725,568 research outputs found

    Enhancing Validity and Reliability Through Feedback-Driven Exploration: A Study in the Context of Conjoint Analysis

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    This study proposes a research design for the enhancement of validity and reliability in conjoint analysis research. For this purpose, we are applying the concept of feedback-driven exploration to conjoint analysis and assess the proposed research design concerning its benefits and limitations in respect of validity and reliability of results. The article is of interest for the field of preference elicitation through stated preference methods, and for model validation in transdisciplinary research. By applying the principle of feedback-driven exploration, we allow for feedback loops between researchers, industry experts and survey participants in order to strengthen both validity and reliability. A multi-case study of the agricultural markets in Switzerland illustrates the functioning of the proposed research design. We find that feedback-driven exploration significantly increases validity and reliability by enhancing methodological rigor and implementing an error-correcting mechanism. Additionally, a better understanding of the underlying decision processes is supported by the design due to increased interaction between researchers, industry experts and market participant

    Designing Personally Relevant Avatars for Digital Health Interventions: The Biocultural Perspective of Presence

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    Digital health interventions (DHIs) show great promise in empowering patients to take positive action toward their self-care by helping them with chronic disease self-management efforts. However, problematic user engagement with DHIs is a key issue preventing the full realization of DHI benefits. DHI design issues, such as lack of personal relevance, can negatively impact user engagement and consequently prevent patients from entering the empowerment process. The literature recognizes that avatars can be used to assimilate a self-concept during human-computer interaction and enhance personal relevance through self-presence. Yet, little is known about designing avatars to achieve self-presence in the context of digital health. This paper reports the results of a design science research study that explores key design elements that can facilitate a personal connection between users and technology by inducing self-presence through avatars. This study has implications for the theory-driven design of DHI to engage users with chronic conditions

    FlexiWall - The design and development of a prototype system that integrates Internet of Things (IoT) technologies, architecture and mobile interaction

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    In this paper we present the final step of our Internet of Things (IoT) project called FlexiWall. On an overall level, FlexiWall is a fully working prototype system in the form of an interactive wall element that demonstrates how IoT technologies can be seamlessly integrated in our built environment. In this paper we present the background and the design of the FlexiWall prototype, and we suggest that the FlexiWall prototype demonstrate how Internet of Things (IoT) technologies can be embedded in the everyday architecture of a building as an ambient information display, or as an embedded surface for interaction. Further on, we suggest that FlexiWall works as an illustration of how technologies can be seamlessly embedded in our everyday environments, how it materializes interaction in our built environment, and how the Internet of Things open up new opportunities for systems design the ranges from mobile solutions, to embedded solutions, to interaction across mobile and embedded systems in these new environments. In short and if now directing our attention to the design part of our project as reported in this paper we view the FlexiWall prototype as an interactive, flexible, and wood-based wall element that can bend as to form the light that shines through it as to display different patterns. As such, FlexiWall illustrates a novel ambient display that can be fully embedded in the architecture of a building. We present the background of this design project, including our method that rely on a concept-driven approach to interaction design, and we also present how we draw on theories of light design in architecture in the design of FlexiWall. Further on, we present how our work is related to some existing work in this area, and we present the design and implementation of this interactive wall. Having presented this project we discuss how our work adds to the current body of research within the area of the Internet of Things and mobile interaction with embedded systems before concluding the paper

    Model-driven design, simulation and implementation of service compositions in COSMO

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    The success of software development projects to a large extent depends on the quality of the models that are produced in the development process, which in turn depends on the conceptual and practical support that is available for modelling, design and analysis. This paper focuses on model-driven support for service-oriented software development. In particular, it addresses how services and compositions of services can be designed, simulated and implemented. The support presented is part of a larger framework, called COSMO (COnceptual Service MOdelling). Whereas in previous work we reported on the conceptual support provided by COSMO, in this paper we proceed with a discussion of the practical support that has been developed. We show how reference models (model types) and guidelines (design steps) can be iteratively applied to design service compositions at a platform independent level and discuss what tool support is available for the design and analysis during this phase. Next, we present some techniques to transform a platform independent service composition model to an implementation in terms of BPEL and WSDL. We use the mediation scenario of the SWS challenge (concerning the establishment of a purchase order between two companies) to illustrate our application of the COSMO framework

    Biosensing and Actuation—Platforms Coupling Body Input-Output Modalities for Affective Technologies

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    Research in the use of ubiquitous technologies, tracking systems and wearables within mental health domains is on the rise. In recent years, affective technologies have gained traction and garnered the interest of interdisciplinary fields as the research on such technologies matured. However, while the role of movement and bodily experience to affective experience is well-established, how to best address movement and engagement beyond measuring cues and signals in technology-driven interactions has been unclear. In a joint industry-academia effort, we aim to remodel how affective technologies can help address body and emotional self-awareness. We present an overview of biosignals that have become standard in low-cost physiological monitoring and show how these can be matched with methods and engagements used by interaction designers skilled in designing for bodily engagement and aesthetic experiences. Taking both strands of work together offers unprecedented design opportunities that inspire further research. Through first-person soma design, an approach that draws upon the designer’s felt experience and puts the sentient body at the forefront, we outline a comprehensive work for the creation of novel interactions in the form of couplings that combine biosensing and body feedback modalities of relevance to affective health. These couplings lie within the creation of design toolkits that have the potential to render rich embodied interactions to the designer/user. As a result we introduce the concept of “orchestration”. By orchestration, we refer to the design of the overall interaction: coupling sensors to actuation of relevance to the affective experience; initiating and closing the interaction; habituating; helping improve on the users’ body awareness and engagement with emotional experiences; soothing, calming, or energising, depending on the affective health condition and the intentions of the designer. Through the creation of a range of prototypes and couplings we elicited requirements on broader orchestration mechanisms. First-person soma design lets researchers look afresh at biosignals that, when experienced through the body, are called to reshape affective technologies with novel ways to interpret biodata, feel it, understand it and reflect upon our bodies

    Tracing the Scenarios in Scenario-Based Product Design: a study to support scenario generation

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    Scenario-based design originates from the human-computer interaction and\ud software engineering disciplines, and continues to be adapted for product development. Product development differs from software development in the former’s more varied context of use, broader characteristics of users and more tangible solutions. The possible use of scenarios in product design is therefore broader and more challenging. Existing design methods that involve scenarios can be employed in many different stages of the product design process. However, there is no proficient overview that discusses a\ud scenario-based product design process in its full extent. The purposes of creating scenarios and the evolution of scenarios from their original design data are often not obvious, although the results from using scenarios are clearly visible. Therefore, this paper proposes to classify possible scenario uses with their purpose, characteristics and supporting design methods. The classification makes explicit different types of scenarios and their relation to one another. Furthermore, novel scenario uses can be referred or added to the classification to develop it in parallel with the scenario-based design\ud practice. Eventually, a scenario-based product design process could take inspiration for creating scenarios from the classification because it provides detailed ï»żcharacteristics of the scenario

    Refinement of SDBC Business Process Models Using ISDL

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    Aiming at aligning business process modeling and software specification, the SDBC approach considers a multi-viewpoint modeling where static, dynamic, and data business process aspect models have to be mapped adequately to corresponding static, dynamic, and data software specification aspect models. Next to that, the approach considers also a business process modeling viewpoint which concerns real-life communication and coordination issues, such as meanings, intentions, negotiations, commitments, and obligations. Hence, in order to adequately align communication and dynamic aspect models, SDBC should use at least two modeling techniques. However, the transformation between two techniques unnecessarily complicates the modeling process. Next to that, different techniques use different modeling formalisms whose reflection sometimes causes limitations. For this reason, we explore in the current paper the value which the (modeling) language ISDL could bring to SDBC in the alignment of communication and behavioral (dynamic) business process aspect models; ISDL can usefully refine dynamic process models. Thus, it is feasible to expect that ISDL can complement the SDBC approach, allowing refinement of dynamic business process aspect models, by adding communication and coordination actions. Furthermore, SDBC could benefit from ISDL-related methods assessing whether a realized refinement conforms to the original process model. Our studies in the paper are supported by an illustrative example

    The Cognitive Atlas: Employing Interaction Design Processes to Facilitate Collaborative Ontology Creation

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    The Cognitive Atlas is a collaborative knowledge-building project that aims to develop an ontology that characterizes the current conceptual framework among researchers in cognitive science and neuroscience. The project objectives from the beginning focused on usability, simplicity, and utility for end users. Support for Semantic Web technologies was also a priority in order to support interoperability with other neuroscience projects and knowledge bases. Current off-the-shelf semantic web or semantic wiki technologies, however, do not often lend themselves to simple user interaction designs for non-technical researchers and practitioners; the abstract nature and complexity of these systems acts as point of friction for user interaction, inhibiting usability and utility. Instead, we take an alternate interaction design approach driven by user centered design processes rather than a base set of semantic technologies. This paper reviews the initial two rounds of design and development of the Cognitive Atlas system, including interactive design decisions and their implementation as guided by current industry practices for the development of complex interactive systems

    Why not empower knowledge workers and lifelong learners to develop their own environments?

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    In industrial and educational practice, learning environments are designed and implemented by experts from many different fields, reaching from traditional software development and product management to pedagogy and didactics. Workplace and lifelong learning, however, implicate that learners are more self-motivated, capable, and self-confident in achieving their goals and, consequently, tempt to consider that certain development tasks can be shifted to end-users in order to facilitate a more flexible, open, and responsive learning environment. With respect to streams like end-user development and opportunistic design, this paper elaborates a methodology for user-driven environment design for action-based activities. Based on a former research approach named 'Mash-Up Personal Learning Environments'(MUPPLE) we demonstrate how workplace and lifelong learners can be empowered to develop their own environment for collaborating in learner networks and which prerequisites and support facilities are necessary for this methodology
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