaces that are more intuitive for older adults to use. Two objectives were set for this study: 1) to investigate one of the possible strategies for developing intuitive interfaces for older people, and; 2) to investigate factors that could interfere with intuitive use. This paper briefly presents the outcome of the two experiments and how it has lead to the development of an adaptable interface design model that will help designers develop interfaces that are intuitive to learn and, over time, intuitive to use for users with diverse technology prior experience and cognitive abilities.
Many older adults have difficulty using modern consumer products due to their complexity both in ... more Many older adults have difficulty using modern consumer products due to their complexity both in terms of functionality and interface design. It has been observed that older people also have more problems learning new systems. It was hypothesised that designing technological products that are more intuitive for older people to use can solve this problem. An intuitive interface allows a user’s to employ prior knowledge, thus minimizing the learning needed for effective interaction. This paper discusses an experiment investigating the effectiveness of redundancy in interface design. The primary objective of this experiment was to find out if using more than one modality for a product’s interface improves the speed and intuitiveness of interactions for older adults. Preliminary analysis showed strong correlation between technology familiarity and time on tasks, but redundancy in interface design improved speed and accuracy of use only for participants with moderate to high technology f...
Many older people have difficulties using modern consumer products due to increased product compl... more Many older people have difficulties using modern consumer products due to increased product complexity both in terms of functionality and interface design. Previous research has shown that older people have more difficulty in using complex devices intuitively when compared to the younger. Furthermore, increased life expectancy and a falling birth rate have been catalysts for changes in world demographics over the past two decades. This trend also suggests a proportional increase of older people in the work-force. This realisation has led to research on the effective use of technology by older populations in an effort to engage them more productively and to assist them in leading independent lives. Ironically, not enough attention has been paid to the development of interaction design strategies that would actually enable older users to better exploit new technologies. Previous research suggests that if products are designed to reflect people's prior knowledge, they will appear i...
Proceedings of Design Research Society Conference 2014
This study started with the aim to develop an approach that will help designers create interfaces... more This study started with the aim to develop an approach that will help designers create interfaces that are more intuitive for older adults to use. Two objectives were set for this study: 1) to investigate one of the possible strategies for developing intuitive interfaces for older people;; and 2) to investigate factors that could interfere with intuitive use. This paper briefly presents the outcome of the two experiments and how it has lead to the development of an adaptable interface design model that will help designers develop interfaces that are intuitive to learn and, over time, intuitive to use for users with diverse technology prior experience and cognitive abilities.
Researching with older participants presents many unique methodological challenges. One of the re... more Researching with older participants presents many unique methodological challenges. One of the reasons for this is the greater variability in abilities among older than among younger people. Thus, the standard practice in user research of assuming homogeneity in a certain demographic group may not work with older adults. Designing experiments for users with diverse capabilities is challenging and calls for re-examination of existing experimental design methods. In this paper we will share our experience in researching with people with diverse capabilities and present its implications and possible way to address them.
This paper explores a critical aspect of designing for older people. It argues that we need a cle... more This paper explores a critical aspect of designing for older people. It argues that we need a clear description of who is "an older person". Or, when a person starts being old from middle age. Research has well established that there is greater variability in abilities among older than among younger people. This often creates problems in designing intuitive product interfaces for this target group. Intuitive design is basically about developing interfaces that reflect target users' familiarity. However, when the target group are very diverse in their capabilities and familiarity it makes is extremely difficult to design intuitive interfaces. Our research suggests that the main reason for this predicament is due to excessive focus on chronological ageing. And, if we look at a target group based more on their cognitive abilities instead--it will provide us much more effective approach in dealing with this problem.