25,821 research outputs found

    Why not empower knowledge workers and lifelong learners to develop their own environments?

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    In industrial and educational practice, learning environments are designed and implemented by experts from many different fields, reaching from traditional software development and product management to pedagogy and didactics. Workplace and lifelong learning, however, implicate that learners are more self-motivated, capable, and self-confident in achieving their goals and, consequently, tempt to consider that certain development tasks can be shifted to end-users in order to facilitate a more flexible, open, and responsive learning environment. With respect to streams like end-user development and opportunistic design, this paper elaborates a methodology for user-driven environment design for action-based activities. Based on a former research approach named 'Mash-Up Personal Learning Environments'(MUPPLE) we demonstrate how workplace and lifelong learners can be empowered to develop their own environment for collaborating in learner networks and which prerequisites and support facilities are necessary for this methodology

    Exploring Research through Design in Animal-Computer Interaction

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    This paper explores Research through Design (RtD) as a potential methodology for developing new interactive experiences for animals. We present an example study from an on-going project and examine whether RtD offers an appropriate framework for developing knowledge in the context of Animal-Computer Interaction, as well as considering how best to document such work. We discuss the design journey we undertook to develop interactive systems for captive elephants and the extent to which RtD has enabled us to explore concept development and documentation of research. As a result of our explorations, we propose that particular aspects of RtD can help ACI researchers gain fresh perspectives on the design of technology-enabled devices for non-human animals. We argue that these methods of working can support the investigation of particular and complex situations where no idiomatic interactions yet exist, where collaborative practice is desirable and where the designed objects themselves offer a conceptual window for future research and development

    A holistic approach to enhance the use of neglected and underutilized species: the case of Andean grains in Bolivia and Peru

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    The IFAD-NUS project, implemented over the course of a decade in two phases, represents the first UN-supported global effort on neglected and underutilized species (NUS). This initiative, deployed and tested a holistic and innovative value chain framework using multi-stakeholder, participatory, inter-disciplinary, pro-poor gender- and nutrition-sensitive approaches. The project has been linking aspects often dealt with separately by R&D, such as genetic diversity, selection, cultivation, harvest, value addition, marketing, and final use, with the goal to contribute to conservation, better incomes, and improved nutrition and strengthened livelihood resilience. The project contributed to the greater conservation of Andean grains and their associated indigenous knowledge, through promoting wider use of their diversity by value chain actors, adoption of best cultivation practices, development of improved varieties, dissemination of high quality seed, and capacity development. Reduced drudgery in harvest and postharvest operations, and increased food safety were achieved through technological innovations. Development of innovative food products and inclusion of Andean grains in school meal programs is projected to have had a positive nutrition outcome for targeted communities. Increased income was recorded for all value chain actors, along with strengthened networking skills and self-reliance in marketing. The holistic approach taken in this study is advocated as an effective strategy to enhance the use of other neglected and underutilized species for conservation and livelihood benefits

    Taking real-life seriously : an approach to decomposing context beyond 'environment' in living labs

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    The maturity of Living Labs has grown and several researchers have tried to create a uniform definition of what Living Labs are by emphasizing the multi-method and real-life, contextual approach. Although researchers thus recognize the importance of context in Living Labs, they do not provide insights into how context can be taken into account. The real-life context predominantly focuses on the in-situ use of a product during field trials where users are observed in their everyday life. The contribution of this paper will be twofold. By means of a case study we will show how context can be evaluated in the front end of design, so Living Lab researchers are no longer dependent on the readiness level of a product, and we will show how field trials can be evaluated in a more structured way to cover all components of context. By using a framework to evaluate the impact of context on product use, Living Lab researchers can improve the overall effectiveness of data gathering and analysis methods in a Living Lab project

    Wilderness attribute mapping in the United Kingdom

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    A wilderness continuum concept can identify the wilder areas of Britain. Geographical Information Systems are used to present information on these areas and solicit public opinion as to which factors are perceived to be important wilderness quality indicators. Consensus maps are compiled from a composite of individual responses and the results compared to Britain’s network of protected areas

    CacophonyViz: Visualisation of Birdsong Derived Ecological Health Indicators

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    The purpose of this work was to create an easy to interpret visualisation of a simple index that represents the quantity and quality of bird life in New Zealand. The index was calculated from an algorithm that assigned various weights to each species of bird. This work is important as it forms a part of the ongoing work by the Cacophony Project which aims to eradicate pests that currently destroy New Zealand native birds and their habitat. The map will be used to promote the Cacophony project to a wide public audience and encourage their participation by giving relevant feedback on the effects of intervention such as planting and trapping in their communities. The Design Science methodology guided this work through the creation of a series of prototypes that through their evaluation built on lessons learnt at each stage resulting in a final artifact that successfully displayed the index at various locations across a map of New Zealand. It is concluded that the artifact is ready and suitable for deployment once the availability of real data from the automatic analysis of audio recordings from multiple locations becomes available
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