13,715 research outputs found
The ‘responsibility’ factor in imagining the future of education in China
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
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
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.
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
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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