14 research outputs found

    Intermediate concepts in the generative dance between knowledge and knowing

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    Nous nous proposons dans cet article de contribuer à éclairer l'interaction entre connaissance et savoir en action comme processus générateur de nouvelles connaissances. Ce processus que Cook et Brown (1999) ont appelé « la danse générative », est un point crucial de l'étude de la création de nouvelles connaissances, la reconnaître et l'assister dans des situations collectives d'action implique d'avoir une meilleure connaissances des processus en jeu. A travers la description de plusieurs cas d'action collective entre acteurs hétérogènes : en particulier la restauration écologique du lac de Grand-Lieu en Loire Atlantique, nous proposons de caractériser les situations de gestion collective de situations complexes comme des situations de conception. Nous proposons la notion de concepts intermédiaires qui permettent aux acteurs de s'articuler dans un processus de conception collective.connaissances;concept intermédiaire;objet intermédiaire;connaissances partagées;situations hétérogènes d'action collective;conception pour l'action collective

    Intermediate concepts in the generative dance between knowledge and knowing

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    Recognizing and facilitating the generative dance between knowledge and knowing is essential and calls for a better understanding of the processes at play. An analysis of the collective action among heterogeneous stakeholders involved in the ecological restoration of Grand-Lieu Lake, in the landscape management project in the Cévennes, and in the Vittel catchment management initiative, allows us to characterize complex situations of collective action mainly as design situations. Of the three case-studies, we analyse the Grand-Lieu situation in the greatest detail. The analysis reveals how stakeholders developed what we have identified as “intermediary concepts” and how these assisted them in successfully engaging in a collective design process. In this paper, we discuss the value of the notion of “intermediary concept” to stakeholders involved in a situation as well as to a researcher observing and analysing a situation.Nous nous proposons dans cet article de contribuer à éclairer l'interaction entre connaissance et savoir en action comme processus générateur de nouvelles connaissances. Ce processus que Cook et Brown (1999) ont appelé « la danse générative », est un point crucial de l'étude de la création de nouvelles connaissances, la reconnaître et l'assister dans des situations collectives d'action implique d'avoir une meilleure connaissances des processus en jeu. A travers la description de plusieurs cas d'action collective entre acteurs hétérogènes : en particulier la restauration écologique du lac de Grand-Lieu en Loire Atlantique, nous proposons de caractériser les situations de gestion collective de situations complexes comme des situations de conception. Nous proposons la notion de concepts intermédiaires qui permettent aux acteurs de s'articuler dans un processus de conception collective

    J Biomed Inform

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    Responding to public health emergencies requires rapid and accurate assessment of workforce availability under adverse and changing circumstances. However, public health information systems to support resource management during both routine and emergency operations are currently lacking. We applied scenario-based design as an approach to engage public health practitioners in the creation and validation of an information design to support routine and emergency public health activities.|Using semi-structured interviews we identified the information needs and activities of senior public health managers of a large municipal health department during routine and emergency operations.|Interview analysis identified 25 information needs for public health operations management. The identified information needs were used in conjunction with scenario-based design to create 25 scenarios of use and a public health manager persona. Scenarios of use and persona were validated and modified based on follow-up surveys with study participants. Scenarios were used to test and gain feedback on a pilot information system.|The method of scenario-based design was applied to represent the resource management needs of senior-level public health managers under routine and disaster settings. Scenario-based design can be a useful tool for engaging public health practitioners in the design process and to validate an information system design.P01 TP000297/TP/OPHPR CDC HHS/United StatesT15LM007442-08/LM/NLM NIH HHS/United StatesT15 LM007442/LM/NLM NIH HHS/United StatesT15 LM007442-08/LM/NLM NIH HHS/United StatesP01HK000027/HK/PHITPO CDC HHS/United StatesP01 HK000027/HK/PHITPO CDC HHS/United States5P01TP000297/TP/OPHPR CDC HHS/United States2012-12-01T00:00:00Z21807120PMC32269208873vault:728

    Usability standards meet scenario-based design: Challenges and opportunities.

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    The focus of this paper is on the challenges and opportunities presented by developing scenarios of use for interactive medical devices. Scenarios are integral to the international standard for usability engineering of medical devices (IEC 62366:2007), and are also applied to the development of health software (draft standard IEC 82304-1). The 62366 standard lays out a process for mitigating risk during normal use (i.e. use as per the instructions, or accepted medical practice). However, this begs the question of whether "real use" (that which occurs in practice) matches "normal use". In this paper, we present an overview of the product lifecycle and how it impacts on the type of scenario that can be practically applied. We report on the development and testing of a set of scenarios intended to inform the design of infusion pumps based on "real use". The scenarios were validated by researchers and practitioners experienced in clinical practice, and their utility was assessed by developers and practitioners representing different stages of the product lifecycle. These evaluations highlighted previously unreported challenges and opportunities for the use of scenarios in this context. Challenges include: integrating scenario-based design with usability engineering practice; covering the breadth of uses of infusion devices; and managing contradictory evidence. Opportunities included scenario use beyond design to guide marketing, to inform purchasing and as resources for training staff. This study exemplifies one empirically grounded approach to communicating and negotiating the realities of practice

    Situation awareness approach to context-aware case-based decision support.

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    Context-aware case-based decision support systems (CACBDSS) use the context of users as one of the features for similarity assessment to provide solutions to problems. The combination of a context-aware case-based reasoning (CBR) with general domain knowledge has been shown to improve similarity assessment, solving domain specific problems and problems of uncertain knowledge. Whilst these CBR approaches in context awareness address problems of incomplete data and domain specific problems, future problems that are situation-dependent cannot be anticipated due to lack of data by the CACBDSS to make predictions. Future problems can be predicted through situation awareness (SA), a psychological concept of knowing what is happening around you in order to know the future. The work conducted in this thesis explores the incorporation of SA to CACBDSS. It develops a framework to decouple the interface and underlying data model using an iterative research and design methodology. Two new approaches of using situation awareness to enhance CACBDSS are presented: (1) situation awareness as a problem identification component of CACBDSS (2) situation awareness for both problem identification and solving in CACBDSS. The first approach comprises of two distinct parts; SA, and CBR parts. The SA part understands the problem by using rules to interpret cues from the environment and users. The CBR part uses the knowledge from the SA part to provide solutions. The second approach is a fusion of the two technologies into a single case-based situation awareness (CBSA) model for situation awareness based on experience rather than rule, and problem solving predictions. The CBSA system perceives the users context and the environment and uses them to understand the current situation by retrieving similar past situations. The futures of new situations are predicted through knowledge of the history of similar past situations. Implementation of the two approaches in flow assurance control domain to predict the formation of hydrate shows improvements in both similarity assessment and problem solving predictions compared to CACBDSS without SA. Specifically, the second approach provides an improved decision support in scenarios where there are experienced situations. In the absence of experienced situations, the second approach offers more reliable solutions because of its rule-based capability. The adaptation of the user interface of the approaches to the current situation and the presentation of a reusable sequence of tasks in the situation reduces memory loads on operators. The integrated research-design methodology used in realising these approaches links theory and practice, thinking and doing, achieving practical as well as research objectives. The action research with practitioners provided the understanding of the domain activities, the social settings, resources, and goals of users. The user-centered design process ensures an understanding of the users. The agile development model ensures an iterative work, enables faster development of a functional prototype, which are more easily communicated and tested, thus giving better input for the next iteration

    Evaluating the impact of adopting a component-based approach within the automotive domain

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    Component-based technology applied to the control system of production machinery is one of the new research developments in the automotive sector. Although it is important to evaluate the technical aspects of this new paradigm, an appreciation of the impact from the business and human aspects is equally important to the stakeholders in the industry. However, the current evaluation approaches do not offer a method to capture and analyse the component-based technology that is simple to use and produces results that are readily understood by the stakeholders involved in the process. This study is based upon a research project at Loughborough University to look into the effect of the implementation of a component-based control system for production machinery in the automotive sector (referred to as the component-based approach) and is focused on the business and the human aspects of the approach. [Continues.

    The Design and evaluation of the specification framework for user interface design

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    This thesis presentsthe design and evaluation of an interface specification meta-language(ISML) that has been developed to explicitly support metaphor abstractions in a model-based, user interface design framework. The application of metaphor to user interface design is widely accepted within the HCI community, yet despite this, there exists relatively little formal support for user interface design practitioners. With the increasing range and power of user interface technologies made widely available comes the opportunity for the designof sophisticated, new forms of interactive environments. The inter-disciplinary nature of HCI offers many approaches to user interface design that include views on tasks, presentationand dialogue architectures and various domain models. Notations and tools that support these views vary equally, ranging from craft-based approachesthrough to computational or tool- based support and formal methods. Work in these areas depicts gradual cohesion of a number of these design views, but do not currently explicitly specify the application of metaphorical concepts in graphical user interface design. Towards addressing this omission, ISML was developed based on (and extending) some existing model- based user interface design concepts. Abstractions of metaphor and other interface design views are captured in the ISML framework using the extensible mark-up language(XML). A six-month case study, developing the `Urban Shout Cast' application is used to evaluate ISML. Two groups of four software engineers developed a networked, multi-user, virtual radio-broadcasting environment. A qualitative analysis examines both how each group developed metaphor designs within the ISML framework and also their perceptions of its utility and practicality. Subsequent analysis on the specification data from both groups reveals aspects of the project's design that ISML captured and those that were missed. Finally, the extent to which ISML can currently abstract the metaphors used in the case study is assessed through the development of a unified `meta-object' model. The results of the case study show that ISML is capable of expressing many of the features of each group's metaphor design, as well as highlighting important design considerations during development. Furthermore, it has been shown, in principle, how an underlying metaphor abstraction can be mapped to two different implementations. Evaluation of the case study also includes important design lessons: ISML metaphor models can be both very large and difficult to separate from other design views, some of which are either weakly expressed or unsupported. This suggests that the appropriate mappings between design abstractions cannot always be easily anticipated, and that understanding the use of model-based specifications in user interface design projects remains a challenge to the HCI community

    The design and evaluation of the specification framework for user interface design

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    This thesis presentsthe design and evaluation of an interface specification meta-language(ISML) that has been developed to explicitly support metaphor abstractions in a model-based, user interface design framework. The application of metaphor to user interface design is widely accepted within the HCI community, yet despite this, there exists relatively little formal support for user interface design practitioners. With the increasing range and power of user interface technologies made widely available comes the opportunity for the designof sophisticated, new forms of interactive environments. The inter-disciplinary nature of HCI offers many approaches to user interface design that include views on tasks, presentationand dialogue architectures and various domain models. Notations and tools that support these views vary equally, ranging from craft-based approachesthrough to computational or tool- based support and formal methods. Work in these areas depicts gradual cohesion of a number of these design views, but do not currently explicitly specify the application of metaphorical concepts in graphical user interface design. Towards addressing this omission, ISML was developed based on (and extending) some existing model- based user interface design concepts. Abstractions of metaphor and other interface design views are captured in the ISML framework using the extensible mark-up language(XML). A six-month case study, developing the `Urban Shout Cast' application is used to evaluate ISML. Two groups of four software engineers developed a networked, multi-user, virtual radio-broadcasting environment. A qualitative analysis examines both how each group developed metaphor designs within the ISML framework and also their perceptions of its utility and practicality. Subsequent analysis on the specification data from both groups reveals aspects of the project's design that ISML captured and those that were missed. Finally, the extent to which ISML can currently abstract the metaphors used in the case study is assessed through the development of a unified `meta-object' model. The results of the case study show that ISML is capable of expressing many of the features of each group's metaphor design, as well as highlighting important design considerations during development. Furthermore, it has been shown, in principle, how an underlying metaphor abstraction can be mapped to two different implementations. Evaluation of the case study also includes important design lessons: ISML metaphor models can be both very large and difficult to separate from other design views, some of which are either weakly expressed or unsupported. This suggests that the appropriate mappings between design abstractions cannot always be easily anticipated, and that understanding the use of model-based specifications in user interface design projects remains a challenge to the HCI community.EThOS - Electronic Theses Online ServiceGBUnited Kingdo

    Just-in-time Information Interfaces: A new Paradigm for Information Discovery and Exploration

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    We live in a time of increasing information overload. Described as “a byproduct of the lack of maturity of the information age” (Spira & Goldes, 2007), information overload can be painful, and harm our concentration - the resulting choice overload impacts out decision-making abilities. Given the problem of information overload, and the unsatisfying nature of human-information interaction using traditional browsing or keyword-based search, this research investigates how the design of just-in-time information services can improve the user experience of goal-driven interactions with information. This thesis explores the design of just-in-time information services through the iterative development of two strands of high-level prototypes (FMI and KnowDis). I custombuilt both prototype systems for the respective evaluations, which have then been conducted as part of a series of lab-based eye-tracking studies (FMI) as well as two field studies (KnowDis). The lab-based eye-tracking studies were conducted with 100 participants measuring task performance, user satisfaction, and gaze behaviour. The lab studies found that the FMI prototype design did improve the performance aspect of the user experience for all participants and improved the usability aspect of the user experience for novice participants. However, the FMI prototype design seemed to be less effective and usable for expert participants. Two field studies were conducted as part of a two-year research collaboration, which lasted a total of 10 weeks and involved approximately 70 knowledge workers overall from across the globe. As part of those field studies, 46 semi-structured interviews were also conducted. The field studies found that the KnowDis prototype design did improve the user experience for participants overall by making work-related information search more efficient. However, while the KnowDis prototype design was useful for some knowledge workers and even integrated seamlessly into their day-to-day work, it appeared to be less useful and even distracting to others
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