73 research outputs found

    Boundary negotiating mock-ups

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    Designing usable smart products is a multidisciplinary effort that requires people with very diverse knowledge to collaborate. Collaboration is challenging because knowledge from various design stakeholders with different needs and constraints has to be integrated in a design. Design mock-ups are used by designers to facilitate the collaboration. Design mock-ups help integrate different perspectives because they evoke different things to different stakeholders and help them negotiate the limits within which they can agree on a design. Literature suggests the analytical boundary object concept as a theory to explain how mock-ups support the integration of knowledge in design collaboration. I review the literature on the boundary object concept and iterate it with the data collected from a one year ethnographic study of a multidisciplinary product development project to design a smart usable device.I discuss that the boundary object concept fails to conceptualize how mock-ups support negotiation and suggest the concept of dynamic boundary objects as a more appropriate concept for the role of mockups in design collaboration. Design mock-ups iteratively support the boundary negotiation activities of self-explanation, inclusion, compilation and structuring. They act as a scaffold for the creation of a shared understanding

    Drones and the Creative Industry

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    This open access, interdisciplinary book presents innovative strategies in the use of civil drones in the cultural and creative industry. Specially aimed at small and medium-sized enterprises (SMEs), the book offers valuable insights from the fields of marketing, engineering, arts and management. With contributions from experts representing varied interests throughout the creative industry, including academic researchers, software developers and engineers, it analyzes the needs of the creative industry when using civil drones both outdoors and indoors. The book also provides timely recommendations to the industry, as well as guidance for academics and policymakers

    Beyond the 4 Skills: Looking at 21st century skills

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    The advent of internet and digital media has significantly added to the types of skills that students need to acquire in the ESL classroom to be successful in communication. The digital skills of viewing and representing should be added to the traditional four skills to prepare students for experiencing and creating multimodal texts

    Conceitos e métodos para apoio ao desenvolvimento e avaliação de colaboração remota utilizando realidade aumentada

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    Remote Collaboration using Augmented Reality (AR) shows great potential to establish a common ground in physically distributed scenarios where team-members need to achieve a shared goal. However, most research efforts in this field have been devoted to experiment with the enabling technology and propose methods to support its development. As the field evolves, evaluation and characterization of the collaborative process become an essential, but difficult endeavor, to better understand the contributions of AR. In this thesis, we conducted a critical analysis to identify the main limitations and opportunities of the field, while situating its maturity and proposing a roadmap of important research actions. Next, a human-centered design methodology was adopted, involving industrial partners to probe how AR could support their needs during remote maintenance. These outcomes were combined with literature methods into an AR-prototype and its evaluation was performed through a user study. From this, it became clear the necessity to perform a deep reflection in order to better understand the dimensions that influence and must/should be considered in Collaborative AR. Hence, a conceptual model and a humancentered taxonomy were proposed to foster systematization of perspectives. Based on the model proposed, an evaluation framework for contextualized data gathering and analysis was developed, allowing support the design and performance of distributed evaluations in a more informed and complete manner. To instantiate this vision, the CAPTURE toolkit was created, providing an additional perspective based on selected dimensions of collaboration and pre-defined measurements to obtain “in situ” data about them, which can be analyzed using an integrated visualization dashboard. The toolkit successfully supported evaluations of several team-members during tasks of remote maintenance mediated by AR. Thus, showing its versatility and potential in eliciting a comprehensive characterization of the added value of AR in real-life situations, establishing itself as a generalpurpose solution, potentially applicable to a wider range of collaborative scenarios.Colaboração Remota utilizando Realidade Aumentada (RA) apresenta um enorme potencial para estabelecer um entendimento comum em cenários onde membros de uma equipa fisicamente distribuídos precisam de atingir um objetivo comum. No entanto, a maioria dos esforços de investigação tem-se focado nos aspetos tecnológicos, em fazer experiências e propor métodos para apoiar seu desenvolvimento. À medida que a área evolui, a avaliação e caracterização do processo colaborativo tornam-se um esforço essencial, mas difícil, para compreender as contribuições da RA. Nesta dissertação, realizámos uma análise crítica para identificar as principais limitações e oportunidades da área, ao mesmo tempo em que situámos a sua maturidade e propomos um mapa com direções de investigação importantes. De seguida, foi adotada uma metodologia de Design Centrado no Humano, envolvendo parceiros industriais de forma a compreender como a RA poderia responder às suas necessidades em manutenção remota. Estes resultados foram combinados com métodos da literatura num protótipo de RA e a sua avaliação foi realizada com um caso de estudo. Ficou então clara a necessidade de realizar uma reflexão profunda para melhor compreender as dimensões que influenciam e devem ser consideradas na RA Colaborativa. Foram então propostos um modelo conceptual e uma taxonomia centrada no ser humano para promover a sistematização de perspetivas. Com base no modelo proposto, foi desenvolvido um framework de avaliação para recolha e análise de dados contextualizados, permitindo apoiar o desenho e a realização de avaliações distribuídas de forma mais informada e completa. Para instanciar esta visão, o CAPTURE toolkit foi criado, fornecendo uma perspetiva adicional com base em dimensões de colaboração e medidas predefinidas para obter dados in situ, que podem ser analisados utilizando o painel de visualização integrado. O toolkit permitiu avaliar com sucesso vários colaboradores durante a realização de tarefas de manutenção remota apoiada por RA, permitindo mostrar a sua versatilidade e potencial em obter uma caracterização abrangente do valor acrescentado da RA em situações da vida real. Sendo assim, estabelece-se como uma solução genérica, potencialmente aplicável a uma gama diversificada de cenários colaborativos.Programa Doutoral em Engenharia Informátic

    Designing AI Experiences: Boundary Representations, Collaborative Processes, and Data Tools

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    Artificial Intelligence (AI) has transformed our everyday interactions with technology through automation, intelligence augmentation, and human-machine partnership. Nevertheless, we regularly encounter undesirable and often frustrating experiences due to AI. A fundamental challenge is that existing software practices for coordinating system and experience designs fall short when creating AI for diverse human needs, i.e., ``human-centered AI'' or HAI. ``AI-first'' development workflows allow engineers to first develop the AI components, and then user experience (UX) designers create end-user experiences around the AI's capabilities. Consequently, engineers encounter end-user blindness when making critical decisions about AI training data needs, implementation logic, behavior, and evaluation. In the conventional ``UX-first'' process, UX designers lack the needed technical understanding of AI capabilities (technological blindness) that limits their ability to shape system design from the ground up. Human-AI design guidelines have been offered to help but neither describe nor prescribe ways to bridge the gaps in needed expertise in creating HAI. In this dissertation, I investigate collaboration approaches between designers and engineers to operationalize the vision for HAI as technology inspired by human intelligence that augments human abilities while addressing societal needs. In a series of studies combining technical HCI research with qualitative studies of AI production in practice, I contribute (1) an approach to software development that blurs rigid design-engineering boundaries, (2) a process model for co-designing AI experiences, and (3) new methods and tools to empower designers by making AI accessible to UX designers. Key findings from interviews with industry practitioners include the need for ``leaky'' abstractions shared between UX and AI designers. Because modular development and separation of concerns fail with HAI design, leaky abstractions afford collaboration across expertise boundaries and support human-centered design solutions through vertical prototyping and constant evaluation. Further, by observing how designers and engineers collaborate on HAI design in an in-lab study, I highlight the role of design `probes' with user data to establish common ground between AI system and UX design specifications, providing a critical tool for shaping HAI design. Finally, I offer two design methods and tool implementations --- Data-Assisted Affinity Diagramming and Model Informed Prototyping --- for incorporating end-user data into HAI design. HAI is necessarily a multidisciplinary endeavor, and human data (in multiple forms) is the backbone of AI systems. My dissertation contributions inform how stakeholders with differing expertise can collaboratively design AI experiences by reducing friction across expertise boundaries and maintaining agency within team roles. The data-driven methods and tools I created provide direct support for software teams to tackle the novel challenges of designing with data. Finally, this dissertation offers guidance for imagining future design tools for human-centered systems that are accessible to diverse stakeholders.PHDInformationUniversity of Michigan, Horace H. Rackham School of Graduate Studieshttp://deepblue.lib.umich.edu/bitstream/2027.42/169917/1/harihars_1.pd

    A framework for guiding the interdisciplinary design of mHealth intervention apps for physical activity behaviour change

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    The global pandemic of noncommunicable diseases and its associated premature mortality rates and socioeconomic burden have led to increasingly intensified efforts towards designing and delivering health promotion interventions aimed at addressing the leading modifiable health risk behaviours, such as physical inactivity. Developing physical activity behaviour change interventions that target individuals at the dual intra-interpersonal socioecological levels of health promotion has become a key objective worldwide. Digital and mobile technology is revolutionising the ways in which health behaviour change interventions are delivered to individuals across the world, with mobile health applications (mHealth apps) increasingly recognised as a powerful means of promoting physical activity behaviour change. However, with the growth and opportunities of mHealth apps, come several design challenges. Key design challenges concern the integration of theory, the incorporation of evidence-based behaviour change techniques, the application of persuasive systems design principles, and the importance of multi- and interdisciplinary collaborative design, development and evaluation approaches. These key challenges influence the output product design and effectiveness of mHealth physical activity behaviour change intervention apps. There exists a paucity of approaches for guiding and supporting the multi- and interdisciplinary collaborative design, development and evaluation of mHealth physical activity behaviour change intervention apps. To address this gap, this research study proposes an Interdisciplinary mHealth App Design Framework, framed by a novel boundary object view. This view considers the diverse communities of practice, boundary objects and supporting artefacts, process activities, and knowledge sharing practices necessary and relevant to the design of effective mHealth physical activity behaviour change intervention apps. The framework’s development is guided by a Design Science Research (DSR) approach. Its core components are based on the findings of a critical theoretical analysis of twenty existing multi- and interdisciplinary digital health development approaches. Once developed, the framework is evaluated using a qualitative DSR linguistic interpretivist approach, with semi-structured interviews as the research instrument. The thematic analysis findings from interviews with thirty-one international academic researchers and industry practitioners informs the iterative modification and revision of an enhanced Interdisciplinary mHealth App Design Framework, constituting the main DSR artefact contribution of the research study. In addition, four theoretical contributions are made to the mHealth intervention app design body of knowledge, and a practical contribution is made through the provision of guideline recommendations for academics and industry practitioners. Methodological contributions are also made in terms of applying DSR, adopting a hybrid cognitive reasoning strategy, and employing a qualitative linguistic interpretivist approach to evaluation within a DSR project.Thesis (PhD) -- Faculty of Commerce, Information Systems, 202

    An investigation into the use of guidelines and patterns in the interaction design process

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    Design guidelines are used in interaction design (IxD) for physical design and for evaluating the usability of designs and interactive products. Guidelines are widely used for physical design and evaluation, but have a number of problems. IxD patterns have been proposed as an alternative to guidelines, as they are claimed to have several advantages over guidelines. A small number of empirical studies provide evidence that patterns are beneficial when used in IxD. Additional research on the usefulness of IxD patterns is required. The primary research question investigated in this thesis was thus: How useful are IxD patterns as physical design and evaluation aids in IxD, as compared to design guidelines? The role of guidelines and patterns as design and evaluation aids in IxD was investigated and a comparison of guidelines and patterns, based on a set of guideline and pattern properties, was conducted. The concept of pattern and guideline usefulness was explored and a research agenda for guidelines and patterns was identified, together with a set of research questions for an empirical study. The empirical study of the use of patterns for evaluation, redesign and new design, as compared to guidelines, was conducted at the Nelson Mandela Metropolitan University in 2004. The participants were a purposive sample of post-graduate Computing students, who were regarded as novice interaction designers. Two equivalent groups were formed, one that used patterns and one that used guidelines. Patterns were found to be as useful as guidelines when used as evaluation aids. Guidelines and patterns were identified as effective tools for identifying and explaining usability issues and design features. Best-effort matched sets of guidelines and patterns produced substantially different result sets when used to identify issues and features, with fairly low overlap. A substantial evaluator effect was observed for the use of guidelines and patterns for evaluation, and the results obtained were similar to those obtained by Molich et al. in their Comparative Usability Evaluation (CUE) studies. There was no statistically significant difference between the effectiveness of guidelines and patterns for evaluation. There was also no statistically significant difference between the perceived efficiency, effectiveness and satisfaction in use of guidelines and patterns for evaluation. Guidelines and patterns were found to be used in similar ways for evaluation. Patterns were found to be more effective than guidelines for redesign. Patterns were found to be as useful as guidelines when used for new design. There was no statistically significant difference between the effectiveness of guidelines and patterns for new design. There was also no statistically significant difference between the perceived efficiency, effectiveness and satisfaction in use of guidelines and patterns for redesign and new design. Guidelines and patterns were found to be used in similar ways for design. There was no statistically significant difference between the perceived usefulness of the format, content, ease of learning, and usefulness as personal and shared design languages, of guidelines and patterns. Both participant groups were equally agreeable to using guidelines and patterns in the future. The perceived usefulness of pattern collections was found to depend on the usability of the collection interface and the content quality of the patterns. The results of the empirical study thus provided empirical evidence that patterns were as useful as guidelines for evaluation and new design, and were perceived as positively as guidelines were. Patterns were found to be superior to guidelines for redesign. Patterns can therefore be used with a measure of confidence as early stage design aids for physical design and evaluation in the future. In addition to these findings, a number of opportunities for further research were identified

    EATAW 2021

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    Two years have gone by, and it is time for us to meet again. Because the EATAW conference alternates with the conference of the European Writing Centers Association (EWCA), our plan had been to build on EWCA’s theme of “empowerment” in writing centers planned for the meeting in Graz in 2020. However, the covid-19 pandemic hit and EWCA could not take place. A year later, it was far from clear whether EATAW could take place, or in which form. We debated this a great deal, asked you all in a survey and then decided to go online, crossing our fingers that enough people would register. And here we are, ready to see you virtually on July 7 and 8, 2021 and still connect to EWCA intentions with our theme “The residence of writing and writing support.” If you are wondering about the connection of this theme to empowerment, we were thinking that the various forms and approaches in writing support and writing centers depend on where the support comes from and who provides it. Even though EWCA caters to writing center practitioners and EATAW to teachers, we all deserve to pause and revisit the foundations. More specifically, we should ask seemingly simple questions, some of which have been here for decades but may still be unanswered in certain contexts and/or in contexts that keep changing, such as the following: Who are we? • Who are we as teachers of academic writing? • What do we need to know directly to support academic writers at any level? • What else do we need to know to teach academic writers so that they can prosper? Where do we work? • Where DOES, SHOULD, and COULD writing support reside? • What are the different models universities have to support writing? • How is writing support defined? What is our field? • (How) has academic writing become a field? • How do we know? • How has teaching of writing made a difference in your contexts? How do technologies help us? • How digital are we? • How are we affected by the impact of technologies? • What has the pandemic taught us about the technologies? Who are other stakeholders in academic writing support? • How do libraries approach/support academic writing? • What is the role of journal editors, publishers, and reviewers? • Who have we lost, and what new partnerships have we made? Moreover, our theme explores the essence of our work and professional identity in an unprecedented time of the covid-19 outbreak that has put more things in motion than we could have ever imagined. Therefore, we added the question of: What has changed recently? • How has the residence of writing support changed as we have shifted to working remotely? • What have the quarantines taught us about the particular nature of proximity? • What have we lost/gained? We very much appreciate the wide interest of the EATAW community in the topics. We invite you to view this time as an opportunity for self-reflection and exploration of new things, and we are excited to see so many fascinating responses to the theme. Welcome to EATAW Conference 2021 and enjoy.Ostrav

    Immersive Telepresence: A framework for training and rehearsal in a postdigital age

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