74,754 research outputs found

    Designing transition paths for the diffusion of sustainable system innovations. A new potential role for design in transition management?

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    Copyright @ 2008 Umberto AllemandiIt is a shared opinion that the transition towards sustainability will be a continuous and articulated learning process, which will require radical changes on multiple levels (social, cultural, institutional and technological). It is also shared that, given the nature and the dimension of those changes, a system discontinuity is needed, and that therefore it is necessary to act on a system innovation level. The challenge now is to understand how it is possible to facilitate and support the introduction and diffusion of such innovations. Bringing together insights from both Design for sustainability and Transition management literatures, the paper puts forward a model, called Transition model of evolutionary co-design for sustainable (product-service) system innovations, aimed at facilitating and speed-up the process of designing, experimentation, niche introduction and branching of sustainable such innovations

    The pedagogical challenges to collaborative technologies

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    Collaborative technologies offer a range of new ways of supporting learning by enabling learners to share and exchange both ideas and their own digital products. This paper considers how best to exploit these opportunities from the perspective of learners' needs. New technologies invariably excite a creative explosion of new ideas for ways of doing teaching and learning, although the technologies themselves are rarely designed with teaching and learning in mind. To get the best from them for education we need to start with the requirements of education, in terms of both learners‘ and teachers‘ needs. The argument put forward in this paper is to use what we know about what it takes to learn, and build this into a pedagogical framework with which to challenge digital technologies to deliver a genuinely enhanced learning experience

    Rating scale development: a multistage exploratory sequential design

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    The project chosen to showcase the application of the exploratory sequential design in second/ foreign (L2) language assessment comes from the context of rating scale development and focuses on the development of a set of scales for a suite of high-stakes L2 speaking tests. The assessment of speaking requires assigning scores to a speech sample in a systematic fashion by focusing on explicitly defined criteria which describe different levels of performance (Ginther 2013). Rating scales are the instruments used in this evaluation process, and they can be either holistic (i.e. providing a global overall assessment) or analytic (i.e. providing an independent evaluations for a number of assessment criteria, e.g. Grammar, Vocabulary, Organisation, etc.). The discussion in this chapter is framed within the context of rating scales in speaking assessment. However, it is worth noting that the principles espoused, stages employed and decisions taken during the development process have wider applicability to performance assessment in general

    IDR : a participatory methodology for interdisciplinary design in technology enhanced learning

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    One of the important themes that emerged from the CAL’07 conference was the failure of technology to bring about the expected disruptive effect to learning and teaching. We identify one of the causes as an inherent weakness in prevalent development methodologies. While the problem of designing technology for learning is irreducibly multi-dimensional, design processes often lack true interdisciplinarity. To address this problem we present IDR, a participatory methodology for interdisciplinary techno-pedagogical design, drawing on the design patterns tradition (Alexander, Silverstein & Ishikawa, 1977) and the design research paradigm (DiSessa & Cobb, 2004). We discuss the iterative development and use of our methodology by a pan-European project team of educational researchers, software developers and teachers. We reflect on our experiences of the participatory nature of pattern design and discuss how, as a distributed team, we developed a set of over 120 design patterns, created using our freely available open source web toolkit. Furthermore, we detail how our methodology is applicable to the wider community through a workshop model, which has been run and iteratively refined at five major international conferences, involving over 200 participants

    Investigating the success factors of expert users to inform device development

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    Objective: Expert user testing is a well recognised tool within user experience and human computer interaction design. Within the domain of assistive technology device design, however, this technique seems to be little used. It is suggested that studying the success factors of expert assistive technology device users may provide a valuable source of data to inform development of assistive technology devices. This paper presents an example of this technique, within the context of a number of studies carried out by the authors, using the example of preliminary data from a study informing the development of an innovative Augmentative and Alternative Communication (AAC) device. Main Content: The paper presents a qualitative study whose objective was to influence the design and further development of an innovative voice-input voice-output communication aid (Vivoca) which has previously reached proof-of-concept stage. The Vivoca device is designed for people with dysarthria and this dictates a number of specific constraints and considerations. In order to understand how Vivoca could be designed to be used successfully by people with dysarthria, this study aimed to identify the factors associated with expert users' successful use of current AAC devices. In order to allow comparison, the study included users with some understandable speech and also those with no understandable speech. The study procedure was designed to provide a profile of participants' communication methods and to identify the factors that participants felt made their communication successful. Results: Preliminary results from the study (currently underway) are presented, including a qualitative analysis of interview data, and data profiling participants' communication methods and context. Initial data has highlighted the very specific requirements for a communication aid design for people with some understandable speech. Conclusion: Study of expert users may provide an effective tool to help inform assistive technology device development

    Canine-centered interface design: supporting the work of diabetes alert dogs

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    Many people with Diabetes live with the continuous threat of hypoglycaemic attacks and the danger of going into coma. Diabetic Alert Dogs are trained to detect the onset of an attack before the human handler they are paired with deteriorates, giving them time to take action. We investigated requirements for designing an alert system allowing dogs to remotely call for help when their human falls unconscious before being able to react to an alert. Through a multispecies ethnographic approach we focus on teasing out the requirements for a physical canine user interface, involving both dogs, their handlers and trainers in the design. We discuss tensions between the requirements for the canine and the human users, argue the need for increased sensitivity towards the needs of individual dogs that goes beyond breed specific physical characteristics and reflect on how we can move from designing for dogs to designing with dogs

    Assessing the effectiveness of multi-touch interfaces for DP operation

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    Navigating a vessel using dynamic positioning (DP) systems close to offshore installations is a challenge. The operator's only possibility of manipulating the system is through its interface, which can be categorized as the physical appearance of the equipment and the visualization of the system. Are there possibilities of interaction between the operator and the system that can reduce strain and cognitive load during DP operations? Can parts of the system (e.g. displays) be physically brought closer to the user to enhance the feeling of control when operating the system? Can these changes make DP operations more efficient and safe? These questions inspired this research project, which investigates the use of multi-touch and hand gestures known from consumer products to directly manipulate the visualization of a vessel in the 3D scene of a DP system. Usability methodologies and evaluation techniques that are widely used in consumer market research were used to investigate how these interaction techniques, which are new to the maritime domain, could make interaction with the DP system more efficient and transparent both during standard and safety-critical operations. After investigating which gestures felt natural to use by running user tests with a paper prototype, the gestures were implemented into a Rolls-Royce DP system and tested in a static environment. The results showed that the test participants performed significantly faster using direct gesture manipulation compared to using traditional button/menu interaction. To support the results from these tests, further tests were carried out. The purpose is to investigate how gestures are performed in a moving environment, using a motion platform to simulate rough sea conditions. The key results and lessons learned from a collection of four user experiments, together with a discussion of the choice of evaluation techniques will be discussed in this paper

    The role of socio-technical experiments in introducing sustainable Product-Service System innovations

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    This is the pre-print version of the chapter published in 2015 by Springer in the book “The Handbook of Service Innovation” (edited by Renu Agarwal, Willem Selen, Göran Roos and Roy Green). The final publication is available at Springer via http://dx.doi.org/10.1007/978-1-4471-6590-3_18Product-Service System (PSS) innovations represent a promising approach to sustainability, but their implementation and diffusion are hindered by several cultural, corporate, and regulative barriers. Hence, an important challenge is not only to conceive sustainable PSS concepts, but also to understand how to manage, support, and orient the introduction and diffusion of these concepts. Building upon insights from transition studies (in particular, the concepts of Strategic Niche Management and Transition Management), and through an action research project, the chapter investigates the role of design in introducing sustainable radical service innovations. A key role is given to the implementation of socio-technical experiments, partially protected spaces where innovations can be incubated and tested, become more mature, and potentially favor the implementation and scaling up process
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