40 research outputs found

    Scenario-Based Design Theorizing:The Case of a Digital Idea Screening Cockpit

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    As ever more companies encourage employees to innovate, a surplus of ideas has become reality in many organizations – often exceeding the available resources to execute them. Building on insights from a literature review and a 3-year collaboration with a banking software provider, the paper suggests a Digital Idea Screening Cockpit (DISC) to address this challenge. Following a design science research approach, it suggests a prescriptive design theory that provides practitioner-oriented guidance for implementing a DISC. The study shows that, in order to facilitate the assessment, selection, and tracking of ideas for different stakeholders, such a system needs to play a dual role: It needs to structure decision criteria and at the same be flexible to allow for creative expression. Moreover, the paper makes a case for scenario-based design theorizing by developing design knowledge via scenarios

    Virtual reality crowd simulation: effects of agent density on user experience and behaviour

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    Agent-based crowd simulations are used for modelling building and space usage, allowing designers to explore hypothetical real-world scenarios, including extraordinary events such as evacuations. Existing work which engages virtual reality (VR) as a platform for crowd simulations has been primarily focussed on the validation of simulation models through observation; the use of interactions such as gaze to enhance a sense of immersion; or studies of proxemics. In this work, we extend previous studies of proxemics and examine the effects of varying crowd density on user experience and behaviour. We have created a simulation in which participants walk freely and perform a routine manual task, whilst interacting with agents controlled by a typical social force simulation model. We examine and report the effects of crowd density on both affective state and behaviour. Our results show a significant increase in negative affect with density, measured using a self-report scale. We further show significant differences in some aspects of user behaviours, using video analysis, and discuss how our results relate to VR simulation design for mixed human–agent scenarios

    Climate-sensitive health priorities in Nunatsiavut, Canada

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    Background: This exploratory study used participatory methods to identify, characterize, and rank climate-sensitive health priorities in Nunatsiavut, Labrador, Canada. Methods: A mixed method study design was used and involved collecting both qualitative and quantitative data at regional, community, and individual levels. In-depth interviews with regional health representatives were conducted throughout Nunatsiavut (n = 11). In addition, three PhotoVoice workshops were held with Rigolet community members (n = 11), where participants took photos of areas, items, or concepts that expressed how climate change is impacting their health. The workshop groups shared their photographs, discussed the stories and messages behind them, and then grouped photos into re-occurring themes. Two community surveys were administered in Rigolet to capture data on observed climatic and environmental changes in the area, and perceived impacts on health, wellbeing, and lifestyles (n = 187). Results: Climate-sensitive health pathways were described in terms of inter-relationships between environmental and social determinants of Inuit health. The climate-sensitive health priorities for the region included food security, water security, mental health and wellbeing, new hazards and safety concerns, and health services and delivery. Conclusions: The results highlight several climate-sensitive health priorities that are specific to the Nunatsiavut region, and suggest approaching health research and adaptation planning from an EcoHealth perspective

    Expanding the Counterstory: The Potential for Critical Race Methods Studies in Education

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    Presentation given at the Annual Meeting of the American Educational Research Association
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