16,726 research outputs found
Scaffolding School Pupilsâ Scientific Argumentation with Evidence-Based Dialogue Maps
This chapter reports pilot work investigating the potential of Evidence-based Dialogue Mapping to scaffold young teenagersâ scientific argumentation. Our research objective is to better understand pupilsâ usage of dialogue maps created in Compendium to write scientific ex-planations. The participants were 20 pupils, 12-13 years old, in a summer science course for âgifted and talentedâ children in the UK. Through qualitative analysis of three case studies, we investigate the value of dialogue mapping as a mediating tool in the scientific reasoning process during a set of learning activities. These activities were published in an online learning envi-ronment to foster collaborative learning. Pupils mapped their discussions in pairs, shared maps via the online forum and in plenary discussions, and wrote essays based on their dialogue maps. This study draws on these multiple data sources: pupilsâ maps in Compendium, writings in science and reflective comments about the uses of mapping for writing. Our analysis highlights the diversity of ways, both successful and unsuccessful, in which dialogue mapping was used by these young teenagers
Tactons: structured tactile messages for non-visual information display
Tactile displays are now becoming available in a form that can be easily used in a user interface. This paper describes a new form of tactile output. Tactons, or tactile icons, are structured, abstract messages that can be used to communicate messages non-visually. A range of different parameters can be used for Tacton construction including: frequency, amplitude and duration of a tactile pulse, plus other parameters such as rhythm and location. Tactons have the potential to improve interaction in a range of different areas, particularly where the visual display is overloaded, limited in size or not available, such as interfaces for blind people or in mobile and wearable devices. This paper describes Tactons, the parameters used to construct them and some possible ways to design them. Examples of where Tactons might prove useful in user interfaces are given
Moving Usability Testing onto the Web
Abstract: In order to remotely obtain detailed usability data by tracking user behaviors
within a given web site, a server-based usability testing environment has been
created. Web pages are annotated in such a way that arbitrary user actions (such as
"mouse over link" or "click back button") can be selected for logging. In addition,
the system allows the experiment designer to interleave interactive questions into
the usability evaluation, which for instance could be triggered by a particular sequence
of actions. The system works in conjunction with clustering and visualization
algorithms that can be applied to the resulting log file data. A first version of
the system has been used successfully to carry out a web usability evaluation
Iconic semiosis and representational efficiency in the London Underground Diagram
The icon is the type of sign connected to efficient representational features, and its manipulation reveals more information about its object. The London Underground Diagram (LUD) is an iconic artifact and a well-known example of representational efficiency, having been copied by urban transportation systems worldwide. This paper investigates the efficiency of the LUD in the light of different conceptions of iconicity. We stress that a specialized representation is an icon of the formal structure of the problem for which it has been specialized. By embedding such rules of action and behavior, the icon acts as a semiotic artifact distributing cognitive effort and participating in niche construction
Star Architecture as Socio-Material Assemblage
Taking inspiration from new materialism and assemblage, the chapter deals with star architects and iconic buildings as socio-material network effects that do not pre-exist action, but are enacted in practice, in the materiality of design crafting and city building. Star architects are here conceptualized as part of broader assemblages of actors and practices âmaking star architectureâ a reality, and the buildings they design are considered not just as unique and iconic objects, but dis-articulated as complex crafts mobilizing skills, technologies, materials, and forms of knowledge not necessarily ascribable to architecture. Overcoming narrow criticism focusing on the symbolic order of icons as unique creations and alienated repetitions of capitalist development, the chapterâs main aim is to widen the scope of critique by bridging culture and economy, symbolism and practicality, making star architecture available to a broad, fragmented arena of (potential) critics, unevenly equipped with critical tools and differentiated experiences
Challenges in Developing Applications for Aging Populations
Elderly individuals can greatly benefit from the use of computer applications, which can assist in monitoring health conditions, staying in contact with friends and family, and even learning new things. However, developing accessible applications for an elderly user can be a daunting task for developers. Since the advent of the personal computer, the benefits and challenges of developing applications for older adults have been a hot topic of discussion. In this chapter, the authors discuss the various challenges developers who wish to create applications for the elderly computer user face, including age-related impairments, generational differences in computer use, and the hardware constraints mobile devices pose for application developers. Although these challenges are concerning, each can be overcome after being properly identified
Designing Familiar Open Surfaces
While participatory design makes end-users part of the design process, we might also want the resulting system to be open for interpretation, appropriation and change over time to reflect its usage. But how can we design for appropriation? We need to strike a good balance between making the user an active co-constructor of system functionality versus making a too strong, interpretative design that does it all for the user thereby inhibiting their own creative use of the system. Through revisiting five systems in which appropriation has happened both within and outside the intended use, we are going to show how it can be possible to design with open surfaces. These open surfaces have to be such that users can fill them with their own interpretation and content, they should be familiar to the user, resonating with their real world practice and understanding, thereby shaping its use
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