123,715 research outputs found

    Findings from the Workshop on User-Centered Design of Language Archives

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    This white paper describes findings from the workshop on User-Centered Design of Language Archives organized in February 2016 by Christina Wasson (University of North Texas) and Gary Holton (University of Hawai‘i at Mānoa). It reviews relevant aspects of language archiving and user-centered design to construct the rationale for the workshop, relates key insights produced during the workshop, and outlines next steps in the larger research trajectory initiated by this workshop. The purpose of this white paper is to make all of the findings from the workshop publicly available in a short time frame, and without the constraints of a journal article concerning length, audience, format, and so forth. Selections from this white paper will be used in subsequent journal articles. So much was learned during the workshop; we wanted to provide a thorough documentation to ensure that none of the key insights would be lost. We consider this document a white paper because it provides the foundational insights and initial conceptual frameworks that will guide us in our further research on the user-centered design of language archives. We hope this report will be useful to members of all stakeholder groups seeking to develop user-centered designs for language archives.U.S. National Science Foundation Documenting Endangered Languages Program grants BCS-1543763 and BCS-1543828

    Why Your Academic Library Needs a Popular Reading Collection Now More Than Ever

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    Do popular reading materials belong in college and university libraries? Although some librarians think not, others believe there are compelling reasons for including them. The trend towards user-focused libraries, the importance of attracting patrons to libraries in the age of the Internet, and, most importantly, the need to promote literacy at a time when it has reached its lowest levels are all reasons why academic librarians are reconsidering their ideas about popular reading materials. Librarians who decide to implement a leisure reading collection should consider a number of key issues

    Multiple perspectives of design thinking in business education

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    Business education leaders have expressed interest in learning more about design and design thinking and their contributions to better problem framing, problem solving and to generating new solutions. Many business schools have engaged in educational programs with students from multiple disciplines, applying design thinking to business problems around workplace issues. This paper investigates a range of educational programs that teach design thinking to students in business education, at undergraduate and postgraduate levels around the world. We identify four patterns of program delivery that are emerging: human-centered design, integrative thinking, design management and design as strategy and discuss contributions from each. We expect that these four patterns of program delivery will continue and predict an increasing focus on programs around design as strategy in the near future

    A New Consumerism: The influence of social technologies on product design

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    Social media has enabled a new style of consumerism. Consumers are no longer passive recipients; instead they are assuming active and participatory roles in product design and production, facilitated by interaction and collaboration in virtual communities. This new participatory culture is blurring the boundaries between the specific roles of designer, consumer and producer, creating entrepreneurial opportunities for designers, and empowering consumers to influence product strategies. Evolving designer-consumer interactions are enabling an enhanced model of co-production, through a value-adding social exchange that is driving changes in consumer behaviour and influencing both product strategies and design practice. The consumer is now a knowledgeable participant, or prosumer, who can contribute to user–centered research through crowd sourcing, collaborate and co-create through open-source or open-innovation platforms, assist creative endeavors by pledging venture capital through crowd funding and advocate the product in blogs and forums. Social media- enabled product implementation strategies working in conjunction with digital production technologies (e.g. additive manufacture), enable consumer-directed adaptive customisation, product personalisation, and self-production, with once passive consumers becoming product produsers. Not only is social media driving unprecedented consumer engagement and significant behavioural change, it is emerging as a major enabler of design entrepreneurship, creating new collaborative opportunities. Innovative processes in design practice are emerging, such as the provision of digital artifacts and customisable product frameworks, rather than standardised manufactured solutions. This paper examines the influence of social media-enabled product strategies on the methodology of the next generation of product designers, and discusses the need for an educational response

    Building Open Educational Resources from the Ground Up: South Africa's Free High School Science Texts

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    This paper presents a case study of the development of the South African project Free High School Science Texts (FHSST), an initiative to develop a free high school science text for all teachers and learners in South Africa. The goals of the case study were two-fold: to examine and analyze the practices associated with the successes and challenges encountered by FHSST; and to encourage a participatory, analytical process that will assist other open education projects in thinking about and sharing their practices, processes, and strategies. Beyond its implications for South African education, the FHSST project can serve as a model for peer production of open content, offering insights into planning and decision making around 1) recruiting volunteers; 2) sustaining their participation; 3) using technology to create effective workflow; 4) conducting hackathons; and 5) facilitating teacher trials. Findings from this study offers insights into overall approaches and goals that may prove instrumental across open education projects, serving as a reference for development of assessment tools and resources that may assist open education projects in tracking, sharing, and advancing their learnings and success

    Transdisciplinarity seen through Information, Communication, Computation, (Inter-)Action and Cognition

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    Similar to oil that acted as a basic raw material and key driving force of industrial society, information acts as a raw material and principal mover of knowledge society in the knowledge production, propagation and application. New developments in information processing and information communication technologies allow increasingly complex and accurate descriptions, representations and models, which are often multi-parameter, multi-perspective, multi-level and multidimensional. This leads to the necessity of collaborative work between different domains with corresponding specialist competences, sciences and research traditions. We present several major transdisciplinary unification projects for information and knowledge, which proceed on the descriptive, logical and the level of generative mechanisms. Parallel process of boundary crossing and transdisciplinary activity is going on in the applied domains. Technological artifacts are becoming increasingly complex and their design is strongly user-centered, which brings in not only the function and various technological qualities but also other aspects including esthetic, user experience, ethics and sustainability with social and environmental dimensions. When integrating knowledge from a variety of fields, with contributions from different groups of stakeholders, numerous challenges are met in establishing common view and common course of action. In this context, information is our environment, and informational ecology determines both epistemology and spaces for action. We present some insights into the current state of the art of transdisciplinary theory and practice of information studies and informatics. We depict different facets of transdisciplinarity as we see it from our different research fields that include information studies, computability, human-computer interaction, multi-operating-systems environments and philosophy.Comment: Chapter in a forthcoming book: Information Studies and the Quest for Transdisciplinarity - Forthcoming book in World Scientific. Mark Burgin and Wolfgang Hofkirchner, Editor

    Design and design thinking in business and management education and development

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    Design and design thinking have been identified as making valuable contributions to business and management and the numbers of higher education programs that teach design thinking to business students, managers and executives are growing. However multiple definitions of design thinking and the range of perspectives have created some confusion about potential pathways. This paper examines notions of design and design thinking and uses these definitions to identify themes in higher educational programs. We present the findings from an initial exploratory investigation of design and design thinking in higher education business programs and define four distinct educational approaches around human centred innovation, integrative thinking, design management and design as strategy. Potential directions for management education programs are presented

    Updating the art history curriculum: incorporating virtual and augmented reality technologies to improve interactivity and engagement

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    Master's Project (M.Ed.) University of Alaska Fairbanks, 2017This project investigates how the art history curricula in higher education can borrow from and incorporate emerging technologies currently being used in art museums. Many art museums are using augmented reality and virtual reality technologies to transform their visitors' experiences into experiences that are interactive and engaging. Art museums have historically offered static visitor experiences, which have been mirrored in the study of art. This project explores the current state of the art history classroom in higher education, which is historically a teacher-centered learning environment and the learning effects of that environment. The project then looks at how art museums are creating visitor-centered learning environments; specifically looking at how they are using reality technologies (virtual and augmented) to transition into digitally interactive learning environments that support various learning theories. Lastly, the project examines the learning benefits of such tools to see what could (and should) be implemented into the art history curricula at the higher education level and provides a sample section of a curriculum demonstrating what that implementation could look like. Art and art history are a crucial part of our culture and being able to successfully engage with it and learn from it enables the spread of our culture through digital means and of digital culture

    Interfaces of the Agriculture 4.0

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    The introduction of information technologies in the environmental field is impacting and changing even a traditional sector like agriculture. Nevertheless, Agriculture 4.0 and data-driven decisions should meet user needs and expectations. The paper presents a broad theoretical overview, discussing both the strategic role of design applied to Agri-tech and the issue of User Interface and Interaction as enabling tools in the field. In particular, the paper suggests to rethink the HCD approach, moving on a Human-Decentered Design approach that put together user-technology-environment and the importance of the role of calm technologies as a way to place the farmer, not as a final target and passive spectator, but as an active part of the process to aim the process of mitigation, appropriation from a traditional cultivation method to the 4.0 one
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