2. ISO standards and a trend map

Role of standards in the design process - ISO 9241-210:2019 


Standards are documented guidelines that are used to make sure the design is consistent and fit for the intended purpose. ISO stands for International Organization for Standardization and it is an independent institution. Standards give a base for mutual understanding of design needs ensuring that different views are taken into consideration for the human-technology interaction to be safe, reliable, and of good quality. Standards can be seen as a guiding check list to go through in directing the designers attention to all the important aspects one needs to consider when making design decisions. With the below chosen list of  ISO standards in ergonomics of human-system interaction we make sure that we do not forget anything during the design process. 


Ergonomics of human-system interaction and Ergonomics of human-system interaction. Part 11: Usability: Definitions and concepts (ISO 9241-11:2018) in our project


Ergonomics in this context, means handheld devices like mobile phones for example. 


Ergonomics of human-system interaction. Part 210: Human-centred design for interactive systems (ISO 9241-210:2019) 


3.5 Ergonomics human factors 

Scientific discipline concerned with the understanding of interactions among human and other elements of a system, and the profession that applies theory, principles, data and methods to design in order to optimize human well-being and overall system performance. 


3.7 Human-centered design 

Approach to systems design and development that aims to make interactive systems more usable by focusing on the use of the system and applying human factors/ergonomics and usability knowledge and techniques. 


3.15 User experience 

User’s perceptions and responses that result from the use and/or anticipated use of a system, product or service. 


7.2.4 Context of use specified for design 

The context of use specified for design (i.e. the context in which the system will be used) should be stated in the user requirements specification to clearly identify the conditions under which the requirements apply. See ISO 9241-11 for more information about the context of use and a sample report, and ISO 20282-1 for more information about context of use for everyday products. 


7.3.2 Identifying user and other stakeholder needs 

User and other stakeholder needs should be identified, taking account of the context of use. These should include that which users need to achieve (rather than how to achieve it) and any constraints imposed by the context of use. 


7.4.2 Designing user tasks, user–system interaction and user interface to meet user requirements, taking into consideration the whole user experience 

Designing for the user experience is a process of innovation that takes account of user satisfaction (including emotional and aesthetic aspects), as well as effectiveness and efficiency. Design involves a variety of creative approaches to achieve a good user experience. 

 

Ergonomics of human-system interaction. Part 11: Usability: Definitions and concepts (ISO 9241-11:2018) 


3.1.8 User group 

Subset of intended users who are differentiated from other intended users by characteristics of the users, tasks or environments that could influence usability. 


3.1.9 Stakeholder 

Person or organization that can affect, be affected by, or perceive themselves to be affected by a decision or activity. 


3.1.14 Satisfaction 

Extent to which the user's physical, cognitive and emotional responses that result from the use of a system, product or service meet the user’s needs and expectations. 


3.2.1 Human-centered quality 

Extent to which requirements for usability, accessibility, user experience and avoidance of harm from use are met. 


5.3.2 Specified users 

The “specified” users are the users who are identified for the purpose of considering usability. The characteristics of the users will influence usability. 


5.3.3 Specified goals 

It is important to clearly identify the “specified” goals for which usability is being considered, because not all identified goals might be selected to be specified goals. 


6.1 Usability as an outcome 

Usability focuses on the effectiveness, efficiency and satisfaction of the user’s interaction with the object of interest. 

The relative importance of effectiveness, efficiency and satisfaction and their components will depend on the reason that usability is being considered and the specified context of use. 


6.2.3 Completeness 

Completeness is the extent to which users of the system, product, or service are able to achieve all intended outcomes. 

 

 

Identified major trends 

In our trend map visualization we are looking at the future trends of gaming and ways to motivate the gamers to solve problems together. According to a research done by Sitra, 3/4 of Finns would be interested in having a social impact and participate in the public conversations if it is done in an easy way and with their own terms. As much as 40 % of the people answering the survey behind the Sitra research said they might be interested in joining in on a social impact group if it would be done through a group of friends or through hobby. This research validates the idea of using online gaming as a platform to solve real life problems such as climate change issues. 



Trend map visualization

 

Our trend map visualizes the most relevant trends for future gaming with different topics clustered and by having one topic presented with the same color sticky notes. There are three main points of view in future gaming: power of communities, sustainability/responsability in gaming, and personalized experiences. We came to this conclusion by searching the current gaming trends (https://comparecamp.com/gaming-trends/), because it is important to understand the context at the moment to think about where the gaming trends could go next. 


Power of communities relates to social gaming. It is about emphasizing the belonging to a community or group of friends, which itself is a core need of humans. Social gaming also includes the social media aspect, as nowadays there are social media communities in most games (https://influencermarketinghub.com/social-media-trends/) and social media platforms to connect with other gamers. 


Sustainable and responsible gaming is a growing trend. People want to feel good about their choices and actions, and playing for the common good is an easy way to have an impact while having fun.  Our goal is to create something that helps with that problem by having a purpose-driven game with a mission to solve climate issue.  


Personalized experiences in gaming is an interesting and important future trend that can be supported through technology. Personalizing experiences is not only about enhancing ones enjoyable experience and about captivating the player, it is also about inclusion. Gaming community is growing and more needs need to be taken into consideration so that everyone are able to participate in social impact gaming and bring their effort and ideas to the table. One interesting technology trend in this field of personalization is the use of advanced technologies such as virtual and augmented reality as well technologies that react to the gamers physical reactions and emotions changing the settings according to needs. These advanced technologies can be used to enhance the enjoyable and captivating experience as well as welcoming all players to participate by supporting natural interaction as one way of playing (no need to be quick at typing or clicking a mouse). 

 

For our work the most potential trend might be about sustainable and purpose driven gaming as well as trends about gaming communities and social gaming. The sticky note “Reward” is also an important one because the reward will be the strongest motivator for gamers to act. These all will affect on user’s motivation and are in a key role in our project.  The advanced technology trends in gaming would be a great option to include into our future iteration design.



Short summary of each team member’s contribution/tasks since the last post 


Aura was responsible for the trend map and its explanations.

 

Omar explored ISO standards with Ella.


Annika explored trends and research papers. She iterated the trends mapping.

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7. Interactions, modalities and technologies

1. Intro to our world and the problem at hand