72 research outputs found

    Creativity encounters between children and robots

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    Creativity is an intrinsic human ability with multiple benefits across the lifespan. Despite its importance, societies not always are well equipped with contexts for creativity stimulation; as a consequence, a major decline in creative abilities occurs at the age of 7 years old. We investigated the effectiveness of using a robotic system named YOLO as an intervention tool to stimulate creativity in children. During the intervention, children used YOLO as a character for their stories and through the interaction with the robot, creative abilities were stimulated. Our study (n = 62) included 3 experimental conditions: i) YOLO displayed behaviors based on creativity techniques; ii) YOLO displayed behaviors based on creativity techniques plus social behaviors; iii) YOLO was turned off, not displaying any behaviors. We measured children’s creative abilities at pre- and post-testing and their creative process through behavior analysis. Results showed that the interaction with YOLO contributed to higher creativity levels in children, specifically contributing to the generation of more original ideas during story creation. This study shows the potential of using social robots as tools to empower intrinsic human abilities, such as the ability to be creative.info:eu-repo/semantics/publishedVersio

    Designing electronic collaborative learning environments

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    Electronic collaborative learning environments for learning and working are in vogue. Designers design them according to their own constructivist interpretations of what collaborative learning is and what it should achieve. Educators employ them with different educational approaches and in diverse situations to achieve different ends. Students use them, sometimes very enthusiastically, but often in a perfunctory way. Finally, researchers study them and—as is usually the case when apples and oranges are compared—find no conclusive evidence as to whether or not they work, where they do or do not work, when they do or do not work and, most importantly, why, they do or do not work. This contribution presents an affordance framework for such collaborative learning environments; an interaction design procedure for designing, developing, and implementing them; and an educational affordance approach to the use of tasks in those environments. It also presents the results of three projects dealing with these three issues

    'Collective Making' as knowledge mobilisation: the contribution of participatory design in the co-creation of knowledge in healthcare

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    The discourse in healthcare Knowledge Mobilisation (KMb) literature has shifted from simple, linear models of research knowledge production and action to more iterative and complex models. These aim to blend multiple stakeholders’ knowledge with research knowledge to address the researchpractice gap. It has been suggested there is no 'magic bullet', but that a promising approach to take is knowledge co-creation in healthcare, particularly if a number of principles are applied. These include systems thinking, positioning research as a creative enterprise with human experience at its core, and paying attention to process within the partnership. This discussion paper builds on this proposition and extends it beyond knowledge co-creation to co-designing evidenced based interventions and implementing them. Within a co-design model, we offer a specific approach to share, mobilise and activate knowledge, that we have termed 'collective making'. We draw on KMb, design, wider literature, and our experiences to describe how this framework supports and extends the principles of co-creation offered by Geenhalgh et al[1] in the context of the state of the art of knowledge mobilisation. We describe how collective making creates the right ‘conditions’ for knowledge to be mobilised particularly addressing issues relating to stakeholder relationships, helps to discover, share and blend different forms of knowledge from different stakeholders, and puts this blended knowledge to practical use allowing stakeholders to learn about the practical implications of knowledge use and to collectively create actionable products. We suggest this collective making has three domains of influence: on the participants; on the knowledge discovered and shared; and on the mobilisation or activation of this knowledge

    Congruency of supervisor and counselor perceptions of actual and preferred counselor work behaviors

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    This descriptive quantitative research investigated the within-group and between group differences in supervisor and counselor perceptions of actual and preferred work behaviors of Massachusetts’ Adult Basic Education counselors. Role theory provided the conceptual framework, most notably the premise that supervisors and counselors need to have high measure of agreement in perceptions to reduce role ambiguity and role conflict which may lead to job dissatisfaction. Data consisted of responses to a questionnaire modified from The School Counseling Rating Scale (SCARS) (Scarborough, 2002). It was concluded that Massachusetts’ Adult Basic Education counselors and their supervisors are in agreement on time spent in actual work roles, but counselors are subject to stress from the incongruency between the counselors’ and supervisors’ perception of preferred counselor role. Recommendations were made for the improvement of counseling programs and advancement of Adult Basic Education counselor profession. Recommendations for further research were proposed

    An algorithm composition scheme preserving monotonicity

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    Let G=(V,E) be a graph modeling a network where each edge is owned by a selfish agent, which establishes the cost for using her edge by pursuing only her personal utility. In such a setting, several classic network optimization problems, like for instance many graph traversal problems, asks for solutions in which an edge of G can be used several times. In game-theoretic terms, these problems are known as one-parameter problems, but with a peculiarity: the workload of each agent is a natural number. In this paper we refine the classic notion of monotonicity of an algorithm so as to exactly capture this property, and we then provide a general technique to efficiently develop truthful mechanisms for this family of problems

    Approximate Mechanisms for the Graphical TSP and Other Graph Traversal Problems

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    Let G = (V, E) be a graph modeling a network where each edge is owned by a selfish agent, which establishes the cost for traversing her edge (i.e., assigns a weight to her edge) by pursuing only her personal utility. In such a setting, we aim at designing approximate truthful mechanisms for several NP-hard traversal problems on G, like the graphical traveling salesman problem, the rural postman problem, and the mixed Chinese postman problem, either of which asks for using an edge of G several times, in general. Thus, in game-theoretic terms, these are one-parameter problems, but with a peculiarity: the work load of each agent is a natural number. In this paper we refine the classic notion of monotonicity of an algorithm so as to exactly capture this property, and we then provide a general mechanism design technique that guarantees this monotonicity and that allows to compute efficiently the corresponding payments. In this way, we show that the former two problems and the latter one admit a 3/2- and a 2-approximate truthful mechanism, respectively. Thus, for the first two problems we match the best known approximation ratios holding for their corresponding centralized versions, while for the third one we are only a 4/3-factor away from it

    Designing Data-informed Intelligent Systems to Create Positive Impact: Design Methods, Questions and Recommendations

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    This paper explores several approaches for designing data-informed intelligent systems to create a positive impact. Two contrasting case studies in K12 education are used to illustrate design methods, questions and recommendations. The first case study addresses the poverty achievement gap in America and shows how product data can be used to identify areas of inequity in digital education. The second case study looks at the unintended consequences of automating data-driven optimization in the context of a digital math game. Together, the two case studies reveal generalizable knowledge that supports the design of intelligent feedback loops to create a positive impact. Further, this paper considers both the benefits and limitations of data feedback in complex social-technical systems.Design Aesthetic

    User experience over time: An initial framework

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    A recent trend in Human-Computer Interaction (HCI) research addresses human needs that go beyond the instrumental, resulting in an increasing body of knowledge about how users form overall evaluative judgments on the quality of interactive products. An aspect largely neglected so far is that of temporality, i.e. how the quality of users' experience develops over time. This paper presents an in-depth, five- week ethnographic study that followed 6 individuals during an actual purchase of the Apple iPhone™. We found prolonged use to be motivated by different qualities than the ones that provided positive initial experiences. Overall, while early experiences seemed to relate mostly to hedonic aspects of product use, prolonged experiences became increasingly more tied to aspects reflecting how the product becomes meaningful in one's life. Based on the findings, we promote three directions for CHI practice: designing for meaningful mediation, designing for daily rituals, and de-signing for the self
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