176 research outputs found

    Predictive coding I:Introduction

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    Visual Field Map Organization in Human Visual Cortex

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    Supporting Adolescent Metacognition in Engineering Design Through Scripted Prompts from Peer Tutors: A Comparative Case Study

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    In 2013, developers of the Next Generation Science Standards implemented national K -12 directives and elevated engineering design to the level of scientific inquiry. Teaching design, however, is challenging to educators due to the complex nature of design problems, which cannot be solved via simple algorithms. Solving design problems requires a more reflective and iterative approach that emphasizes metacognitive skills like planning, monitoring, and taking another person’s perspective. Educators are further challenged by children’s immature metacognitive skills, which may be insufficient to engage in the entire design process. A qualitative study of paired seventh graders demonstrated a pragmatic learning activity for enhancing adolescent designs during their earliest phases through guided peer interactions with metacognitive prompts. Four distinct interaction styles were observed among the pairs. Each style varied by which verbal and social phenomena were used to make changes. The metacognitive prompts used in the learning activity can be adapted to any design challenge. Furthermore, an additional, exploratory case demonstrated a restructuring of the learning activity in which the metacognitive prompts were generated naturally by the students themselves. The student-generated prompts were design-specific and timely; delivered in the moment when a student was struggling with a design element. The result was a dynamic co-construction and co-ownership of the designs

    Intuitive interaction: Steps towards an integral understanding of the user experience in interaction design

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    A critical review of traditional practices and methodologies demonstrates an underplaying of firstly the role of emotions and secondly aspects of exploration in interaction behaviour in favour of a goal orientated focus in the user experience (UX). Consequently, the UX is a commodity that can be designed, measured, and predicted. An integral understanding of the UX attempts to overcome the rationalistic and instrumental mindset of traditional Human-Computer Interaction (HCI) on several levels. Firstly, the thesis seeks to complement a functional view of interaction with a qualitative one that considers the complexity of emotions. Emotions are at the heart of engagement and connect action irreversibly to the moment it occurs; they are intettwined with cognition, and decision making. Furthermore, they introduce the vague and ambiguous aspects of experience and open it up to potentiality of creation. Secondly, the thesis examines the relationship between purposive and non-purposive user behaviour such as exploration, play and discovery. The integral position proposed here stresses the procedurally relational nature and complexity of interaction experience. This requires revisiting and augmenting key themes of HCI practice such as interactivity and intuitive design. Intuition is investigated as an early and unconscious form of learning, and unstructured browsing discussed as random interaction mechanisms as forms of implicit learning. Interactivity here is the space for user's actions, contributions and creativity, not only in the design process but also during interaction as co-authors of their experiences. Finally, I envisage integral forms of usability methods to embrace the vague and the ambiguous, in order to enrich HCI's vocabulary and design potential. Key readings that inform this position cut across contemporary philosophy, media and interaction studies and professional HCI literature. On a practical level, a series of experimental interaction designs for web-browsing aim to augment the user's experience, and create space for user's intuition
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