11,723 research outputs found

    Complexity, design and culture: convergences for digital experiences

    Get PDF
    The design of digital experiences and sociotechnical solutions in the contemporary society is characterized by increasing complexity. More and more variables are present and unpredictable effects are observed. The complexity of systems calls for increased awareness and problem-solving abilities. In this survey, design in general, and design of the user experience in particular, is positioned in the scope of complexity. Moreover, the design reasoning and methods are framed by culturally determined factors and cognitive styles. This survey aims to converge complexity and complex problem solving, design of the user experience, and cultural variations, reviewing bodies of work to inspire and map interdependencies that shape future challenges in systems and experience design.info:eu-repo/semantics/publishedVersio

    Layered evaluation of interactive adaptive systems : framework and formative methods

    Get PDF
    Peer reviewedPostprin

    The Information Service Evaluation (ISE) Model

    Get PDF
    Information services are an inherent part of our everyday life. Especially since ubiquitous cities are being developed all over the world their number is increasing even faster. They aim at facilitating the production of information and the access to the needed information and are supposed to make life easier. Until today many different evaluation models (among others, TAM, TAM 2, TAM 3, UTAUT and MATH) have been developed to measure the quality and acceptance of these services. Still, they only consider subareas of the whole concept that represents an information service. As a holistic and comprehensive approach, the ISE Model studies five dimensions that influence adoption, use, impact and diffusion of the information service: information service quality, information user, information acceptance, information environment and time. All these aspects have a great impact on the final grading and of the success (or failure) of the service. Our model combines approaches, which study subjective impressions of users (e.g., the perceived service quality), and user-independent, more objective approaches (e.g., the degree of gamification of a system). Furthermore, we adopt results of network economics, especially the "Success breeds success"-principle

    Collaborative Learning with Artificial Intelligence Speakers (CLAIS): Pre-Service Elementary Science Teachers' Responses to the Prototype

    Full text link
    This research aims to demonstrate that AI can function not only as a tool for learning, but also as an intelligent agent with which humans can engage in collaborative learning (CL) to change epistemic practices in science classrooms. We adopted a design and development research approach, following the Analysis, Design, Development, Implementation and Evaluation (ADDIE) model, to prototype a tangible instructional system called Collaborative Learning with AI Speakers (CLAIS). The CLAIS system is designed to have 3-4 human learners join an AI speaker to form a small group, where humans and AI are considered as peers participating in the Jigsaw learning process. The development was carried out using the NUGU AI speaker platform. The CLAIS system was successfully implemented in a Science Education course session with 15 pre-service elementary science teachers. The participants evaluated the CLAIS system through mixed methods surveys as teachers, learners, peers, and users. Quantitative data showed that the participants' Intelligent-Technological, Pedagogical, And Content Knowledge was significantly increased after the CLAIS session, the perception of the CLAIS learning experience was positive, the peer assessment on AI speakers and human peers was different, and the user experience was ambivalent. Qualitative data showed that the participants anticipated future changes in the epistemic process in science classrooms, while acknowledging technical issues such as speech recognition performance and response latency. This study highlights the potential of Human-AI Collaboration for knowledge co-construction in authentic classroom settings and exemplify how AI could shape the future landscape of epistemic practices in the classroom

    Augmented and Virtual Reality for the promotion of the cultural heritage: analysis of museum mission and visitor experience

    Get PDF
    The thesis discusses the role of Augmented and Virtual Reality technology for the promotion of the cultural heritage, considering both the museum mission and the visitor experience. The research framework represents an integration of the Contextual Model of Learning developed in the field of Museum Visitor Studies, and the cultural-historical Activity Theory, so to consider the different human, environmental and technological dimensions that determine the visitor experience. The research includes two studies. The first study is a qualitative investigation performed at the Ara Pacis Museum in Rome, in order to explore the "design for use" and the "design in use", by collecting data through ethnographic methods and analyzing data through the Service Design Thinking methodology. The second study is an investigation of the museum audience performed using an online questionnaire, to complement and validate the results from study 1. The thesis discusses the results related to the technology as engagement factor, the artifacts ecology and the social interaction among visitors

    Proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET 2013)

    Get PDF
    "This book contains the proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET) 2013 which was held on 16.-17.September 2013 in Paphos (Cyprus) in conjunction with the EC-TEL conference. The workshop and hence the proceedings are divided in two parts: on Day 1 the EuroPLOT project and its results are introduced, with papers about the specific case studies and their evaluation. On Day 2, peer-reviewed papers are presented which address specific topics and issues going beyond the EuroPLOT scope. This workshop is one of the deliverables (D 2.6) of the EuroPLOT project, which has been funded from November 2010 – October 2013 by the Education, Audiovisual and Culture Executive Agency (EACEA) of the European Commission through the Lifelong Learning Programme (LLL) by grant #511633. The purpose of this project was to develop and evaluate Persuasive Learning Objects and Technologies (PLOTS), based on ideas of BJ Fogg. The purpose of this workshop is to summarize the findings obtained during this project and disseminate them to an interested audience. Furthermore, it shall foster discussions about the future of persuasive technology and design in the context of learning, education and teaching. The international community working in this area of research is relatively small. Nevertheless, we have received a number of high-quality submissions which went through a peer-review process before being selected for presentation and publication. We hope that the information found in this book is useful to the reader and that more interest in this novel approach of persuasive design for teaching/education/learning is stimulated. We are very grateful to the organisers of EC-TEL 2013 for allowing to host IWEPLET 2013 within their organisational facilities which helped us a lot in preparing this event. I am also very grateful to everyone in the EuroPLOT team for collaborating so effectively in these three years towards creating excellent outputs, and for being such a nice group with a very positive spirit also beyond work. And finally I would like to thank the EACEA for providing the financial resources for the EuroPLOT project and for being very helpful when needed. This funding made it possible to organise the IWEPLET workshop without charging a fee from the participants.
    corecore