User modeling is the subdivision of human–computer interaction which describes the
process of building up and modifying a conceptual understanding of the user. The main goal of user modeling is customization and adaptation of systems to the user's specific needs. The system needs to "say the 'right' thing at the 'right' time in the 'right' way". To do so it needs an internal representation of the user. Another common purpose is modeling specific kinds of users, including modeling of their skills and declarative knowledge, for use in automatic software-tests. User-models can thus serve as a cheaper alternative to user testing but should not replace user testing.
A user model is the collection and categorization of personal data associated with a specific user. A user model is a (data) structure that is used to capture certain characteristics about an individual user, and a is the actual representation in a given user model. The process of obtaining the user profile is called user modeling. Therefore, it is the basis for any adaptive changes to the system's behavior. Which data is included in the model depends on the purpose of the application. It can include personal information such as users' names and ages, their interests, their skills and knowledge, their goals and plans, their preferences and their dislikes or data about their behavior and their interactions with the system.
There are different design patterns for user models, though often a mixture of them is used.
Static user models
Static user models are the most basic kinds of user models. Once the main data is gathered they are normally not changed again, they are static. Shifts in users' preferences are not registered and no learning algorithms are used to alter the model.
Dynamic user models
Dynamic user models allow a more up to date representation of users. Changes in their interests, their learning progress or interactions with the system are noticed and influence the user models. The models can thus be updated and take the current needs and goals of the users into account.
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This course focuses on goal-directed design and interaction design, two subjects treated in depth in the Cooper book (see reference below). To practice these two methods, we propose a design challenge
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