13,715 research outputs found

    The ‘responsibility’ factor in imagining the future of education in China

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    Design and creativity have been a considerable force for improving life conditions. A lot of effort has been invested in explaining the design process and creativity mainly through the design thinking methodology, but design accountability and responsible actions in the design process are, yet, to be fully explored. The concept of design ethics is now increasingly scrutinized on both the level of business organization and of the individual designer. A 4-day design workshop that involved creativity techniques provided the base to explore responsibility in the fuzzy front end of the design process. The future of education in 2030 was defined as the workshop's theme and fifty-six students from China were asked to create detailed alternative scenarios. A number of imagination exercises, implementation of technological innovations and macro-environment evolutions employed in the workshop are discussed. The aim was to incite moral and responsible actions among students less familiar with creative educational contexts of student-led discovery and collaborative learning. This paper reflects on the use of creativity methods to stimulate anticipation in (non)design students

    How Do UX Practitioners Communicate AI as a Design Material? Artifacts, Conceptions, and Propositions

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    UX practitioners (UXPs) face novel challenges when working with and communicating artificial intelligence (AI) as a design material. We explore how UXPs communicate AI concepts when given hands-on experience training and experimenting with AI models. To do so, we conducted a task-based design study with 27 UXPs in which they prototyped and created a design presentation for a AI-enabled interface while having access to a simple AI model training tool. Through analyzing UXPs' design presentations and post-activity interviews, we found that although UXPs struggled to clearly communicate some AI concepts, tinkering with AI broadened common ground when communicating with technical stakeholders. UXPs also identified key risks and benefits of AI in their designs, and proposed concrete next steps for both UX and AI work. We conclude with a sensitizing concept and recommendations for design and AI tools to enhance multi-stakeholder communication and collaboration when crafting human-centered AI experiences

    Rationale in Development Chat Messages: An Exploratory Study

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    Chat messages of development teams play an increasingly significant role in software development, having replaced emails in some cases. Chat messages contain information about discussed issues, considered alternatives and argumentation leading to the decisions made during software development. These elements, defined as rationale, are invaluable during software evolution for documenting and reusing development knowledge. Rationale is also essential for coping with changes and for effective maintenance of the software system. However, exploiting the rationale hidden in the chat messages is challenging due to the high volume of unstructured messages covering a wide range of topics. This work presents the results of an exploratory study examining the frequency of rationale in chat messages, the completeness of the available rationale and the potential of automatic techniques for rationale extraction. For this purpose, we apply content analysis and machine learning techniques on more than 8,700 chat messages from three software development projects. Our results show that chat messages are a rich source of rationale and that machine learning is a promising technique for detecting rationale and identifying different rationale elements.Comment: 11 pages, 6 figures. The 14th International Conference on Mining Software Repositories (MSR'17

    ICS Materials. Towards a re-Interpretation of material qualities through interactive, connected, and smart materials.

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    The domain of materials for design is changing under the influence of an increased technological advancement, miniaturization and democratization. Materials are becoming connected, augmented, computational, interactive, active, responsive, and dynamic. These are ICS Materials, an acronym that stands for Interactive, Connected and Smart. While labs around the world are experimenting with these new materials, there is the need to reflect on their potentials and impact on design. This paper is a first step in this direction: to interpret and describe the qualities of ICS materials, considering their experiential pattern, their expressive sensorial dimension, and their aesthetic of interaction. Through case studies, we analyse and classify these emerging ICS Materials and identified common characteristics, and challenges, e.g. the ability to change over time or their programmability by the designers and users. On that basis, we argue there is the need to reframe and redesign existing models to describe ICS materials, making their qualities emerge

    The Development of Chatbot Provided Registration Information Services for Students in Distance Learning

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    In recent years, chatbots have become crucial, particularly for assisting students with real-time registration information. This research focused on 1) synthesizing registry works related to information provided for students, 2) designing chatbots and conversation structures in the form of interactive conversations between students and robots for answering questions and providing information tailored to their needs, and 3) examining and evaluating the use of chatbots in providing information services to students, while analyzing the accuracy and suitability of the developed chatbot. This study, based on research and development, utilized a sample consisting of 16 staff directly involved in the provision of registration information to students and 255 undergraduate students from Sukhothai Thammathirat Open University, with respondents being selected through a simple random sampling technique. The synthesis of the research results revealed the following findings: 1) A qualitative study revealed that the registration information related to students, called STOU Journey, consisted of 10 issues, and was required for the whole learning period. 2) The result of the design and development of the chatbot revealed that the developer chatbot could be used on both the website and the LINE application. It was also found that the chatbot could answer most questions correctly and completely. The chatbot responded quickly and was easy to use. The chatbot used language that was easy to understand and natural, while 3) satisfactory evaluation results from 255 undergraduate students showed that overall, students who had used the completed version of the chatbot were satisfied with the use of the chatbot at a high level (Mean = 4.19, SD = 0.98) while they also felt that the chatbot was easy to use (Mean = 4.33, SD = 0.95) and the using the chatbot felt like a natural conversation (Mean = 4.22, SD = 0.99)
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