225,812 research outputs found

    DIGITAL CO-CREATION Digitalization within Service Design : Transformation from analog thinking towards digital doing

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    The German automotive industry has accelerated its digital transformation as OEMs (Original Equipment Manufacturers) moving from car manufacturers towards becoming mobility providers, striving for new mobility solutions like offering Mobility as a Service (MaaS), Electric Vehicles (EVs) and Self-Driving-System (SDS). OEMs focus on expanding their core product-driven businesses to access service-orientated business models, the transformation from ownership towards shared mobility. Considering internal and external factors, this requires a new set of expertise, capabilities and an underlying approach to fulfill the demands in the complexity of human-centered development and front- and backstage alignment within the organization. At the same time, Service Design as a practice has risen in attraction by industry, being recognized and increasingly requested for its integration in the functions and divisions of the organization. The scale of Service Design in influence and impact has reached professional practice, making its way from a trendy buzzword to professional practice of turning complex problems collaboratively into tangible solutions. It is seen as a powerful opportunity for combining Business, Human-Centered Design and Engineering. Service Design establishes new ways of exploring business opportunities towards agile problem-solving but focuses on the ‘doing’ side towards further implementation. The contribution of this industrial-based doctoral thesis shall define how Service Design can be deployed and implemented in the field of organizational transformation and mobility development in the era of digital transformation (Digitalization). This research approach seeks to acquire new knowledge on how the Service Design practice can be applied and executed to be perceived as a practical approach to improve the enterprise’s processes and operating procedures and also provide a strategy to grow Service Design within the organization. This research has followed developing a pilot in a lean start-up approach of build, measure, learn with various business units and brands within the Volkswagen Group, this also implies that this research case study consisted of analyzing the Volkswagen Group needs for Service Design. The ‘10X-Service Design Lab’ (10X-SDL) has been designed as the framework of a combination of modular lab space, facilitation enhanced process, methodological driven tool box, operational model in alignment with a digital workflow and workspace striving for accelerated decision making. It is based on the hypothesis that the proposed framework enhances Service Design practice and, at the same time, it increases its attractiveness for business purposes. The 10X-SDL is designed to accelerate project development in a human-centered and holistic way by an open workspace platform lead by facilitators on which project developers, participants, and stakeholders can digitally co-create products, services, systems, and strategies. This research has been conducted as a case study within the Volkswagen Group from 2015 to 2019 in cooperation with the main partners of Service Innovation Corner (SINCO) of the University of Lapland and visual collaboration software company DEON

    Simulating Humans as Integral Parts of Spacecraft Missions

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    The Collaborative-Virtual Environment Simulation Tool (C-VEST) software was developed for use in a NASA project entitled "3-D Interactive Digital Virtual Human." The project is oriented toward the use of a comprehensive suite of advanced software tools in computational simulations for the purposes of human-centered design of spacecraft missions and of the spacecraft, space suits, and other equipment to be used on the missions. The C-VEST software affords an unprecedented suite of capabilities for three-dimensional virtual-environment simulations with plug-in interfaces for physiological data, haptic interfaces, plug-and-play software, realtime control, and/or playback control. Mathematical models of the mechanics of the human body and of the aforementioned equipment are implemented in software and integrated to simulate forces exerted on and by astronauts as they work. The computational results can then support the iterative processes of design, building, and testing in applied systems engineering and integration. The results of the simulations provide guidance for devising measures to counteract effects of microgravity on the human body and for the rapid development of virtual (that is, simulated) prototypes of advanced space suits, cockpits, and robots to enhance the productivity, comfort, and safety of astronauts. The unique ability to implement human-in-the-loop immersion also makes the C-VEST software potentially valuable for use in commercial and academic settings beyond the original space-mission setting

    Applying a User-centred Approach to Interactive Visualization Design

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    Analysing users in their context of work and finding out how and why they use different information resources is essential to provide interactive visualisation systems that match their goals and needs. Designers should actively involve the intended users throughout the whole process. This chapter presents a user-centered approach for the design of interactive visualisation systems. We describe three phases of the iterative visualisation design process: the early envisioning phase, the global specification hase, and the detailed specification phase. The whole design cycle is repeated until some criterion of success is reached. We discuss different techniques for the analysis of users, their tasks and domain. Subsequently, the design of prototypes and evaluation methods in visualisation practice are presented. Finally, we discuss the practical challenges in design and evaluation of collaborative visualisation environments. Our own case studies and those of others are used throughout the whole chapter to illustrate various approaches

    Teachers as designers of GBL scenarios: Fostering creativity in the educational settings

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    This paper presents a research started in 2010 with the aim of fostering the creativity of teachers through the design of Game-Based Learning scenarios. The research has been carried out involving teachers and trainers in the co-design and implementation of digital games as educational resources. Based on the results grained from the research, this paper highlights successful factors of GBL, as well as constraints and boundaries that the introduction of innovative teaching and learning practices faces within educational settings

    Monetize children's play

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    Digital consumers today consist of much younger generations compared with that of five years ago. Some mobile applications now target users who are even below four years old, and very often, their parents are customers as well. It is challenging for companies to find suitable monetization models for digital products that are children facing due to legal and ethical limitations. Since the content delivery platform has now expanded to different mobile systems, companies are looking for other business models other than advertising for children's products. Innovation is needed from not only the product development perspective, but also the business creation perspective. Design thinking is regarded as the engine of creativity under the environment of extreme ambiguity. This thesis uses design thinking as the methodology to develop a business model for a digital product. Human centered, prototyping driven and positive towards ambiguity mindset goes throughout the case study. The monetization model developed from this thesis can be used as a tool for companies that focus on children's user experience as well as parent's willingness to pay. It takes into consideration of parenting style and children's usage behaviors. By clustering different types of users, companies can identify their key customers easily, meanwhile tailoring their strategies for different customer clusters. In addition, the business creation journey is generalized in the end of the thesis as "the innovative business design process". It starts from the human-centric angle, takes into account of the contemporary technology development process, and integrates practices from different domains

    Mobile Life: A Research Foundation for Mobile Services

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    The telecom and IT industry is now facing the challenge of a second IT-revolution, where the spread of mobile and ubiquitous services will have an even more profound effect on commercial and social life than the recent Internet revolution. Users will expect services that are unique and fully adapted for the mobile setting, which means that the roles of the operators will change, new business models will be required, and new methods for developing and marketing services have to be found. Most of all, we need technology and services that put people at core. The industry must prepare to design services for a sustainable web of work, leisure and ubiquitous technology we can call the mobile life. In this paper, we describe the main components of a research agenda for mobile services, which is carried out at the Mobile Life Center at Stockholm University. This research program takes a sustainable approach to research and development of mobile and ubiquitous services, by combining a strong theoretical foundation (embodied interaction), a welldefined methodology (user-centered design) and an important domain with large societal importance and commercial potential (mobile life). Eventually the center will create an experimental mobile services ecosystem, which will serve as an open arena where partners from academia and industry can develop our vision an abundant future marketplace for future mobile servíces

    Activity-Centric Computing Systems

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    • Activity-Centric Computing (ACC) addresses deep-rooted information management problems in traditional application centric computing by providing a unifying computational model for human goal-oriented ‘activity,’ cutting across system boundaries. • We provide a historical review of the motivation for and development of ACC systems, and highlight the need for broadening up this research topic to also include low-level system research and development. • ACC concepts and technology relate to many facets of computing; they are relevant for researchers working on new computing models and operating systems, as well as for application designers seeking to incorporate these technologies in domain-specific applications

    Student-Centered Learning: Functional Requirements for Integrated Systems to Optimize Learning

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    The realities of the 21st-century learner require that schools and educators fundamentally change their practice. "Educators must produce college- and career-ready graduates that reflect the future these students will face. And, they must facilitate learning through means that align with the defining attributes of this generation of learners."Today, we know more than ever about how students learn, acknowledging that the process isn't the same for every student and doesn't remain the same for each individual, depending upon maturation and the content being learned. We know that students want to progress at a pace that allows them to master new concepts and skills, to access a variety of resources, to receive timely feedback on their progress, to demonstrate their knowledge in multiple ways and to get direction, support and feedback from—as well as collaborate with—experts, teachers, tutors and other students.The result is a growing demand for student-centered, transformative digital learning using competency education as an underpinning.iNACOL released this paper to illustrate the technical requirements and functionalities that learning management systems need to shift toward student-centered instructional models. This comprehensive framework will help districts and schools determine what systems to use and integrate as they being their journey toward student-centered learning, as well as how systems integration aligns with their organizational vision, educational goals and strategic plans.Educators can use this report to optimize student learning and promote innovation in their own student-centered learning environments. The report will help school leaders understand the complex technologies needed to optimize personalized learning and how to use data and analytics to improve practices, and can assist technology leaders in re-engineering systems to support the key nuances of student-centered learning

    Кибербезопасность в образовательных сетях

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    The paper discusses the possible impact of digital space on a human, as well as human-related directions in cyber-security analysis in the education: levels of cyber-security, social engineering role in cyber-security of education, “cognitive vaccination”. “A Human” is considered in general meaning, mainly as a learner. The analysis is provided on the basis of experience of hybrid war in Ukraine that have demonstrated the change of the target of military operations from military personnel and critical infrastructure to a human in general. Young people are the vulnerable group that can be the main goal of cognitive operations in long-term perspective, and they are the weakest link of the System.У статті обговорюється можливий вплив цифрового простору на людину, а також пов'язані з людиною напрямки кібербезпеки в освіті: рівні кібербезпеки, роль соціального інжинірингу в кібербезпеці освіти, «когнітивна вакцинація». «Людина» розглядається в загальному значенні, головним чином як та, що навчається. Аналіз надається на основі досвіду гібридної війни в Україні, яка продемонструвала зміну цілей військових операцій з військовослужбовців та критичної інфраструктури на людину загалом. Молодь - це вразлива група, яка може бути основною метою таких операцій в довгостроковій перспективі, і вони є найслабшою ланкою системи.В документе обсуждается возможное влияние цифрового пространства на человека, а также связанные с ним направления в анализе кибербезопасности в образовании: уровни кибербезопасности, роль социальной инженерии в кибербезопасности образования, «когнитивная вакцинация». «Человек» рассматривается в общем смысле, в основном как ученик. Анализ представлен на основе опыта гибридной войны в Украине, которая продемонстрировала изменение цели военных действий с военного персонала и критической инфраструктуры на человека в целом. Молодые люди являются уязвимой группой, которая может быть главной целью когнитивных операций в долгосрочной перспективе, и они являются самым слабым звеном Систем
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