319 research outputs found

    Digital literacy in Sucre schools

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    The present investigation explains the results of a descriptive bibliometric analysis on the field of study "Digital literacy in the schools of Sucre" aimed at identifying trends and methodology techniques used in this area of ​​research. The period of the study was delimited from the years 2013 to 2023. The exploration of the information was carried out in the largest database of abstracts and citations of the peer-reviewed literature such as Scopus, from which a file with 846 records was downloaded in csv format, made up of manuscript, books, chapters of books, conference papers and conference abstracts, among others; The analysis of the data and the creation of graphs, tables and maps were carried out with the R-Studio integrated development environment, specifically with the Biblioshiny application from the Bibliometric library and with the Excel software. The results of this analysis allowed us to obtain a holistic view of this area of ​​study and its evolution over time

    Accessibility of Health Data Representations for Older Adults: Challenges and Opportunities for Design

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    Health data of consumer off-the-shelf wearable devices is often conveyed to users through visual data representations and analyses. However, this is not always accessible to people with disabilities or older people due to low vision, cognitive impairments or literacy issues. Due to trade-offs between aesthetics predominance or information overload, real-time user feedback may not be conveyed easily from sensor devices through visual cues like graphs and texts. These difficulties may hinder critical data understanding. Additional auditory and tactile feedback can also provide immediate and accessible cues from these wearable devices, but it is necessary to understand existing data representation limitations initially. To avoid higher cognitive and visual overload, auditory and haptic cues can be designed to complement, replace or reinforce visual cues. In this paper, we outline the challenges in existing data representation and the necessary evidence to enhance the accessibility of health information from personal sensing devices used to monitor health parameters such as blood pressure, sleep, activity, heart rate and more. By creating innovative and inclusive user feedback, users will likely want to engage and interact with new devices and their own data

    The Role of Mobility Digital Ecosystems for Age-Friendly Urban Public Transport:A Narrative Literature Review

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    Within the context of the intersection of the global megatrends of urbanisation, ageing societies and digitalisation, this paper explores older people’s mobility, with a particular interest in public transport, and a strong consideration of digital/ICT elements. With a focus on (smart) mobility, the paper aims to conceptualise transport, one of the main domains of age-friendly cities as a core element of a smart, age-friendly ecosystem. It also aims to propose a justice-informed perspective for the study of age-friendly smart mobility; to contribute towards a framework for the evaluation of age-friendly smart transport as a core element of the global age-friendly cities programme that comprises mobility practices, digital data, digital networks, material/physical geographies and digital devices and access; and to introduce the term “mobility digital ecosystem” to describe this framework. The paper uses the method of a narrative literature review to weave together a selected range of perspectives from communications, transport, and mobility studies in order to introduce the embeddedness of both communication technology use and mobility practices into their material conditions. Combining insights from communications, mobility and transport and social gerontology with a justice perspective on ICT access and mobility, the paper then develops a framework to study age-friendly smart mobility. What we call a “mobility digital ecosystem” framework comprises five elements—mobility practices, digital data, digital networks, material geographies, digital devices and access to services. The paper contributes a justice-informed perspective that points towards a conceptualisation of age-friendly smart mobility as a core element of the age-friendly cities and communities in the WHO’s global age-friendly cities programme

    Seven HCI Grand Challenges

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    This article aims to investigate the Grand Challenges which arise in the current and emerging landscape of rapid technological evolution towards more intelligent interactive technologies, coupled with increased and widened societal needs, as well as individual and collective expectations that HCI, as a discipline, is called upon to address. A perspective oriented to humane and social values is adopted, formulating the challenges in terms of the impact of emerging intelligent interactive technologies on human life both at the individual and societal levels. Seven Grand Challenges are identified and presented in this article: Human-Technology Symbiosis; Human-Environment Interactions; Ethics, Privacy and Security; Well-being, Health and Eudaimonia; Accessibility and Universal Access; Learning and Creativity; and Social Organization and Democracy. Although not exhaustive, they summarize the views and research priorities of an international interdisciplinary group of experts, reflecting different scientific perspectives, methodological approaches and application domains. Each identified Grand Challenge is analyzed in terms of: concept and problem definition; main research issues involved and state of the art; and associated emerging requirements

    Human-Centered Design for Individual and Social Well-being: Editorial Preface

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    As digital technology use becomes widespread, its unintended consequences ranging from personal health to societal righteousness are under more scrutiny. Increasingly, digital designers are accused of not being considerate enough of the depth of their creations, and their impacts on our well-being. In this special issue, we explore an alternative, genuinely human-centered approach to technology design focusing on well-being and making our interactions with digital technology more meaningful, purposeful, and sustainable. To this end, the editorial starts with a brief review of the history of research that led to the growing field of digital well-being. We then introduce the Digital Well-being Design Framework, which goes beyond the ego-centric approach in human-centered design, and is multi-layered with self (intrapersonal), social (interpersonal), and transcendent (extra-personal) levels. Similar topics in related AIS journals are summarized, followed by the application of our framework to introduce and position the papers in this special issue. Our special issue aims to bring the topic of digital well-being to the forefront of the information systems research community and launch a new era of genuinely human-centered design

    Space food experiences: designing passenger's eating experiences for future space travel scenarios

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    Given the increasing possibilities of short- and long-term space travel to the Moon and Mars, it is essential not only to design nutritious foods but also to make eating an enjoyable experience. To date, though, perhaps unsurprisingly, most research on space food design has emphasized the functional and nutritional aspects of food, and there are no systematic studies that focus on the human experience of eating in space. It is known, however, that food has a multi-dimensional and multi-sensorial role in societies and that sensory, hedonic, and social features of eating and food design should not be underestimated. Here, we present how research in the field of Human-Computer Interaction (HCI) can provide a user-centered design approach to co-create innovative ideas around the future of food and eating in space, balancing functional and experiential factors. Based on our research and inspired by advances in human-food interaction design, we have developed three design concepts that integrate and tackle the functional, sensorial, emotional, social, and environmental/atmospheric aspects of “eating experiences in space.” We can particularly capitalize on recent technological advances around digital fabrication, 3D food printing technology, and virtual and augmented reality to enable the design and integration of multisensory eating experiences. We also highlight that in future space travel, the target users will diversify. In relation to such future users, we need to consider not only astronauts (current users, paid to do the job) but also paying customers (non-astronauts) who will be able to book a space holiday to the Moon or Mars. To create the right conditions for space travel and satisfy those users, we need to innovate beyond the initial excitement of designing an “eating like an astronaut” experience. To do so we carried out a three-stage research and design process: (1) first we collected data on users imaginary of eating in space through an online survey (n = 215) to conceptualize eating experiences for short- and long-term space flights (i.e., Moon, Mars); then (2) we iteratively created three design concepts, and finally (3) asked experts in the field for their feedback on our designs. We discuss our results in the context of the wider multisensory experience design and research space

    A Theoretical Framework for Mobile Learning and E-Inclusion in Finland

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    Inclusion of people discontinuing their studies, so-called school drop-outs, represents a challenge in a modern information society, where numeracy, literacy and Information and Communication Technology (ICT) skills are needed in order to cope with everyday life. Several technology projects have been launched to explore the opportunities that mobile technologies bring about when tackling issues of social inclusion through mobile learning. Mobile devices are cheaper than for instance a Personal Computer (PC), and their affordance, usability and accessibility are such that they can potentially complement or even replace traditional computer technology. In this paper, a theoretical framework for mobile learning and e-inclusion is developed for people outside the conventional education system. The framework draws upon the fields of constructivist pedagogy, mobile learning objects and sociology. We also present data about the situation in Finland where we will use this theoretical framework to inform the design of mobile learning solutions for school drop-outs
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