53 research outputs found

    Sociotechnical design of mHealth applications for chronic diseases

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    This workshop paper aims at briefly presenting the authors’ previous experience in the field of sociotechnical design of mHealth applications and at illustrating the opportunity in joining forces of multidisciplinary researchers, domain experts, and practitioners for improving the field

    Towards a Pattern Language for the Design of Collaborative Interactive Systems

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    Nowadays, the design of interactive systems addresses diverse communities of end users, each belonging to a certain culture, having a role in the context/domain and using a specific digital platform. More than often, they come together and collaborate in performing their work tasks and need to be supported by virtual interactive systems. This brings a set of challenges and design problems to be faced by interaction designers focused on the design of collaborative interactive systems. The present paper focuses on one approach to overcome these challenges – by making available the knowledge and wisdom within a team of designers to each and every designer in the team by the definition of pattern languages, organized as sets of multimedia, multimodal documents accessible and manageable in the Web. A design pattern language comprises a set of inter-related design patterns able to address interaction design problems and to allow the accumulation and use of knowledge within a team of designers. This paper identifies and describes a set of design patterns addressing the design of collaborative interactive systems together with the possible relationships among them and the operations made available to designers for managing and using the patterns

    CulturalWiki: A Semantic Map-Based Wiki for Interdisciplinary Collaboration

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    The use of digital maps capitalizes on the long tradition of using paper maps as mean of communication and learning among people. More than ever, maps are becoming one of the most used metaphors to present concepts and knowledge. This paper presents a wiki infrastructure for map-based information systems’ design that, through an ontology, defines a semantic model able to minimize the problems in communication across interdisciplinary communities by putting together cultural information from different data sources. Using map-oriented solution, the wiki is aimed at enabling intercultural collaboration and learning among all the stakeholders involved in cultural heritage projects. A living lab based on the use of the CulturalWiki framework is described and the results of evaluations are presented

    Sociotechnical design for mobile anticoagulant therapy

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    In this paper we present MANTRA (Mobile ANticoagulant TheRApy), a project aimed at studying feasibility and acceptability of the introduction of mobile technology in the management of anticoagulant therapy involving both patients and health practitioners in their design. By the evaluation of the MANTRA Project, we developed a general approach to mHealth in the remote management of chronic diseases by supporting the communication among patients and healthcare practitioners. Patients usually have to make frequent visits to surgeries to meet nurses for the tests, and General Practitioners (GPs) for receiving drug prescriptions. We report on the implementation of the project as a proof of concept in London. A group of patients, General Practitioners, nurses, and healthcare assistants from the National Health Service (NHS) participated in design and evaluation phases. The distinct characteristics of the NHS as one of the world's largest publicly funded health services posed a number of sociotechnical challenges to the design team. We present how we approached and addressed these challenges through MANTRA. Patients and Healthcare practitioners recognized the validity of our proposed design approach not only for supporting the remote therapy practice preserving an efficient and effective communication with the patients, but also as a way for better managing resources in anticoagulant clinics in the context of the NHS. With our research we explored the process that needs to be followed to develop a mobile system that would fit the sociotechnical ecosystem of anticoagulant therapy. Furthermore, we are now able to identify the changes that will be necessary in the ecosystem itself to make an effective use of the mobile system

    GHItaly18 - 2nd international workshop on games-human interaction

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    This short paper presents the second international workshop on Games-Human Interaction - GHItaly 2018. The goal of this series of workshops is to focus on advanced aspects of the design and development of game interfaces. The quality of the resulting interaction is a highly relevant issue for creating an engaging and satisfactory user experience, especially when deeply multidimensional artefacts such as video games are concerned

    Experiencing contemporary art at a distance

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    This panel wants to start a discussion about the importance of designing new ways of Contemporary Art digitization and digitalization to foster the creation of successful user experiences for its remote fruition

    A Survey on Digital Twin: Definitions, Characteristics, Applications, and Design Implications

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    When, in 1956, Artificial Intelligence (AI) was officially declared a research field, no one would have ever predicted the huge influence and impact its description, prediction, and prescription capabilities were going to have on our daily lives. In parallel to continuous advances in AI, the past decade has seen the spread of broadband and ubiquitous connectivity, (embedded) sensors collecting descriptive high dimensional data, and improvements in big data processing techniques and cloud computing. The joint usage of such technologies has led to the creation of digital twins, artificial intelligent virtual replicas of physical systems. Digital Twin (DT) technology is nowadays being developed and commercialized to optimize several manufacturing and aviation processes, while in the healthcare and medicine fields this technology is still at its early development stage. This paper presents the results of a study focused on the analysis of the state-of-the-art definitions of DT, the investigation of the main characteristics that a DT should possess, and the exploration of the domains in which DT applications are currently being developed. The design implications derived from the study are then presented: they focus on socio-technical design aspects and DT lifecycle. Open issues and challenges that require to be addressed in the future are finally discussed
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