134 research outputs found

    Why Do Countries Matter so Much in Corporate Social Performance?

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    Why do levels of corporate social performance (CSP) differ so much across countries? We answer this question in an examination of CSP ratings of more than 2,600 companies from 36 countries. We find that firm characteristics explain very little of the variations in CSP ratings. In contrast, variations in country factors such as stages of economic development, culture, and institutions account for a significant proportion of variations in CSP ratings across countries. In particular, we find that CSP ratings are high in countries with high income-per-capita, strong civil liberties and political rights, and cultures oriented toward harmony and autonomy. Furthermore, we find that home country factors explain a smaller portion of the overall variations in CSP for multinationals and cross-listed firms than for non-multinationals and pure domestic firms, respectively

    PromptInfuser: How Tightly Coupling AI and UI Design Impacts Designers' Workflows

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    Prototyping AI applications is notoriously difficult. While large language model (LLM) prompting has dramatically lowered the barriers to AI prototyping, designers are still prototyping AI functionality and UI separately. We investigate how coupling prompt and UI design affects designers' workflows. Grounding this research, we developed PromptInfuser, a Figma plugin that enables users to create semi-functional mockups, by connecting UI elements to the inputs and outputs of prompts. In a study with 14 designers, we compare PromptInfuser to designers' current AI-prototyping workflow. PromptInfuser was perceived to be significantly more useful for communicating product ideas, more capable of producing prototypes that realistically represent the envisioned artifact, more efficient for prototyping, and more helpful for anticipating UI issues and technical constraints. PromptInfuser encouraged iteration over prompt and UI together, which helped designers identify UI and prompt incompatibilities and reflect upon their total solution. Together, these findings inform future systems for prototyping AI applications

    WaitSuite: Productive Use of Diverse Waiting Moments

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    The busyness of daily life makes it difficult to find time for informal learning. Yet, learning requires significant time and effort, with repeated exposures to educational content on a recurring basis. Despite the struggle to find time, there are numerous moments in a day that are typically wasted due to waiting, such as while waiting for the elevator to arrive, wifi to connect, or an instant message to arrive. We introduce the concept of wait-learning: automatically detecting wait time and inviting people to learn while waiting. Our approach is to design seamless interactions that augment existing wait time with productive opportunities. Combining wait time with productive work opens up a new class of software systems that overcome the problem of limited time. In this article, we establish a design space for wait-learning and explore this design space by creating WaitSuite, a suite of five different wait-learning apps that each uses a different kind of waiting. For one of these apps, we conducted a feasibility study to evaluate learning and to understand how exercises should be timed during waiting periods. Subsequently, we evaluated multiple kinds of wait-learning in a two-week field study of WaitSuite with 25 people. We present design implications for wait-learning, and a theoretical framework that describes how wait time, ease of accessing the learning task, and competing demands impact the effectiveness of wait-learning in different waiting scenarios. These findings provide insight into how wait-learning can be designed to minimize interruption to ongoing tasks and maximize engagement with learning

    Developing an Early-Alert System to Promote Student Visits to Tutor Center

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    An early-alert system (MavCLASS) was developed and piloted in a large gateway math class with 611 freshman students to identify academically at-risk students and provide alert messages. It was found that there was significant association between the alert messages students received and their visits to the university’s tutor center. Further, the achievement of students who visited the tutor center was improving over the semester. Evidence from the study suggests that an early-alert system focused on personalized feedback from instructional staff correlates with the help-seeking behaviors of at-risk students in large gateway classes

    Adapting existing games for education using speech recognition

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    Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2013.This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.Cataloged from PDF student-submitted version of thesis.Includes bibliographical references (p. 73-77).Although memory exercises and arcade-style games are alike in their repetitive nature, memorization tasks like vocabulary drills tend to be mundane and tedious while arcade-style games are popular, intense and broadly addictive. The repetitive structure of arcade games suggests an opportunity to modify these well-known games for the purpose of learning. Arcade-style games like Tetris and Pac-man are often difficult to adapt for educational purposes because their fast-paced intensity and keystroke-heavy nature leave little room for simultaneous practice of other skills. Incorporating spoken language technology could make it possible for users to learn as they play, keeping up with game speed through multimodal interaction. Two challenges exist in this research: first, it is unclear which learning strategy would be most eective when incorporated into an already fast-paced, mentally demanding game. Secondly, it remains difficult to augment fast-paced games with speech interaction because the frustrating effect of recognition errors highly compromises entertainment. In this work, we designed and implemented Tetrilingo, a modified version of Tetris with speech recognition to help students practice and remember word-picture mappings. With our speech recognition prototype, we investigated the extent to which various forms of memory practice impact learning and engagement, and found that free-recall retrieval practice was less enjoyable to slower learners despite producing signicant learning benefits over alternative learning strategies. Using utterances collected from learners interacting with Tetrilingo, we also evaluated several techniques to increase speech recognition accuracy in fast-paced games by leveraging game context. Results show that, because false negative recognition errors are self-perpetuating and more prevalent than false positives, relaxing the constraints of the speech recognizer towards greater leniency may enhance overall recognition performance.by Carrie Jun Cai.S.M

    Board interlocks and the diffusion of disclosure policy

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    We examine whether board connections through shared directors influence firm disclosure policies. To overcome endogeneity challenges, we focus on an event that represents a significant change in firm disclosure policy: the cessation of quarterly earnings guidance. Our research design allows us to exploit the timing of director interlocks and therefore differentiate the director interlock effect on disclosure policy contagion from alternative explanations, such as endogenous director-firm matching or strategic board stacking. We find that firms are more likely to stop providing quarterly earnings guidance if they share directors with previous guidance stoppers. We also find that director-specific experience from prior guidance cessations matters for disclosure policy contagion. The positive effect of interlocked directors on the likelihood of quarterly earnings guidance cessation is particularly strong for firms with interlocked directors who experienced positive outcomes from prior guidance cessation decisions. Overall, our evidence is consistent with interlocked directors serving as conduits for information sharing that leads to the spread of corporate disclosure policies

    Providing Suggestions of Expanded Text from Abbreviated Text Input

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    This disclosure describes techniques to provide suggestions of expanded text from abbreviated or compressed text that has been input by a user. A language model is used to determine and present the most likely full words and phrases that match user intent based on the user’s abbreviated text input, such as the first letter of each word of a phrase and/or omission of one or more words of the phrase. The described techniques can greatly improve speed of text entry to devices via a keyboard or other input modality

    The Design Space of Generative Models

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    Card et al.'s classic paper "The Design Space of Input Devices" established the value of design spaces as a tool for HCI analysis and invention. We posit that developing design spaces for emerging pre-trained, generative AI models is necessary for supporting their integration into human-centered systems and practices. We explore what it means to develop an AI model design space by proposing two design spaces relating to generative AI models: the first considers how HCI can impact generative models (i.e., interfaces for models) and the second considers how generative models can impact HCI (i.e., models as an HCI prototyping material)

    Wait-learning: Leveraging conversational dead time for second language education

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    Second-language learners are often unable to find time for language practice due to constraints in their daily lives. In this paper, we examine how brief moments of waiting during a person's existing social conversations can be leveraged for second language practice, even if the conversation is exchanged in the first language. We present an instant messaging (IM) prototype, WaitChatter, that supports the notion of wait-learning by displaying contextually relevant foreign language vocabulary and micro-quizzes while the user awaits a response from her conversant. The foreign translations are displayed just-in-time in the context of the conversation to promote incidental learning. In a preliminary study of WaitChatter, we found that participants were able to integrate second language learning into their existing instant messaging activities, and that a particularly opportune time to embed foreign language elements may be immediately after the learner sends a chat message.Lincoln Laborator
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