1,187 research outputs found

    Spinneret: Aiding Creative Ideation through Non-Obvious Concept Associations

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    Mind mapping is a popular way to explore a design space in creative thinking exercises, allowing users to form associations between concepts. Yet, most existing digital tools for mind mapping focus on authoring and organization, with little support for addressing the challenges of mind mapping such as stagnation and design fixation. We present Spinneret, a functional approach to aid mind mapping by providing suggestions based on a knowledge graph. Spinneret uses biased random walks to explore the knowledge graph in the neighborhood of an existing concept node in the mind map, and provides "suggestions" for the user to add to the mind map. A comparative study with a baseline mind-mapping tool reveals that participants created more diverse and distinct concepts with Spinneret, and reported that the suggestions inspired them to think of ideas they would otherwise not have explored.Comment: ACM CHI 202

    Analysis and automation of remedies for community hardships of non-native community

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    Abstract. Equality among all human beings, as a world community surpassing all the barriers such as religion, language, ethnicity, geographical location, and nationality is an important aspect all over the world. The equality for non-native communities of the country is a more important aspect of human equality. The hardships faced by the non-native community of society due to lack of equality cause irreversible damage to humankind and society. Lately, with the development of many technologies and new implementations, the fact that these technologies can assist in solving social problems came into discussion. Considering the hardships faced by non-native communities in terms of a social problem we explore how technology can assist in solving social matters. Thereby we explore a novel vision for the part that technology can contribute in solving civic matters encompassing frameworks from public engagement, crowdsourcing, and design thinking. In this thesis, we do a study on background work on how we can solve civic matters by assisting public participation frameworks, crowdsourcing frameworks, and design thinking frameworks. For this purpose, we presented three hardship stories that the non-native community of Finnish university faces which have been collected through a previous study, to collect ideas, and thoughts on how to mitigate the situation. We employed three questionnaires designed based on three conditions the conditions were First one is the baseline where the answers to the questionnaires will not be analyzed anywhere, and the second questionnaire condition is that the ideas will be used in social media and the third is that the ideas will be subjected to a quality analysis by crowd workers. To this end, we have collected ideas from 40 participants for each questionnaire with the aid of a prolific crowd-sourcing platform. Each of the questionnaires included a Questionnaire of Cognitive and Affective Empathy (QCAE) questionnaire section to measure empathy. Further, we Analyse the data that we have collected, through a QCAE analysis, word count, and answer length analysis, analyzing the co-relations between them, doing thematic coding, and doing a tone analysis. Moreover, we implemented an automated pipeline to do tone analysis starting from fetching answers from google forms to output the tone analysis results. Ultimately, the thesis contributes to Collecting ideas on how to mitigate the hardship experiences faced by non-native communities in a Finnish university. Further enhances the awareness of the hardships faced by the non-native community of a society. And through the analysis of the results we identified different co-relations between different factors like word count and Empathy. Analyze the tone of the participants in civic issues. Finally discussed the part that technology can contribute in solving civic matters encompassing frameworks from public engagement, crowdsourcing and design thinking

    What Is Collective Intelligence?

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    Chapter 1 introduces collective intelligence (CI) as an academic concept. At a basic level, CI extends the conception of intelligence from an individual to a group level. Pierre LĂ©vy formulated the modern version in 1994, when he described the invention of the Internet as a new universally distributed intelligence. Today, CI covers many different areas, but most definitions are vague and inconsistent across academic disciplines. Studies address collective problem solving in both small and large groups. At a micro level, researchers have identified a general group intelligence factor that is relevant for performance in small groups. At a macro level, studies of large groups have focused on different types of self-organization, including both stigmergy and swarm coordination. In addition, diversity examines CI as a core feature, both from the perspective of the “many wrongs principle” and the “many eyes principle.” Furthermore, the chapter provides a description of the book’s theoretical approach, building on Vygotsky and the inclusion of both biological and cultural-historical perspectives. The section on the methodological approach explains the data collection process, and the use of top solver perceptions of their participation in online innovation contests.publishedVersio

    Principles for Designing Context-Aware Applications for Physical Activity Promotion

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    Mobile devices with embedded sensors have become commonplace, carried by billions of people worldwide. Their potential to influence positive health behaviors such as physical activity in people is just starting to be realized. Two critical ingredients, an accurate understanding of human behavior and use of that knowledge for building computational models, underpin all emerging behavior change applications. Early research prototypes suggest that such applications would facilitate people to make difficult decisions to manage their complex behaviors. However, the progress towards building real-world systems that support behavior change has been much slower than expected. The extreme diversity in real-world contextual conditions and user characteristics has prevented the conception of systems that scale and support end-users’ goals. We believe that solutions to the many challenges of designing context-aware systems for behavior change exist in three areas: building behavior models amenable to computational reasoning, designing better tools to improve our understanding of human behavior, and developing new applications that scale existing ways of achieving behavior change. With physical activity as its focus, this thesis addresses some crucial challenges that can move the field forward. Specifically, this thesis provides the notion of sweet spots, a phenomenological account of how people make and execute their physical activity plans. The key contribution of this concept is in its potential to improve the predictability of computational models supporting physical activity planning. To further improve our understanding of the dynamic nature of human behavior, we designed and built Heed, a low-cost, distributed and situated self-reporting device. Heed’s single-purpose and situated nature proved its use as the preferred device for self-reporting in many contexts. We finally present a crowdsourcing system that leverages expert knowledge to write personalized behavior change messages for large-scale context-aware applications.PHDInformationUniversity of Michigan, Horace H. Rackham School of Graduate Studieshttps://deepblue.lib.umich.edu/bitstream/2027.42/144089/1/gparuthi_1.pd

    Design revolutions: IASDR 2019 Conference Proceedings. Volume 1: Change, Voices, Open

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    In September 2019 Manchester School of Art at Manchester Metropolitan University was honoured to host the bi-annual conference of the International Association of Societies of Design Research (IASDR) under the unifying theme of DESIGN REVOLUTIONS. This was the first time the conference had been held in the UK. Through key research themes across nine conference tracks – Change, Learning, Living, Making, People, Technology, Thinking, Value and Voices – the conference opened up compelling, meaningful and radical dialogue of the role of design in addressing societal and organisational challenges. This Volume 1 includes papers from Change, Voices and Open tracks of the conference
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