451 research outputs found

    Best practices for deploying digital games for personal empowerment and social inclusion

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    Digital games are being increasingly used in initiatives to promote personal empowerment and social inclusion (PESI) of disadvantaged groups through learning and participation. There is a lack of knowledge regarding best practices, however. The literature on game-based learning insufficiently addresses the process and context of game-based practice and the diversity of contexts and intermediaries involved in PESI work. This paper takes an important step in addressing this knowledge gap using literature review, case studies, and expert consultation. Based on our findings, we formulate a set of best practices for different stakeholders who wish to set up a project using digital games for PESI. The seven cases in point are projects that represent various application domains of empowerment and inclusion. Case studies were conducted using documentation and interviews, covering background and business case, game format/technology, user groups, usage context, and impact assessment. They provide insight into each case’s strengths and weaknesses, allowing a meta-analysis of the important features and challenges of using digital games for PESI. This analysis was extended and validated through discussion at two expert workshops. Our study shows that a substantial challenge lies in selecting or designing a digital game that strikes a balance between enjoyment, learning and usability for the given use context. The particular needs of the target group and those that help implement the digital game require a highly specific approach. Projects benefit from letting both intermediaries and target groups contribute to the game design and use context. Furthermore, there is a need for multi-dimensional support to facilitate the use and development of game-based practice. Integrating game use in the operation of formal and informal intermediary support organiszations increases the chances at reaching, teaching and empowering those at risk of exclusion. The teachers, caregivers and counsellors involved in the implementation of a game-based approach, in turn can be helped through documentation and training, in combination with structural support

    Design Practices in Mobile User Interface Design

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    The purpose of this study was to determine optimal user interface design practices for differing age demographics and mobile operating systems. Specifically, users at three different age groups were administered a test to gauge their preference of mobile app icons. The style of the first set of icons, commonly known as flat design, was minimal and simple, with few colors, bevels or gradients. The second style of icons was a more realistic and detailed style known as skeuomorphic design. Users selected the preferred icons, and then took a brief survey to gauge their opinion. After the data was collected, it was analyzed to screen for trends among the users’ ages and mobile operating system. The results have helped identify the importance of age consideration when developing mobile applications for particular audiences. It was found that at 27 to 45 years of age, users tend to strongly prefer a flat design approach to mobile application icons with a strong majority of 65% choosing flat design over skeuomorphic design. A significant 68% of users with Google Android phones preferred flat design as well

    Understanding VR/AR in marketing & sales for B2B: an explorative study

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    Abstract. The research explored the impact of immersive reality technologies, particularly VR and AR, in marketing and sales for the B2B sector. Study interests were fuelled by both an industrial hype and vehement investments on these technologies, especially in the last five years. However, the potential of these technologies is still unexplored and widely misunderstood by businesses as the innovations are slowly taking off. Additionally, existing literature showed a need to clearly define various simulated realities in the continuum, including VR and AR, as well as a general misunderstanding of the potential of immersive reality technologies, and a shortage of studies covering holistically different VR/AR applications in marketing, especially for the B2B sector. Therefore, this research aims to bridge the gap between managerial and academic’ understanding by providing a holistic framework explaining the impact of immersive reality technologies in B2B marketing and sales and provide a clear distinction between VR and AR in the Virtuality-reality continuum. This research also aims to assist marketers and managers in embracing these technologies to better meet the needs of future generations. The study adopted a qualitative exploratory approach allowing researchers to gain an in-depth understanding of the topic from an industrial perspective. The study used an abductive thematic analysis approach to analyse empirical results and ten semi-structured interviews with eleven VR/AR providers for primary data collection. Results were structured based on four main themes, namely: VR and AR definitions, customer technology adoption factors, VR/AR impact and applications on B2B marketing, and last, VR/AR impact on sales performance outcomes. This study contributes to the existing literature by proposing a tentative definition for each terminology “VR” and “AR” separately that merges academic perspectives and industry insights. Overall, empirical study suggests that immersive reality technologies can affect both marketing activities and sales performance outcomes for the B2B sector. However, successfully embracing these technologies calls for collaboration to overcome financial, technical and social barriers while also enhancing aspects like the user experience to step out of the still immature VR/AR market. VR and AR together have an impact on marketing for B2B by enhancing customization, non-verbal communication, learning and experiential marketing while also creating memorable experiences that stick in the minds of the consumer. Concerning the customer’s purchasing journey, this study extends existing literature to cover all customer purchasing stages, including the pre-purchase, purchase and post-purchase. Results emphasize the pre-purchase phase as the most impacted by immersive reality technologies, followed by post-purchase and purchase stages, respectively. Finally, this study suggests that the use of VR/AR as sales support tools can yield positive efficiency returns through higher task performance and a reduction in sales-related costs, and positive effectiveness returns through greater customer and social engagement, stronger collaborative business relationships and the enhancement of proactive (sales planning) and reactive (adaptive selling) behaviours in the sales process

    Citizen science and crowdsourcing for Earth observations: An analysis of stakeholder opinions on the present and future

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    The impact of Crowdsourcing and citizen science activities on academia, businesses, governance and society has been enormous. This is more prevalent today with citizens and communities collaborating with organizations, businesses and authorities to contribute in a variety of manners, starting from mere data providers to being key stakeholders in various decision-making processes. The “Crowdsourcing for observations from Satellites” project is a recently concluded study supported by demonstration projects funded by European Space Agency (ESA). The objective of the project was to investigate the different facets of how crowdsourcing and citizen science impact upon the validation, use and enhancement of Observations from Satellites (OS) products and services. This paper presents our findings in a stakeholder analysis activity involving participants who are experts in crowdsourcing, citizen science for Earth Observations. The activity identified three critical areas that needs attention by the community as well as provides suggestions to potentially help in addressing some of the challenges identified

    Ethical by Design - A Manifesto

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    Software Startups -- A Research Agenda

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    Software startup companies develop innovative, software-intensive products within limited time frames and with few resources, searching for sustainable and scalable business models. Software startups are quite distinct from traditional mature software companies, but also from micro-, small-, and medium-sized enterprises, introducing new challenges relevant for software engineering research. This paper's research agenda focuses on software engineering in startups, identifying, in particular, 70+ research questions in the areas of supporting startup engineering activities, startup evolution models and patterns, ecosystems and innovation hubs, human aspects in software startups, applying startup concepts in non-startup environments, and methodologies and theories for startup research. We connect and motivate this research agenda with past studies in software startup research, while pointing out possible future directions. While all authors of this research agenda have their main background in Software Engineering or Computer Science, their interest in software startups broadens the perspective to the challenges, but also to the opportunities that emerge from multi-disciplinary research. Our audience is therefore primarily software engineering researchers, even though we aim at stimulating collaborations and research that crosses disciplinary boundaries. We believe that with this research agenda we cover a wide spectrum of the software startup industry current needs

    HEALTHY, ACTIVE AND CONNECTED: TOWARDS DESIGNING AN AGE-FRIENDLY DIGITAL NEIGHBORHOOD PLATFORM

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    Due to declining fertility rates and rising life expectancy, the world’s population is ageing at an unprecedented pace. This demographic change is expected to exert pressure on social security as well as healthcare systems and poses the risk of social exclusion of the elderly. As urban areas are home to the majority of the global elderly population, they are disproportionately affected by this development. Cities have begun responding with strategies ranging from policy and regulation reform to investments in innovative healthcare technologies with the goal of becoming “age-friendly”. Enabling the elderly to live a socially active, healthy and self-determined lifestyle past retirement are among the prime objectives for alleviating the challenges of an ageing society. With increasing urbanization, human, technological and infrastructural resources of urban contexts or neighborhoods have presented themselves as important determinants of elderly well-being. We propose that an age-friendly digital neighborhood platform can activate and leverage these re-sources to the benefit of the elderly population, contributing to the mitigation of the challenges of an ageing society. Following a design science research approach, we develop design principles for such an age-friendly digital neighborhood platform and evaluate a prototypical instantiation in two case neighborhoods in a German metropolitan area

    StandForPaw: Animal Rescue and Pet Adoption Mobile Application

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    Companion animal, or better known as a pet to most people, could provide their owners or keepers with both physical and emotional advantages which have been proven by numerous scientific studies and researchers. However, within the society, even though there are quite a number of animal person and rescuers have surrounded us, news and articles regarding animal cruelty, abuse or neglect in Malaysia are frequently published on the Internet, television, newspaper, including on social media, with Facebook being the top source

    Innovation Diffusion in the Legal Industry

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    This article is adapted from a series of blog posts originally found in my recently-started blog entitled Legal Evolution. The foundational material set forth in this article (and in those blog posts) applies to the legal services market insights gained from disciplines other than law. This article begins by setting forth the well-established theory of an “innovation diffusion curve” and the research that has identified the factors that affect the rate of adoption of innovations. This article identifies why innovation in the legal services market is desirable and applies to the legal services field insights drawn from this research in other fields. In the course of presenting these theories, the article explains why and how research about things such as the speed of adoption of hybrid corn seed is directly relevant to lawyers and law firms. It also identifies factors that can promote innovation within a law firm and factors that can inhibit innovation within a law firm, including the challenges that firms face because factors that promote the initial stage of innovation may later hamper its widespread implementation. In addition to the discussion of the applicability of the innovation diffusion curve to the legal services market, this article discusses the relevance of work that has been done outside of law to identify when an innovation is likely to “cross the chasm” between early adopters and an early majority and the relevance of Gartner’s work about the impact and stages of “hype.” This article also explains the crucial role that communication channels, such as the Legal Evolution blog, can play in fostering innovation within the legal services market and explains how the foundational understanding set forth in this article can help promote legal services innovation and can help one understand the reasons for the successes—and failures—of legal services innovation. Although the content of this article originally was published in the foundational posts of the Legal Evolution blog, publication of this article means that my presentation of research from other fields and the conclusions I draw from that research can reach those who prefer a more traditional method of transmission. I thank the editors of Penn State’s Dickinson Law Review for recognizing the importance of these issues and for agreeing to publish this article which does not fit the traditional heavily- footnoted law review format
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