7,512 research outputs found

    Creativity support at the workplace

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    A user-centred collective system design approach for Smart Product-Service Systems:A case study on fitness product design

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    Emerging technologies have significantly contributed to the evolution of traditional product-service systems (PSS) into smart PSS. This transformation demands a fresh perspective and a more inventive design approach. In response, this study proposes a new User-Centred Collective System Design (CSD) framework and process for Smart PSS design, aiming to enhance stakeholder engagement during the entire design process, thus promoting highly effective and creative design solutions. A case study, titled ‘Next-G Smart Fitness PSS Design’, was carried out to test and implement this approach, contrasting the results of the CSD method with a designer-centred method. The outcomes showed a marked improvement in product novelty and user desirability of the design outcomes when using the proposed design framework. The proposed CSD framework could offer beneficial insights and user-centric viewpoints for practitioners dealing with complex challenges linked to smart PSS design

    Design Frames: A Narrative and Network Approach

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    In today's increasingly interconnected world, we are facing challenges that are unprecedented in complexity and scale. At the same time, there is a growing awareness about the inadequacy and obsolescence of old and "best practice" strategies for solving these vexing challenges. The inadequacy of solutions that work within existing frames of thought has generated a renewed interest in research on problem-solving and creativity. While originally initiated in cognitive psychology, cognitive science, and artificial intelligence, research on the mechanisms underlying the creative process has become a central topic in a variety of other disciplines, such as management, business, and healthcare. As a result, public and private organizations are increasingly turning to designers to bring a fresh perspective to the challenges they are facing. As designers become more engaged in solving large-scale and intricate questions, the need for developing systematic approaches to design and their deployment in both design education and practice becomes more evident. Developing methods that function successfully within design environments requires a thorough understanding of problem-solving approaches in design. In recent years, a growing number of studies have addressed this question by investigating designers' working practices in the lab or in the field. One of the most influential concepts in studying the design process is the constructivist notion of "framing" (SchĂśn, 1983) which suggests that the core activity in the design process is constructing a frame: a perspective or a point of view that allows the designers to tackle a problem in a vague and indefinite design situation. While the frame's concept has been central in studying the design process, its formal definition remains vague and unclear. This dissertation aims to shed new light on the concept of frame by proposing two models for systematically describing their structure. These models can be used to make the frames constructed during the design process more explicit by following their development throughout the design process. Building upon two language-based representation modes (stories and semantic networks), the models employed in this dissertation facilitate the description of frames and the analysis of the design process by tracking the shifts in the content and structure of frames. These models were utilized in three verbal protocol studies to investigate different aspects of framing in design. In these studies, we explored the strategies for managing the multiplicity of the frames (chapter 2), reframing process (chapter 3), and divergent and convergent patterns (chapter 4) during the design process. The contributions of this dissertation are both theoretical and practical. Models and results presented in this dissertation open up new paths future research on the use of framing in design, thereby informing design education and practice. Models presented in this work address the gap in the formal description of frames in the existing literature. The concepts of narrative and network show a flexible way to describe frames that can be utilized to identify and describe frames both qualitatively and quantitatively. On the other hand, the description of frames as a system of stories (narrative model) and concepts (network model) allows the frame to be analyzed on both meta-level (network and narratives) and the component level (concepts and stories). This systematic perspective suggests an interactive analysis of frames in which shifts in the frame level can be traced to the constituent elements of the design process and vice versa.PHDArchitectureUniversity of Michigan, Horace H. Rackham School of Graduate Studieshttp://deepblue.lib.umich.edu/bitstream/2027.42/163057/1/babaks_1.pd

    Explaining Aha! moments in artificial agents through IKE-XAI: Implicit Knowledge Extraction for eXplainable AI

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    During the learning process, a child develops a mental representation of the task he or she is learning. A Machine Learning algorithm develops also a latent representation of the task it learns. We investigate the development of the knowledge construction of an artificial agent through the analysis of its behavior, i.e., its sequences of moves while learning to perform the Tower of Hanoï (TOH) task. The TOH is a well-known task in experimental contexts to study the problem-solving processes and one of the fundamental processes of children’s knowledge construction about their world. We position ourselves in the field of explainable reinforcement learning for developmental robotics, at the crossroads of cognitive modeling and explainable AI. Our main contribution proposes a 3-step methodology named Implicit Knowledge Extraction with eXplainable Artificial Intelligence (IKE-XAI) to extract the implicit knowledge, in form of an automaton, encoded by an artificial agent during its learning. We showcase this technique to solve and explain the TOH task when researchers have only access to moves that represent observational behavior as in human–machine interaction. Therefore, to extract the agent acquired knowledge at different stages of its training, our approach combines: first, a Q-learning agent that learns to perform the TOH task; second, a trained recurrent neural network that encodes an implicit representation of the TOH task; and third, an XAI process using a post-hoc implicit rule extraction algorithm to extract finite state automata. We propose using graph representations as visual and explicit explanations of the behavior of the Q-learning agent. Our experiments show that the IKEXAI approach helps understanding the development of the Q-learning agent behavior by providing a global explanation of its knowledge evolution during learning. IKE-XAI also allows researchers to identify the agent’s Aha! moment by determining from what moment the knowledge representation stabilizes and the agent no longer learns.Region BretagneEuropean Union via the FEDER programSpanish Government Juan de la Cierva Incorporacion - MCIN/AEI IJC2019-039152-IGoogle Research Scholar Gran

    An Academic Conference as a Space for the Formation of Knowledge about Higher Education

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    The article presents the results of an analysis of Polish scientific conferences devoted to problems of higher education. The analysis focuses on two related issues: the intensity of the scientific and conference debate and its detailed subject matter. From a theoretical point ofview, scientific conferences have been included as an element of the dispositif of the university, a discursive system that combines strong regulatory processes with interpretive multiplicity and openness (Maeße & Hamann, 2016; Angermuller, 2010). The results of the study showed: 1) a limited share of scientific conferences in the debate on the reform of higher education, 2) their thematic consolidation, and 3) formations of pedagogization, economization, metaphorization and ethicalization of knowledge about the university as part of conference discourse

    Developing Students’ Creativity through Computer Simulation Based Learning in Quantum Physics Learning

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    ABSTRACT This study aims to analyses the effect of Phet computer simulation to the students' creativity increasing in Quantum Physics Learning. There were 120 students as the subject in physics education department at the Faculty of Mathematics and Natural Sciences of State University of Makassar. A pre-test and post-test creativity experimental design was used during which students were randomly assigned into either the experimental or the control group. Interview sheet, observation sheet, and questionnaire were used to obtain quantitative data. The results of the research indicate that there are significant differences between the experimental group and the control group in terms of creativity. Interview result shown that student whose was learned by computer simulation based learning believes that it helped them to improve their creativity in term of quantum subject. The students in the experimental group showed that they prefer to use learning tool namely software and it can help lecturer in teaching quantum physics. These findings support the idea that the students majoring at physics education should be trained in the use of computer simulations to improve their creativity. This puts a responsibility of the educational authorities for the procurement of computer simulation software to be used in teaching physics and other science subjects in University. KEYWORDS Students’ Creativity, Quantum Physics Learning, Computer Simulation Based Learning Jurnal International Bereputasi terindeks Scopus, Q3 dengan Nilai Sjr:0,209 International Journal of Environmental and Science Education, Vol. 12, No. 8, Oktober 2017, halaman 349-35

    Immersive Telepresence: A framework for training and rehearsal in a postdigital age

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