126,264 research outputs found
Transdisciplinarity seen through Information, Communication, Computation, (Inter-)Action and Cognition
Similar to oil that acted as a basic raw material and key driving force of
industrial society, information acts as a raw material and principal mover of
knowledge society in the knowledge production, propagation and application. New
developments in information processing and information communication
technologies allow increasingly complex and accurate descriptions,
representations and models, which are often multi-parameter, multi-perspective,
multi-level and multidimensional. This leads to the necessity of collaborative
work between different domains with corresponding specialist competences,
sciences and research traditions. We present several major transdisciplinary
unification projects for information and knowledge, which proceed on the
descriptive, logical and the level of generative mechanisms. Parallel process
of boundary crossing and transdisciplinary activity is going on in the applied
domains. Technological artifacts are becoming increasingly complex and their
design is strongly user-centered, which brings in not only the function and
various technological qualities but also other aspects including esthetic, user
experience, ethics and sustainability with social and environmental dimensions.
When integrating knowledge from a variety of fields, with contributions from
different groups of stakeholders, numerous challenges are met in establishing
common view and common course of action. In this context, information is our
environment, and informational ecology determines both epistemology and spaces
for action. We present some insights into the current state of the art of
transdisciplinary theory and practice of information studies and informatics.
We depict different facets of transdisciplinarity as we see it from our
different research fields that include information studies, computability,
human-computer interaction, multi-operating-systems environments and
philosophy.Comment: Chapter in a forthcoming book: Information Studies and the Quest for
Transdisciplinarity - Forthcoming book in World Scientific. Mark Burgin and
Wolfgang Hofkirchner, Editor
Addressing STEM Geek Culture Through Peer Learning
The file attached to this record is the author's final peer reviewed version. The Publisher's final version can be found by following the DOI link.STEM is generally considered to be a male-dominated environment. The geek culture that often leads
to social issues, and the gender imbalance that leads to fewer girls choosing a STEM subject, are
becoming important topics of research. Peer learning has been widely used across the world to
support retention and better grades with a more recent focus on adopting this approach to tackle
issues around gender imbalance and perceived âladdishâ culture. Through peer learning, students are
encouraged to work alongside their tutors, and to practice the critical soft skills that they will need as
they move into the workplace.
This paper explores the role of gender and geek culture, considering how students can break down
the stereotypes while moving away from didactic approaches. The gender gap in STEM has narrowed,
but women are still underrepresented. âGeek cultureâ often creates a high-tech, androcentric
environment. Policy makers have agreed that the geek culture needs to be researched and its impact
identified. Social interactions and relations are the reflection of interpersonal values, and the peer
norms may affect a studentsâ engagement and motivations in STEM subjects.
The discussion will examine how peer learning can prepare students in Higher Education and offer
insights into creating an environment in which students can become partners. Peer learning can
represent a significant step in enabling students to become more engaged in their learning and is
becoming an important element across institutions globally.
There is a plethora of approaches to peer learning and it is encouraging to observe how students
transform and mature by participating in the scheme. Evidence is accumulating that peer learning can
enable students to become more confident and independent, enhancing not only their transition into
Higher Education but also into industry.
Peer learning can have a positive influence across the disciplines and supports students in achieving
more than they might otherwise do. It can also examine, in an informal way, the gender issues, laddish
and geek culture, and promote the sense of belongingness in STEM disciplines. This paper will inform
readers about how peer learning can reconstruct the geek culture and transform it from self-centred to
forming relationships and overcoming social issues. With regard to Higher Education specifically, we
try to understand the different situational frames that are being generated by such cultures, how we
can influence those stereotypes, and make them more acceptable and more inclusive
The Confluence of Interaction Design & Design: from Disciplinary to Transdisciplinary Perspectives
In keeping with the conference theme of rigour and the authorsâ interest in sustainability and interaction design, we describe the confluence of design-oriented notions of interaction design and HCI-oriented notions of interaction design in terms of understanding the present and making choices about possible futures. We comment on the variety of research modes in this confluence and then take up the issue of how disciplinarity, multidisciplinarity, and interdisciplinarity operate and fail to operate as boundary crossing mechanisms for these research modes. As a complement and extension to disciplinary, multidisciplinary, and interdisciplinary practices, we take up the notion of transdisciplinarity and describe how it informs the possibility of values-rich free boundary crossing between research modes in the service of real world issues, while still preserving rigour.
Keywords:
Transdisciplinarity; Interaction Design; Design Research; Sustainability; Disciplinarity; Multidisciplinarity; Interdisciplinarity.</p
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The role of user requirements research in medical device development
Aims and Objectives: This research aims to suggest a concise framework to help in the better
conceptualisation and integration of users in the medical device development (MDD) process. The
current economic, political and social climate concerning the matter of healthcare delivery has
resulted in the emergence of numerous users and user groups for whom the healthcare system has not
previously catered for. These users have created ambiguity for the designers and manufacturers of
medical devices as the boundaries between their needs and requirements have blurred, outdating
current methods of MDD to meet consumer needs.
Research Design and Methodology: The research methodology begins primarily with conducting a
literature search on the theories relating to user requirements and medical device development. The
paper outlines these findings through initially describing users and user involvement and relating
them to medical devices. The cross-disciplinary nature of healthcare influenced the investigation into
multiple disciplines including; IT, Ergonomics â particularly participatory research, Psychology and
Design. These disciplines expose various methods and processes, which are useful to user
requirements research. These methods were analysed for their compatibility, and then used to
construct a conceptual framework for user involvement in MDD.
Results: The research insinuates the true significance of user involvement and hence resulted in the
formation of a conceptual framework to aid user involvement in the MDD process. The framework is
produced by the amalgamation of relevant methods examined across the disciplines, in a
complimentary fashion.
Conclusion: The originality of this research lies in its use of a multidisciplinary approach. Previous
research claiming multi-methods has dealt with combining two disciplines or methods at a time i.e.
Computer supported cooperative work (CSCW) with participatory research (Scandurra et al, 2008)
for the needs analysis of healthcare professionals only. Collaboration across disciplines has also been
investigated (Johnson et al, 2005), but this was for the purpose of redesign rather than initial designs.
This framework can help medical device designers to fully access all user requirements through more
extensive collaboration right at the start. It reduces the risk of high costs involved in device rejection,
usually associated with belated recognition of user needs in the design cycle
The Collective Consciousness of Information Technology Research: Ways of seeing Information Technology Research: Its Objects and Territories
The collective consciousness of effective groups of researchers is characterised by shared understandings of their research object or territory. In the relatively new field of information technology research, rapid expansion and fragmentation of the territory has led to different perceptions about what constitutes information technology research. This project explores a facet of the collective consciousness of disparate groups of researchers and lays a foundation for constructing shared research objects. Making IT researchersâ ways of seeing explicit may help us understand some of the complexities associated with inter and intra disciplinary collaboration amongst research groups, and the complexities associated with technology transfer to industry. This report analyses IT research, its objects and territories, as they are constituted by IT researchers associated with the sub-disciplines of information systems, computer science and information security. A phenomenographic approach is used to elicit data from a diverse range of IT researchers in semistructured interviews. This data is analysed to show (1) the variation in meaning associated with the idea of IT research and (2) the awareness structures through which participants experience variation in ways of seeing the object and territories of IT research. An Outcome Space represents the interrelation between different ways of seeing the territory. Eight ways of seeing IT research, its objects and territories, were found: The Technology Conception, The Information Conception, The Information and Technology Conception, The Communication Conception, The Ubiquitous Conception, The Sanctioned Conception, The Dialectic Conception and The Constructed Conception. These are described in detail and illustrated with participantsâ quotes. Finally, some recommendations for further research are made
Characterizing HCI Research in China: Streams, Methodologies and Future Directions
This position paper takes the first step to attempt to present the initial
characterization of HCI research in China. We discuss the current streams and
methodologies of Chinese HCI research based on two well-known HCI theories:
Micro/Marco-HCI and the Three Paradigms of HCI. We evaluate the discussion with
a survey of Chinese publications at CHI 2019, which shows HCI research in China
has less attention to Macro-HCI topics and the third paradigms of HCI
(Phenomenologically situated Interaction). We then propose future HCI research
directions such as paying more attention to Macro-HCI topics and third paradigm
of HCI, combining research methodologies from multiple HCI paradigms, including
emergent users who have less access to technology, and addressing the cultural
dimensions in order to provide better technical solutions and support
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