116,423 research outputs found
Artificial Intelligence and Patient-Centered Decision-Making
Advanced AI systems are rapidly making their way into medical research and practice, and, arguably, it is only a matter of time before they will surpass human practitioners in terms of accuracy, reliability, and knowledge. If this is true, practitioners will have a prima facie epistemic and professional obligation to align their medical verdicts with those of advanced AI systems. However, in light of their complexity, these AI systems will often function as black boxes: the details of their contents, calculations, and procedures cannot be meaningfully understood by human practitioners. When AI systems reach this level of complexity, we can also speak of black-box medicine. In this paper, we want to argue that black-box medicine conflicts with core ideals of patient-centered medicine. In particular, we claim, black-box medicine is not conducive for supporting informed decision-making based on shared information, shared deliberation, and shared mind between practitioner and patient
Metamorphosis: Transforming Non-designers into Designers
In this paper we make the case that there is today a growing number of educational settings experiencing challenges when it comes to transforming non-designers into designers, and in particular, interaction designers. We see this development as a consequence of an increased awareness and recognition of what broadly could be labeled as a design perspective. We examine the transformational process, the metamorphosis, by which non-designer students become interaction designers. We identify and describe the barriers that make it difficult for the students to move through this transformational process. We also propose some pedagogical approaches that can reduce the barriers and improve the possibility for the transformation to occur. The approach that we have developed and describe consists of three parts. Based on a fundamental understanding of the nature of design, we have developed (i) a tentative transformational model of how non-designers become interaction designers; (ii) a special kind of conceptual framework used to support students in the transformational process; and (iii) design assignments based on real-world design problems. We end the paper with two conclusions. First we argue that there is a challenge in transforming non-designers into designers, but that it is possible if the educational effort is based on an understanding of design and on the transformational process with its barriers. Finally we argue that the experience of trying to turn non-designers into interaction designers is in itself a valuable research approach. Dealing with non-designer students reveals deep insights about the nature of the design process and makes it possible to better formulate what constitutes a designerly approach.
Keywords
Design, Design education, Pedagogy, HCI</p
Parameter estimation in softmax decision-making models with linear objective functions
With an eye towards human-centered automation, we contribute to the
development of a systematic means to infer features of human decision-making
from behavioral data. Motivated by the common use of softmax selection in
models of human decision-making, we study the maximum likelihood parameter
estimation problem for softmax decision-making models with linear objective
functions. We present conditions under which the likelihood function is convex.
These allow us to provide sufficient conditions for convergence of the
resulting maximum likelihood estimator and to construct its asymptotic
distribution. In the case of models with nonlinear objective functions, we show
how the estimator can be applied by linearizing about a nominal parameter
value. We apply the estimator to fit the stochastic UCL (Upper Credible Limit)
model of human decision-making to human subject data. We show statistically
significant differences in behavior across related, but distinct, tasks.Comment: In pres
Creating Interaction Scenarios With a New Graphical User Interface
The field of human-centered computing has known a major progress these past
few years. It is admitted that this field is multidisciplinary and that the
human is the core of the system. It shows two matters of concern:
multidisciplinary and human. The first one reveals that each discipline plays
an important role in the global research and that the collaboration between
everyone is needed. The second one explains that a growing number of researches
aims at making the human commitment degree increase by giving him/her a
decisive role in the human-machine interaction. This paper focuses on these
both concerns and presents MICE (Machines Interaction Control in their
Environment) which is a system where the human is the one who makes the
decisions to manage the interaction with the machines. In an ambient context,
the human can decide of objects actions by creating interaction scenarios with
a new visual programming language: scenL.Comment: 5th International Workshop on Intelligent Interfaces for
Human-Computer Interaction, Palerme : Italy (2012
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