1,068 research outputs found
Problematising upstream technology through speculative design: the case of quantified cats and dogs
There is growing interest in technology that quantifies aspects of our lives. This paper draws on critical practice and speculative design to explore, question and problematise the ultimate consequences of such technology using the quantification of companion animals (pets) as a case study. We apply the concept of âmoving upstreamâ to study such technology and use a qualitative research approach in which both pet owners, and animal behavioural experts, were presented with, and asked to discuss, speculative designs for pet quantification applications, the design of which were extrapolated from contemporary trends. Our findings indicate a strong desire among pet owners for technology that has little scientific justification, whilst our experts caution that the use of technology to augment human-animal communication has the potential to disimprove animal welfare, undermine human-animal bonds, and create human-human conflicts. Our discussion informs wider debates regarding quantification technology
Conversational Agents, Humorous Act Construction, and Social Intelligence
Humans use humour to ease communication problems in human-human interaction and \ud
in a similar way humour can be used to solve communication problems that arise\ud
with human-computer interaction. We discuss the role of embodied conversational\ud
agents in human-computer interaction and we have observations on the generation\ud
of humorous acts and on the appropriateness of displaying them by embodied\ud
conversational agents in order to smoothen, when necessary, their interactions\ud
with a human partner. The humorous acts we consider are generated spontaneously.\ud
They are the product of an appraisal of the conversational situation and the\ud
possibility to generate a humorous act from the elements that make up this\ud
conversational situation, in particular the interaction history of the\ud
conversational partners
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Reflective Journaling: A Theoretical Model and Digital Prototype for Developing Resilience and Creativity
Reflection is commonly discussed as a tool for personal and professional development that is becoming increasingly important in todayâs global and digital world. In this paper, we propose a model that suggests ways in which reflection, in the form of Reflective Journaling, can support the development of creativity and resilience, which are needed to enable individuals to function effectively in a fast-changing environment. In addition, the model proposes ways in which external support and progress monitoring can be used in conjunction with skills in adaptive resilience and structured creativity, to support the maintenance of reflective journaling as a habit, in the longer term, thus creating virtuous cycles of skills and behaviours that can reinforce each other. Based on our model, and additional user research, we describe the design of a first digital prototype that aims to support the use of Reflective Journaling and to develop creativity and resilience through suggested mechanisms. Initial evaluations of our prototype are positive. It has been well-received by early test users, and has the potential to address all the connections defined. We therefore suggest that the theoretical model can be used to develop digital tools, such as the one included, to help those who wish to develop the habit of reflective journaling, and through that a range of other skills associated with resilience and creative thinking. We see this as a starting point for investigating this potential in more depth
Problematising upstream technology through speculative design: the case of quantified cats and dogs
There is growing interest in technology that quantifies aspects of our lives. This paper draws on critical practice and speculative design to explore, question and problematise the ultimate consequences of such technology using the quantification of companion animals (pets) as a case study. We apply the concept of "moving upstream" to study such technology and use a qualitative research approach in which both pet owners, and animal behavioural experts, were presented with, and asked to discuss, speculative designs for pet quantification applications, the design of which were extrapolated from contemporary trends. Our findings indicate a strong desire among pet owners for technology that has little scientific justification, whilst our experts caution that the use of technology to augment human-animal communication has the potential to disimprove animal welfare, undermine human-animal bonds, and create human-human conflicts. Our discussion informs wider debates regarding quantification technology
10373 Abstracts Collection -- Demarcating User eXperience
From September 15 to 17, 2010, the Dagstuhl Seminar 10373 Demarcating user experience was held in Schloss Dagstuhl, Leibniz Center for Informatics, Germany. The goal of the seminar was to come up with a consensus on the core concepts of user experience in a form of a User Experience White Paper, which would provide a more solid grounding for the field of user experience. This paper includes the resulted User Experience White Paper and a collection of abstracts from some seminar participants
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Designing Activities for Collaboration at Classroom Scale Using Shared Technology
Although researchers, teachers and policy makers broadly agree on the benefits of collaborative learning, there appears to be less clarity regarding how effective collaboration can be realised at classroom scale.
Research in Computer-Supported Collaborative Learning (CSCL), Human-Computer Interaction (HCI), simulation-based learning and related fields has produced a considerable range of applications that aim to support collaboration in classrooms. Grounded in well-established theories of how humans learn, many such applications have shown promising results within the context of small research studies. However, most of those research-driven applications never matured beyond the prototype stage and few are available today as products that schools can easily use and adopt. Many systems lack flexibility or require too much time, hardware, technical skills or other resources to be effectively implemented. Furthermore, teachers can be overwhelmed by managing large groups of students engaged in complex, computer-supported tasks.
This thesis investigates how forms of whole-classroom activity can be supported by combining shareable technologies with simulation, team play and orchestration. New designs are explored to help large groups engage and discuss at multiple scales (from pairs and small groups to the entire classroom) in ways that effectively include each student and use the teacher's limited resources efficiently. Moreover, this research aims to devise and validate a conceptual framework that can guide future design, orchestration and evaluation of such activities. Three in-situ studies were conducted to address these goals.
The first study involved the design of a climate change simulation to support a professional training course. Iterative design and video analysis resulted in the formulation of the Collaborative Learning Orchestration for Verbal Engagement and Reflection (CLOVER) framework. This framework comprises a suite of conceptual tools and recommendations that aim to help designers and teachers create, orchestrate and evaluate decision-based simulations for whole-classroom use.
Two follow-up studies were conducted to validate the usability and usefulness of CLOVER. One of them aimed to replicate the previous findings in a similar context and resulted in the design of a sustainable, whole-classroom simulation for students to discuss finance decisions. The other used CLOVER to expand an existing desktop application (a~language comprehension task for children) to classroom scale.
In sum, the three studies provide substantial empirical evidence, suggesting that CLOVER-based applications can effectively reconcile learning needs (collaboration) and technological affordances (shareable devices) with the inherent benefits and constraints of teacher-driven, co-located environments. Furthermore, the findings contribute to a better understanding of what it means to design for sustainability in this context
Robust Dialog Management Through A Context-centric Architecture
This dissertation presents and evaluates a method of managing spoken dialog interactions with a robust attention to fulfilling the human userâs goals in the presence of speech recognition limitations. Assistive speech-based embodied conversation agents are computer-based entities that interact with humans to help accomplish a certain task or communicate information via spoken input and output. A challenging aspect of this task involves open dialog, where the user is free to converse in an unstructured manner. With this style of input, the machineâs ability to communicate may be hindered by poor reception of utterances, caused by a userâs inadequate command of a language and/or faults in the speech recognition facilities. Since a speech-based input is emphasized, this endeavor involves the fundamental issues associated with natural language processing, automatic speech recognition and dialog system design. Driven by ContextBased Reasoning, the presented dialog manager features a discourse model that implements mixed-initiative conversation with a focus on the userâs assistive needs. The discourse behavior must maintain a sense of generality, where the assistive nature of the system remains constant regardless of its knowledge corpus. The dialog manager was encapsulated into a speech-based embodied conversation agent platform for prototyping and testing purposes. A battery of user trials was performed on this agent to evaluate its performance as a robust, domain-independent, speech-based interaction entity capable of satisfying the needs of its users
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