32,463 research outputs found

    The role of boundary objects in the co-evolution of design and use: the KMP project experimentation

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    Nowadays, it is widely recognized that an ICT tool cannot be built without knowing who will use it and what they will do with. In this perspective, Human-Computer Interaction community (Carroll, 1990; Jarke, Tung Bui and Carroll, 1998; Young and Barnard, 1987; Young and al., 1989) developed a scenario-based approach contrasting with the traditional information system design. The scenario describes an existing or envisioned system from the perspective of one or more users and includes a narration of their goals, plans and reactions (Rosson and Carroll, 2002). As a result, design is founded on the use of scenarios as a central representation for the analysis and design of use. The scenario-based design appears to be a first step in the integration of users in the design of ICT tool. However, we would like to underline in this paper a more active role of users in the design process. According to Orlikowski (2000) while a technology can be seen to have been constructed with particular materials and inscribed with developers' assumptions and knowledge about the world at a point in time, it is only when this technology is used in recurrent social practices that it can be said to structure user's action. The use of technology in recurrent social practices must be considered because how technological properties will for the moment be used or appropriate is not inherent or predetermined. Finally, this approach leads us to dissociate the designers' world from the users' world. In this perspective, the design project is the result of the co-evolution and the convergence of both worlds: on the one hand, the world of design and a first integration of users by scenarios; on the other hand, the world of users where innovation is the art of interesting an increasing number of allies who will make the world of design stronger and stronger. The objective of this paper is to understand the mechanisms of interaction between the world of design and that of users i.e. between loops of co-design and loops of uses. Indeed, according to Akrich, Callon and Latour (1988) we adopt a whirlwind model of innovation. In this perspective, “innovation continuously transforms itself according to the trials to which it is submitted i.e. of the “interessements” tried out » (Akrich and al., 2002: 7). We will demonstrate that the key success of an innovation depends on the co-evolution and convergence of design and use around boundary objects developed during this process (see Figure 1). More specifically, we will show the role of boundary objects on the integration and on the involvement of users in the design process. In order to do so, we carried out an empirical research – the Knowledge Management Platform project - located in the scientific park of Sophia Antipolis (Alpes-Maritimes, France), focusing on the Telecom Valley® (TV) association which gathers the main actors of the Sophia Antipolis Telecom cluster. Indeed, the KMP project aims to build a semantic web service of competencies in order to enhance exchange and combination dynamics of knowledge within the Telecom cluster thanks to an interactive mapping of competencies. This paper will comprise three parts: Based on the researches of Akrich, Callon and Latour (1988), Hatchuel and Mollet (1986), Orlikowski (2000), Romme and Endenburg (2006) we will identify and analyse in a first part the process of design. The combination of these approaches leads us to distinguish the design' world from the users' world. In this perspective, the success of an innovation may be explained by the co-evolution and the convergence of these two worlds. In this process, we suggest that boundary objects play a key role in the convergence of these two worlds. We will present in a second part the empirical study of the KMP project within the TV network. The KMP project involved researchers from socio-economic sciences (GREDEG Laboratory, UNSA-CNRS, Rodige and Latapses teams), cognitive sciences and artificial intelligence (INRIA, Acacia team), telecommunications (GET) and users (TV) for a total force of 187 men per month for a two-year period (2003-2005). At this present time this project is being set up in a pre-industrialization phase, supported by TV and the PACA region. Here, we will analyse the specific process of design experimented by KMP. Finally, the third part discusses the role of boundary objects in the KMP experimentation. In this part, we will show the evolution of boundary objects during the loops of design. More specifically, the focus will be on the emergence of compromises between designers and users, their materialisation in boundary objects and finally their evolution during the design' process.boundary objects, IS development, actor network theory

    Designing intelligent computer‐based simulations: A pragmatic approach

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    This paper examines the design of intelligent multimedia simulations. A case study is presented which uses an approach based in part on intelligent tutoring system design to integrate formative assessment into the learning of clinical decision‐making skills for nursing students. The approach advocated uses a modular design with an integrated intelligent agent within a multimedia simulation. The application was created using an object‐orientated programming language for the multimedia interface (Delphi) and a logic‐based interpreted language (Prolog) to create an expert assessment system. Domain knowledge is also encoded in a Windows help file reducing some of the complexity of the expert system. This approach offers a method for simplifying the production of an intelligent simulation system. The problems developing intelligent tutoring systems are examined and an argument is made for a practical approach to developing intelligent multimedia simulation systems

    An Integrative Design Methodology to Support an Inter-Organizational Knowledge Management Solution

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    Design research develops knowledge to respond to real-world challenges and solve authentic problems. In this paper, we adopt a pragmatic and semantic design approach to combine the best of two separate design discourses: the discourse about developing science-based design rules and the discourse on user-centered, participative, and experience-based design. We develop a methodology that combines both discourses and perspectives. Subsequently, this methodology is illustrated by means of a case study of designing and developing a portal for mapping competencies in the multi-stakeholder environment of an IT cluster. This case study suggests design research can become more effective if it adopts a deliberate focus on articulating design rules as well as engaging users in trying out prototypes, to create artifacts that support and drive the dialogue between user-practitioners and design-oriented researchers

    A Competency Mapping for Educational Institution: Expert System Approach

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    This paper presents the development of expert system to assist in the operation of competence management in educational institution. The knowledge based consists of a rule-based expert system for the competence management and subsequent performance assessment. It is generally recognized that an expert system can cope with many of the common problems relative with the operation and control of the competence management process. In this work an expert system is developed which emphasize on various steps involved in the competence management process. The knowledge acquisition to develop this expert system involved an exhaustive literature review on competence management operation and interviews with experienced deans and the competence managers. The development tool for this system is an expert system shell

    Generic semantics-based task-oriented dialogue system framework for human-machine interaction in industrial scenarios

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    285 p.En Industria 5.0, los trabajadores y su bienestar son cruciales en el proceso de producción. En estecontexto, los sistemas de diálogo orientados a tareas permiten que los operarios deleguen las tareas mássencillas a los sistemas industriales mientras trabajan en otras más complejas. Además, la posibilidad deinteractuar de forma natural con estos sistemas reduce la carga cognitiva para usarlos y genera aceptaciónpor parte de los usuarios. Sin embargo, la mayoría de las soluciones existentes no permiten unacomunicación natural, y las técnicas actuales para obtener dichos sistemas necesitan grandes cantidadesde datos para ser entrenados, que son escasos en este tipo de escenarios. Esto provoca que los sistemas dediálogo orientados a tareas en el ámbito industrial sean muy específicos, lo que limita su capacidad de sermodificados o reutilizados en otros escenarios, tareas que están ligadas a un gran esfuerzo en términos detiempo y costes. Dados estos retos, en esta tesis se combinan Tecnologías de la Web Semántica contécnicas de Procesamiento del Lenguaje Natural para desarrollar KIDE4I, un sistema de diálogo orientadoa tareas semántico para entornos industriales que permite una comunicación natural entre humanos ysistemas industriales. Los módulos de KIDE4I están diseñados para ser genéricos para una sencillaadaptación a nuevos casos de uso. La ontología modular TODO es el núcleo de KIDE4I, y se encarga demodelar el dominio y el proceso de diálogo, además de almacenar las trazas generadas. KIDE4I se haimplementado y adaptado para su uso en cuatro casos de uso industriales, demostrando que el proceso deadaptación para ello no es complejo y se beneficia del uso de recursos

    Knowledge-based control of an adaptive interface

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    The analysis, development strategy, and preliminary design for an intelligent, adaptive interface is reported. The design philosophy couples knowledge-based system technology with standard human factors approaches to interface development for computer workstations. An expert system has been designed to drive the interface for application software. The intelligent interface will be linked to application packages, one at a time, that are planned for multiple-application workstations aboard Space Station Freedom. Current requirements call for most Space Station activities to be conducted at the workstation consoles. One set of activities will consist of standard data management services (DMS). DMS software includes text processing, spreadsheets, data base management, etc. Text processing was selected for the first intelligent interface prototype because text-processing software can be developed initially as fully functional but limited with a small set of commands. The program's complexity then can be increased incrementally. The intelligent interface includes the operator's behavior and three types of instructions to the underlying application software are included in the rule base. A conventional expert-system inference engine searches the data base for antecedents to rules and sends the consequents of fired rules as commands to the underlying software. Plans for putting the expert system on top of a second application, a database management system, will be carried out following behavioral research on the first application. The intelligent interface design is suitable for use with ground-based workstations now common in government, industrial, and educational organizations

    Personalizing Access to Learning Networks

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    A note on organizational learning and knowledge sharing in the context of communities of practice

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    Please, cite this publication as: Antonova, A. & Gourova, E. (2006). A note on organizational learning and knowledge sharing in the context of communities of practice. Proceedings of International Workshop in Learning Networks for Lifelong Competence Development, TENCompetence Conference. September 12th, Sofia, Bulgaria: TENCompetence. Retrieved June 30th, 2006, from http://dspace.learningnetworks.orgThe knowledge management (KM) literature emphasizes the impact of human factors for successful implementation of KM within the organization. Isolated initiatives for promoting learning organization and team collaboration, without taking consideration of the knowledge sharing limitations and constraints can defeat further development of KM culture. As an effective instrument for knowledge sharing, communities of practice (CoP) are appearing to overcome these constraints and to foster human collaboration.This work has been sponsored by the EU project TENCompetenc

    From collaborative virtual research environment SOA to teaching and learning environment SOA

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    This paper explores the extension of the CORE VRE SOA to a collaborative virtual teaching and learning environment (CVTLE) SOA. Key points are brought up to date from a number of projects researching and developing a CVTLE and its component services. Issues remain: there are few implementations of the key services needed to demonstrate the CVTLE concept; there are questions about the feasibility of such an enterprise; there are overlapping standards; questions about the source and use of user profile data remain difficult to answer; as does the issue of where and how to coordinate, control, and monitor such a teaching and learning syste
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