31,607 research outputs found
Interactive Machine Learning for User-Innovation Toolkits â An Action Design Research approach
Machine learning offers great potential to developers and end users in the creative industries.
However, to better support creative software developers' needs and empower them as machine
learning users and innovators, the usability of and developer experience with machine learning
tools must be considered and better understood. This thesis asks the following research questions:
How can we apply a user-centred approach to the design of developer tools for rapid prototyping
with Interactive Machine Learning? In what ways can we design better developer tools to accelerate
and broaden innovation with machine learning?
This thesis presents a three-year longitudinal action research study that I undertook within a
multi-institutional consortium leading the EU H2020 -funded Innovation Action RAPID-MIX. The
scope of the research presented here was the application of a user-centred approach to the design
and evaluation of developer tools for rapid prototyping and product development with machine
learning. This thesis presents my work in collaboration with other members of RAPID-MIX,
including design and deployment of a user-centred methodology for the project, interventions for
gathering requirements with RAPID-MIX consortium stakeholders and end users, and prototyping,
development and evaluation of a software development toolkit for interactive machine learning.
This thesis contributes with new understanding about the consequences and implications of a
user-centred approach to the design and evaluation of developer tools for rapid prototyping of
interactive machine learning systems. This includes 1) new understanding about the goals, needs,
expectations, and challenges facing creative machine-learning non-expert developers and 2) an
evaluation of the usability and design trade-offs of a toolkit for rapid prototyping with interactive
machine learning. This thesis also contributes with 3) a methods framework of User-Centred
Design Actions for harmonising User-Centred Design with Action Research and supporting the
collaboration between action researchers and practitioners working in rapid innovation actions,
and 4) recommendations for applying Action Research and User-Centred Design in similar contexts
and scale
Design Fiction Diegetic Prototyping: A Research Framework for Visualizing Service Innovations
The file attached to this record is the author's final peer reviewed version. The Publisher's final version can be found by following the DOI link.Purpose: This paper presents a design fiction diegetic prototyping methodology and research framework for investigating service innovations that reflect future uses of new and emerging technologies.
Design/methodology/approach: Drawing on speculative fiction, we propose a methodology that positions service innovations within a six-stage research development framework. We begin by reviewing and critiquing designerly approaches that have traditionally been associated with service innovations and futures literature. In presenting our framework, we provide an example of its application to the Internet of Things (IoT), illustrating the central tenets proposed and key issues identified.
Findings: The research framework advances a methodology for visualizing future experiential service innovations, considering how realism may be integrated into a designerly approach.
Research limitations/implications: Design fiction diegetic prototyping enables researchers to express a range of âwhat ifâ or âwhat can it beâ research questions within service innovation contexts. However, the process encompasses degrees of subjectivity and relies on knowledge, judgment and projection.
Practical implications: The paper presents an approach to devising future service scenarios incorporating new and emergent technologies in service contexts. The proposed framework may be used as part of a range of research designs, including qualitative, quantitative and mixed method investigations.
Originality: Operationalizing an approach that generates and visualizes service futures from an experiential perspective contributes to the advancement of techniques that enables the exploration of new possibilities for service innovation research
The Hackathon Phenomenon
date-added: 2015-03-24 04:16:59 +0000 date-modified: 2015-03-24 04:16:59 +0000date-added: 2015-03-24 04:16:59 +0000 date-modified: 2015-03-24 04:16:59 +000
Digital Innovation: The Hackathon Phenomenon
date-added: 2015-03-24 04:16:59 +0000 date-modified: 2015-03-24 04:16:59 +0000date-added: 2015-03-24 04:16:59 +0000 date-modified: 2015-03-24 04:16:59 +0000This work was supported by the Arts and Humanities Research Council, CreativeWorks London Hub, grant AH/J005142/1, and the European Regional Development Fund, London Creative and Digital Fusion
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Changing the way we learn: towards agile learning and co-operation
This paper addresses the need for learning and competence development in industrial organizations. The people that enter professional organizations today are part of a gamer generation that have some or much experience with on-line games. Therefore they are more open to e-learning and in general more open to access anything on-line. At the same time industrial organizations experience a pressure on their ability to train employees faster due to the increase in complexity. We argue that games are not yet mature enough to support this training challenge as stand alone efforts. But games can support the training and competence development in a synchronized setup with other means
Contextual impacts on industrial processes brought by the digital transformation of manufacturing: a systematic review
The digital transformation of manufacturing (a phenomenon also known as "Industry 4.0" or "Smart Manufacturing") is finding a growing interest both at practitioner and academic levels, but is still in its infancy and needs deeper investigation. Even though current and potential advantages of digital manufacturing are remarkable, in terms of improved efficiency, sustainability, customization, and flexibility, only a limited number of companies has already developed ad hoc strategies necessary to achieve a superior performance. Through a systematic review, this study aims at assessing the current state of the art of the academic literature regarding the paradigm shift occurring in the manufacturing settings, in order to provide definitions as well as point out recurring patterns and gaps to be addressed by future research. For the literature search, the most representative keywords, strict criteria, and classification schemes based on authoritative reference studies were used. The final sample of 156 primary publications was analyzed through a systematic coding process to identify theoretical and methodological approaches, together with other significant elements. This analysis allowed a mapping of the literature based on clusters of critical themes to synthesize the developments of different research streams and provide the most representative picture of its current state. Research areas, insights, and gaps resulting from this analysis contributed to create a schematic research agenda, which clearly indicates the space for future evolutions of the state of knowledge in this field
What influences the speed of prototyping? An empirical investigation of twenty software startups
It is essential for startups to quickly experiment business ideas by building
tangible prototypes and collecting user feedback on them. As prototyping is an
inevitable part of learning for early stage software startups, how fast
startups can learn depends on how fast they can prototype. Despite of the
importance, there is a lack of research about prototyping in software startups.
In this study, we aimed at understanding what are factors influencing different
types of prototyping activities. We conducted a multiple case study on twenty
European software startups. The results are two folds, firstly we propose a
prototype-centric learning model in early stage software startups. Secondly, we
identify factors occur as barriers but also facilitators for prototyping in
early stage software startups. The factors are grouped into (1) artifacts, (2)
team competence, (3) collaboration, (4) customer and (5) process dimensions. To
speed up a startups progress at the early stage, it is important to incorporate
the learning objective into a well-defined collaborative approach of
prototypingComment: This is the author's version of the work. Copyright owner's version
can be accessed at doi.org/10.1007/978-3-319-57633-6_2, XP2017, Cologne,
German
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Design as a driver of innovation in the East Midlands
This study reports on research and consultation with local stakeholders to discuss the role of design as part of the innovation agenda in the East Midlands. A key finding of this research iss that the East Midlands has a very strong design industry and that businesses in the region use design to a much greater extent than in most other regions
The Joint Center for Energy Storage Research: A New Paradigm for Battery Research and Development
The Joint Center for Energy Storage Research (JCESR) seeks transformational
change in transportation and the electricity grid driven by next generation
high performance, low cost electricity storage. To pursue this transformative
vision JCESR introduces a new paradigm for battery research: integrating
discovery science, battery design, research prototyping and manufacturing
collaboration in a single highly interactive organization. This new paradigm
will accelerate the pace of discovery and innovation and reduce the time from
conceptualization to commercialization. JCESR applies its new paradigm
exclusively to beyond-lithium-ion batteries, a vast, rich and largely
unexplored frontier. This review presents JCESR's motivation, vision, mission,
intended outcomes or legacies and first year accomplishments.Comment: 17 pages, 14 figures, 96 reference
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