2,921 research outputs found

    VISAR: A Human-AI Argumentative Writing Assistant with Visual Programming and Rapid Draft Prototyping

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    In argumentative writing, writers must brainstorm hierarchical writing goals, ensure the persuasiveness of their arguments, and revise and organize their plans through drafting. Recent advances in large language models (LLMs) have made interactive text generation through a chat interface (e.g., ChatGPT) possible. However, this approach often neglects implicit writing context and user intent, lacks support for user control and autonomy, and provides limited assistance for sensemaking and revising writing plans. To address these challenges, we introduce VISAR, an AI-enabled writing assistant system designed to help writers brainstorm and revise hierarchical goals within their writing context, organize argument structures through synchronized text editing and visual programming, and enhance persuasiveness with argumentation spark recommendations. VISAR allows users to explore, experiment with, and validate their writing plans using automatic draft prototyping. A controlled lab study confirmed the usability and effectiveness of VISAR in facilitating the argumentative writing planning process.Comment: 30 pages, published in UIST'2

    HCI as a means to prosociality in the economy

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    HCI research often involves intervening in the economic lives of people, but researchers only rarely give explicit consideration to what actually constitutes prosociality in the economy. Much has been said previously regarding sustainability but this has largely focused on environmental rather than interpersonal relations. This paper provides an analysis of how prosocial HCI has been discussed and continues to be defined as a research field. Based on a corpus of published works, we describe a variety of genres of work relating to prosocial HCI. Key intellectual differences are explored, including the epistemological and ethical positions involved in designing for prosocial outcomes as well as how HCI researchers posit economic decision-making. Finally, emerging issues and opportunities for further debate and collaboration are discussed in turn

    Mobile learning: benefits of augmented reality in geometry teaching

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    As a consequence of the technological advances and the widespread use of mobile devices to access information and communication in the last decades, mobile learning has become a spontaneous learning model, providing a more flexible and collaborative technology-based learning. Thus, mobile technologies can create new opportunities for enhancing the pupils’ learning experiences. This paper presents the development of a game to assist teaching and learning, aiming to help students acquire knowledge in the field of geometry. The game was intended to develop the following competences in primary school learners (8-10 years): a better visualization of geometric objects on a plane and in space; understanding of the properties of geometric solids; and familiarization with the vocabulary of geometry. Findings show that by using the game, students have improved around 35% the hits of correct responses to the classification and differentiation between edge, vertex and face in 3D solids.This research was supported by the Arts and Humanities Research Council Design Star CDT (AH/L503770/1), the Portuguese Foundation for Science and Technology (FCT) projects LARSyS (UID/EEA/50009/2013) and CIAC-Research Centre for Arts and Communication.info:eu-repo/semantics/publishedVersio

    Managing obesity through mobile phone applications: a state-of-the-art review from a user-centred design perspective

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    Evidence has shown that the trend of increasing obesity rates has continued in the last decade. Mobile phone applications, benefiting from their ubiquity, have been increasingly used to address this issue. In order to increase the applications’ acceptance and success, a design and development process that focuses on users, such as User-Centred Design, is necessary. This paper reviews reported studies that concern the design and development of mobile phone applications to prevent obesity, and analyses them from a User-Centred Design perspective. Based on the review results, strengths and weaknesses of the existing studies were identified. Identified strengths included: evidence of the inclusion of multidisciplinary skills and perspectives; user involvement in studies; and the adoption of iterative design practices. Weaknesses included the lack of specificity in the selection of end-users and inconsistent evaluation protocols. The review was concluded by outlining issues and research areas that need to be addressed in the future, including: greater understanding of the effectiveness of sharing data between peers; privacy; and guidelines for designing for behavioural change through mobile phone applications

    Facilitating the Process of Change: Exploring Alternate Approaches to Behavioural Design

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    The adoption of healthy lifestyle habits can have a profound impact on individual health and wellbeing on a global scale. This research investigates the use of behavioural insights in interactive digital health technologies, and the potential for these tools to motivate personal behaviour change for improved health and wellness. Explorations into this space have revealed the controversial nature of behaviour change which has motivated a search for alternative methods of facilitating the habit formation process. This shift away from the traditional approach of behavioural design has resulted in one that educates and encourages users to use these behavioural techniques on themselves instead in order to allow human agency to flourish. Design-based explorations that lead to the design of an educational wellness tool and investigates the applications of behavioural insights, using methods borrowed from interaction design, are the focus of this work.Interaction designHabitsBehavioural insightsBehaviour chang

    Gaming and computer science: Bridging the gender-gap

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    >Magister Scientiae - MScAccording to the literature, women are still unrepresented in the field of information technology. Although many women study computer science at first year level, the dropout rate for women—before they graduate—is high, and if they graduate many decide neither to continue with their studies nor to work in the field of information technology. Research has shown that women who have been exposed to computing at some point during their school career or early in their lives, tend to be more open to choosing a career in computer science and are in many cases successful at it. The aim of this research is to understand what factors influence women to choose a career within computer science and to consider whether gaming would encourage young women to enter the field. Design Science Research was the methodology employed. It was chosen since an artefact was developed. For each of the five steps of this methodology a different method was chosen to address the research question. Surveys were administered to first year computer science students and both IT high school teachers and computer science honours students were interviewed. Non-computer science students were involved in the participatory design process

    Proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET 2013)

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    "This book contains the proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET) 2013 which was held on 16.-17.September 2013 in Paphos (Cyprus) in conjunction with the EC-TEL conference. The workshop and hence the proceedings are divided in two parts: on Day 1 the EuroPLOT project and its results are introduced, with papers about the specific case studies and their evaluation. On Day 2, peer-reviewed papers are presented which address specific topics and issues going beyond the EuroPLOT scope. This workshop is one of the deliverables (D 2.6) of the EuroPLOT project, which has been funded from November 2010 – October 2013 by the Education, Audiovisual and Culture Executive Agency (EACEA) of the European Commission through the Lifelong Learning Programme (LLL) by grant #511633. The purpose of this project was to develop and evaluate Persuasive Learning Objects and Technologies (PLOTS), based on ideas of BJ Fogg. The purpose of this workshop is to summarize the findings obtained during this project and disseminate them to an interested audience. Furthermore, it shall foster discussions about the future of persuasive technology and design in the context of learning, education and teaching. The international community working in this area of research is relatively small. Nevertheless, we have received a number of high-quality submissions which went through a peer-review process before being selected for presentation and publication. We hope that the information found in this book is useful to the reader and that more interest in this novel approach of persuasive design for teaching/education/learning is stimulated. We are very grateful to the organisers of EC-TEL 2013 for allowing to host IWEPLET 2013 within their organisational facilities which helped us a lot in preparing this event. I am also very grateful to everyone in the EuroPLOT team for collaborating so effectively in these three years towards creating excellent outputs, and for being such a nice group with a very positive spirit also beyond work. And finally I would like to thank the EACEA for providing the financial resources for the EuroPLOT project and for being very helpful when needed. This funding made it possible to organise the IWEPLET workshop without charging a fee from the participants.

    The implementation of dialogue-based pedagogy to improve written argumentation amongst secondary school students in Malaysia

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    The purpose of this study is to find solutions on how to improve secondary school students’ persuasive argumentative English essay writing. The participants of this study are groups of ESL students aged 13 and 17 who live and study in a sub-urban area in Malaysia. All students and teachers converse amongst themselves using the Malay language on a daily basis while English language is merely used during classroom interaction time. Not only do they have very little opportunity to communicate using English language in their daily lives and for academic purposes, they also have limited opportunity to learn how to argue persuasively in their English classroom. Thus, they have difficulties in writing two-sided argumentative essays in English. The teaching-to-the-test culture has taken its toll on students’ writing performance when writing argumentative essays. In order to help students to score well in examination, teachers often overlook the need to teach critical thinking skills for the English subject. They focus solely on writing narrative essays as these essays require less critical thinking skill from the students. The Design-Based Research is employed to solve this problem of writing persuasive argumentative essays. Based on the pre-intervention essays written by the participants, it is believed that their difficulties are because of two major factors; insufficient English language skills and no exposure to persuasive argumentation skills. The initial design framework asserts that students should improve their persuasive argumentative essay writing if they are initially exposed to face-to-face group argumentation. However, the findings from the exploratory study revealed that face-to-face group argumentation is unmanageable in the context studied. Hence, an online learning intervention was considered to support secondary school students to improve their written argument. It was developed underpinned by design principles based on Exploratory Talk to achieve persuasive argumentation. The prototype online intervention was tested and developed through a series of iterations. Findings from Iteration 1 show that only a small number of students manage to write two-sided essays because most of them have an extreme attitude when writing about an issue and display a lack of positive transfer from group to individual argumentation. Prior to Iteration 2, the prototype intervention was adapted to tackle the extreme attitude and negative transfer issues by highlighting five elements: face-to-face classroom practice, focus more on three main ground rules, argument game, role of teachers during group argumentation and the use of argument map during the post-intervention essay writing. The findings demonstrate that all students in the second iteration wrote argumentative essays which are more persuasive. The final design framework developed in this study suggests a design framework that could be used by future researchers and ESL teachers at secondary school level who are interested in improving students’ persuasive argumentative essays
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