1,795 research outputs found

    Sprinting for creative economy growth – a case study of a business planning and rapid prototyping toolkit for the Brazilian creative economy sector

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    This article reflects on the development of a creative economy training product and toolkit developed by Coventry University with SEBRAE (the Brasilian Micro and Small Business Support Service) and funded by British Council. It was devised following two weeks creative economy scoping visits in autumn 2017 in Brasil. The scoping visits identified the need for a fun and “disruptive” business planning experience leading to rapid prototyping which would allow new creative economy ideas to be brought to market at low development cost – “Sprint”. A one day micro Sprint was tested in four locations in Brazil to excellent feedback in late 2017. The client subsequently requested a three day version of the methodology to invest more time in the cultural change of the creative entrepreneur and the development of an associated toolkit. However, this Sprint has subsequently also been rolled out in a super condensed 3 hour version piloting in 2019 and 2020 in Ukraine through British Council Creative Spark programmes. The toolkit offers skills and techniques to train creative entrepreneurs and their mentors in enabling the growth of the creative economy in their communities. This paper predominantly focuses on the implementation of the client commissioned three day Sprint

    An ontology co-design method for the co-creation of a continuous care ontology

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    Ontology engineering methodologies tend to emphasize the role of the knowledge engineer or require a very active role of domain experts. In this paper, a participatory ontology engineering method is described that holds the middle ground between these two 'extremes'. After thorough ethnographic research, an interdisciplinary group of domain experts closely interacted with ontology engineers and social scientists in a series of workshops. Once a preliminary ontology was developed, a dynamic care request system was built using the ontology. Additional workshops were organized involving a broader group of domain experts to ensure the applicability of the ontology across continuous care settings. The proposed method successfully actively engaged domain experts in constructing the ontology, without overburdening them. Its applicability is illustrated by presenting the co-created continuous care ontology. The lessons learned during the design and execution of the approach are also presented

    A requirements engineering framework for integrated systems development for the construction industry

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    Computer Integrated Construction (CIC) systems are computer environments through which collaborative working can be undertaken. Although many CIC systems have been developed to demonstrate the communication and collaboration within the construction projects, the uptake of CICs by the industry is still inadequate. This is mainly due to the fact that research methodologies of the CIC development projects are incomplete to bridge the technology transfer gap. Therefore, defining comprehensive methodologies for the development of these systems and their effective implementation on real construction projects is vital. Requirements Engineering (RE) can contribute to the effective uptake of these systems because it drives the systems development for the targeted audience. This paper proposes a requirements engineering approach for industry driven CIC systems development. While some CIC systems are investigated to build a broad and deep contextual knowledge in the area, the EU funded research project, DIVERCITY (Distributed Virtual Workspace for Enhancing Communication within the Construction Industry), is analysed as the main case study project because its requirements engineering approach has the potential to determine a framework for the adaptation of requirements engineering in order to contribute towards the uptake of CIC systems

    Towards a user oriented analytical approach to learning design

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    The London Pedagogy Planner (LPP) is a prototype for a collaborative online planning and design tool that supports lecturers in developing, analysing and sharing learning designs. The tool is based on a developing model of the components involved in learning design and the critical relationships between them. As a decision tool it makes the pedagogical design explicit as an output from the process, capturing it for testing, redesign, reuse and adaptation by the originator, or by others. The aim is to test the extent to which we can engage lecturers in reflecting on learning design, and make them part of the educational community that discovers how best to use technology‐enhanced learning. This paper describes the development of LPP, presents pedagogical benefits of visual representations of learning designs and proposes an analytical approach to learning design based on these visual representations. The analytical approach is illustrated based on an initial evaluation with a small group of lecturers from two partner institutions

    Implementing an Intervention into a Grade Six Learning Environment: A Design-Based Research Framework

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    Educators in some Canadian schools are especially challenged in developing innovative pedagogical approaches that can intellectually engage their students in deep learning of core curriculum content, while equipping them with 21st century competencies.  In this paper, we discuss some key ideas on how an intervention, the design and building of digital video games, was implemented and explored, to address this challenge, in four grade 6 social studies classes at a Calgary charter school, utilizing a design-based research framework.  Findings revealed that: (i) to effectively implement this intervention in the classroom context, teachers needed to shift/modify their design of instructional activities compared to how they would normally design them in their social studies classes to teach the same chosen content; and (ii) the intervention, as implemented, seem to have the potential to be an effective innovative pedagogy for deep learning and one that promotes the intellectual engagement of students and their development and application of 21st century competencies.  Some implications of these findings for the implementation of interventions in school, in terms of transforming the classroom environment, assessing the type of theoretical support needed, using design-based research as an effective framework to study how interventions and developing policy for the implementation of interventions are listed for K-12 educators, school jurisdictions and Alberta Education

    EquiP: A Method to Co-Design for Cooperation

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    In Participatory Design (PD), the design of a cooperative digital solution should involve all stakeholders in the co-design. When one stakeholder’s position is weaker due to socio-cultural structures or differences in knowledge or abilities, PD methods should help designers balance the power in the design process at both the macro and micro levels. We present a PD method that addresses the power relations arising during the design process and draws on theories about participation and power in the design and organisation of change processes. We contribute to Computer Supported Cooperative Work (CSCW) by using the PD method to design computer support for cooperation on cognitive rehabilitation between people with Mild Acquired Brain Injuries (MACI) and their healthcare professionals, where strengthening the cooperation is considered an element of patient empowerment. This method is presented as a contribution to the intersection between PD and CSCW. The discussion of power in PD contributes to the discussion of cooperation in CSCW. We found that EquiP supported the creation of choices, and hence the ‘power to’ influence the design. This method can contribute to a power ‘equilibrium’ and a positive-sum power relation in PD sessions involving all stakeholders.publishedVersio

    Design and implementation of a web interface for Axis global testing Live Sites

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    Designing and developing a software product is a difficult process. The product must be usable and solve the correct problem. At the same time, the underlying code must be well written. Many projects fail to deliver or exceed their budget. This thesis explores a practical approach to software design and development that tries to adhere to both user centered design and agile development. The process follows Google Ventures’ design sprint model and also takes inspiration from Jacob Nielsen's discount usability methods. This approach is applied to a real project at Axis Communications. The goal of the project was to design and implement a web application for monitoring and analyzing data from Axis global weather testing ``Live Sites''. The data was collected and analyzed manually which was a very time consuming process. It was difficult to interact with the data in order to see correlations between the weather and the camera images. We were able design a solution to this and implement it during four iterations. Each iteration consisted of a design sprint, an implementation sprint and an evaluation phase. The design sprints were fast and effective, which meant we could spend more time on building the actual product while still being confident that we were building something that would actually work. Through continuous usability evaluation and regular stakeholder meetings we were able to validate our design. The project resulted in a web application consisting of a number of interactive dashboards. Our conclusion is that the resulting interface solves the problem of interacting with the ``Live Site'' data and should provide a good foundation to build upon. We also conclude that Google Ventures' design sprint is a powerful and effective model which could be of great benefit to software development projects.Is it possible to create usable software quickly and effectively? To find out, we combined practices of good usability design and fast software development in a project at Axis Communications. Developing usable software is no simple task. The software must be well designed and solve a real problem for its users. At the same time the software’s inner workings must be engineered in a good way. Preferably, the process of producing this software should be fast and cost effective. Many software projects fail, either by delivering an unusable product or by going over budget. In our master thesis we explored a practical approach to software design and coding that tries to solve these issues. We applied this approach to a software project at Axis Communications. Our task was to develop a website for Axis global testing live sites. These live sites are physical sites located around the world in different climate zones. Each site consists of a number of Axis cameras and a weather station connected to a local server. The cameras are left there so that the physical impact of the environment can be monitored and studied. By doing this Axis makes sure that their cameras are able to handle harsh weather conditions in the real world, not just in controlled test chambers. Our approach was to divide the project into four repetitions, each consisting of a design phase, a coding phase, and a usability evaluation phase. During the design phase, which lasted for five days, we tried to solve design issues. We conducted interviews with the users and had observations sessions on day one. Solutions to the discovered problems were explored in day two. On day three we combined our ideas into a single solution. During day four we made a prototype of this solution. The usability of this prototype was tested on real users at Axis on the fifth and final day. The coding phase lasted two to three weeks and took us from a design prototype to a working website. The usability of the website was evaluated and we brought the newly discovered problems with us to the next repetition. Throughout our project we used this approach to solve design problems at an astonishing pace. By incorporating the design phase into a repetitive process we were able to produce a working product very quickly, which we could continuously add and improve upon. The process resulted in a usable product, but we were sadly not able to fully implement our envisioned solution. We do however believe that by following our process model we were able to not only produce good design, but also well written code. Hopefully this means that the product can be built upon and eventually fully realized. The process model turned out to be a powerful and effective tool. Despite the fact that we couldn’t completely evade the problem of going over budget, we think it could be of great benefit to the software engineering process

    Experience Prototyping for Automotive Applications

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    In recent years, we started to define our life through experiences we make instead of objectswe buy. To attend a concert of our favorite musician may be more important for us thanowning an expensive stereo system. Similarly, we define interactive systems not only by thequality of the display or its usability, but rather by the experiences we can make when usingthe device. A cell phone is primarily built for making calls and receiving text messages,but on an emotional level it might provide a way to be close to our loved ones, even thoughthey are far away sometimes. When designing interactive technology, we do not only haveto answer the question how people use our systems, but also why they use them. Thus,we need to concentrate on experiences, feelings and emotions arising during interaction.Experience Design is an approach focusing on the story that a product communicates beforeimplementing the system. In an interdisciplinary team of psychologists, industrial designers, product developers andspecialists in human-computer interaction, we applied an Experience Design process to theautomotive domain. A major challenge for car manufacturers is the preservation of theseexperiences throughout the development process. When implementing interactive systemsengineers rely on technical requirements and a set of constraints (e.g., safety) oftentimescontradicting aspects of the designed experience. To resolve this conflict, Experience Prototypingis an important tool translating experience stories to an actual interactive product. With this thesis I investigate the Experience Design process focusing on Experience Prototyping.Within the automotive context, I report on three case studies implementing threekinds of interactive systems, forming and following our approach. I implemented (1) anelectric vehicle information system called Heartbeat, communicating the state of the electricdrive and the batteries to the driver in an unobtrusive and ensuring way. I integrated Heartbeatinto the dashboard of a car mock-up with respect to safety and space requirements butat the same time holding on to the story in order to achieve a consistent experience. With (2)the Periscope I implemented a mobile navigation device enhancing the social and relatednessexperiences of the passengers in the car. I built and evaluated several experience prototypesin different stages of the design process and showed that they transported the designed experiencethroughout the implementation of the system. Focusing on (3) the experience offreehand gestures, GestShare explored this interaction style for in-car and car-to-car socialexperiences. We designed and implemented a gestural prototypes for small but effectivesocial interactions between drivers and evaluated the system in the lab and and in-situ study. The contributions of this thesis are (1) a definition of Experience Prototyping in the automotivedomain resulting from a literature review and my own work, showing the importanceand feasibility of Experience Prototyping for Experience Design. I (2) contribute three casestudies and describe the details of several prototypes as milestones on the way from a anexperience story to an interactive system. I (3) derive best practices for Experience Prototypingconcerning their characteristics such as fidelity, resolution and interactivity as well asthe evaluation in the lab an in situ in different stages of the process.Wir definieren unser Leben zunehmend durch Dinge, die wir erleben und weniger durchProdukte, die wir kaufen. Ein Konzert unseres Lieblingsmusikers zu besuchen kann dabeiwichtiger sein, als eine teure Stereoanlage zu besitzen. Auch interaktive Systeme bewertenwir nicht mehr nur nach der QualitĂ€t des Displays oder der Benutzerfreundlichkeit, sondernauch nach Erlebnissen, die durch die Benutzung möglich werden. Das Smartphone wurdehauptsĂ€chlich zum Telefonieren und Schreiben von Nachrichten entwickelt. Auf einer emotionalenEbene bietet es uns aber auch eine Möglichkeit, wichtigen Personen sehr nah zusein, auch wenn sie manchmal weit weg sind. Bei der Entwicklung interaktiver Systememüssen wir uns daher nicht nur fragen wie, sondern auch warum diese benutzt werden. Erlebnisse,Gefühle und Emotionen, die wĂ€hrend der Interaktion entstehen, spielen dabei einewichtige Rolle. Experience Design ist eine Disziplin, die sich auf Geschichten konzentriert,die ein Produkt erzĂ€hlt, bevor es tatsĂ€chlich implementiert wird. In einem interdisziplinĂ€ren Team aus Psychologen, Industrie-Designern, Produktentwicklernund Spezialisten der Mensch-Maschine-Interaktion wurde ein Prozess zur Erlebnis-Gestaltung im automobilen Kontext angewandt. Die Beibehaltung von Erlebnissen über dengesamten Entwicklungsprozess hinweg ist eine große Herausforderung für Automobilhersteller.Ingenieure hĂ€ngen bei der Implementierung interaktiver Systeme von technischen,sicherheitsrelevanten und ergonomischen Anforderungen ab, die oftmals dem gestaltetenErlebnis widersprechen. Die Bereitstellung von Erlebnis-Prototypen ermöglicht die Übersetzungvon Geschichten in interaktive Produkte und wirkt daher diesem Konflikt entgegen. Im Rahmen dieser Dissertation untersuche ich den Prozess zur Erlebnis-Gestaltung hinsichtlichder Bedeutung von Erlebnis-Prototypen. Ich berichte von drei Fallbeispielen im automobilenBereich, die die Gestaltung und Implementierung verschiedener interaktiver Systemenumfassen. (1) Ein Informationssystem für Elektrofahrzeuge, der Heartbeat, macht den Zustanddes elektrischen Antriebs und den Ladestand der Batterien für den Fahrer visuell undhaptisch erlebbar. Nach der Implementierung mehrerer Prototypen wurde Heartbeat unterBerücksichtigung verschiedener technischer und sicherheitsrelevanter Anforderungen in dieArmaturen eines Fahrzeugmodells integriert, ohne dass dabei das gestaltete Erlebnis verlorengegangen ist. (2) Das Periscope ist ein mobiles NavigationsgerĂ€t, das den Insassensoziale Erlebnisse ermöglicht und das Verbundenheitsgefühl stĂ€rkt. Durch die Implementierungmehrere Erlebnis-Prototypen und deren Evaluation in verschiedenen Phasen des Entwicklungsprozesseskonnten die gestalteten Erlebnisse konsistent erhalten werden. (3) ImProjekt GestShare wurde das Potential der Interaktion durch Freiraumgesten im Fahrzeuguntersucht. Dabei standen ein Verbundenheitserlebnis des Fahrers und soziale Interaktionenmit Fahrern anderer Fahrzeuge im Fokus. Es wurden mehrere Prototypen implementiert undauch in einer Verkehrssituation evaluiert. Die wichtigsten BeitrĂ€ge dieser Dissertation sind (1) eine intensive Betrachtung und Anwendungvon Erlebnis-Prototypen im Auto und deren Relevanz bei der Erlebnis-Gestaltung,beruhend auf einer Literaturauswertung und der eigenen Erfahrung innerhalb des Projekts; (2) drei Fallstudien und eine detaillierte Beschreibung mehrere Prototypen in verschiedenenPhasen des Prozesses und (3) Empfehlungen zu Vorgehensweisen bei der Erstellung vonErlebnis-Prototypen hinsichtlich der Eigenschaften wie NĂ€he zum finalen Produkt, Anzahlder implementierten Details und InteraktivitĂ€t sowie zur Evaluation im Labor und in tatsĂ€chlichenVerkehrssituationen in verschiedenen Phasen des Entwicklungsprozesses

    An Open Learner Model Dashboard for Adaptive Learning

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    The thesis describes the design process of the independent OLM dashboard, MittFagkart, that visualizes student activity data across digital math tools used in Norwegian classrooms for teachers.Masteroppgave i informasjonsvitenskapINFO390MASV-INF

    Making intelligent systems team players: Case studies and design issues. Volume 1: Human-computer interaction design

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    Initial results are reported from a multi-year, interdisciplinary effort to provide guidance and assistance for designers of intelligent systems and their user interfaces. The objective is to achieve more effective human-computer interaction (HCI) for systems with real time fault management capabilities. Intelligent fault management systems within the NASA were evaluated for insight into the design of systems with complex HCI. Preliminary results include: (1) a description of real time fault management in aerospace domains; (2) recommendations and examples for improving intelligent systems design and user interface design; (3) identification of issues requiring further research; and (4) recommendations for a development methodology integrating HCI design into intelligent system design
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