22 research outputs found
Pervasive interventions to increase pro-environmental awareness, consciousness, and learning at the workplace
Börner, D., Kalz, M., Ternier, S., & Specht, M. (2013). Pervasive interventions to increase pro-environmental awareness, consciousness, and learning at the workplace. In D. Hernández-Leo et al. (Eds.), Scaling up Learning for Sustained Impact. Proceedings of the 8th European Conference on Technology Enhanced Learning (EC-TEL 2013), LNCS 8095 (pp. 57-70). Berlin Heidelberg, Germany: Springer.
[The final publication is available at link.springer.com/chapter/10.1007/978-3-642-40814-4_6]This paper reports about pervasive interventions at a university campus to increase the pro-environmental awareness, consciousness, and learning of employees. Based on an assessment of the research gaps in this problem area we present results and design implications from three intervention iterations. While in the first intervention the focus was on increasing awareness through information distribution with ambient learning displays on the campus, the second iteration provided personalised feedback to employees with the help of a
sensor network and different client applications. The third iteration then implemented a game-based learning concept. Results reveal that these approaches are effective on different levels and that a combination of these elements can lead to increased pro-environmental consciousness, learning and hopefully a sustained behaviour change of employees.SURFnet Innovatieregeling Duurzaamheid & IC
The TA Framework: Designing Real-time Teaching Augmentation for K-12 Classrooms
Recently, the HCI community has seen increased interest in the design of
teaching augmentation (TA): tools that extend and complement teachers'
pedagogical abilities during ongoing classroom activities. Examples of TA
systems are emerging across multiple disciplines, taking various forms: e.g.,
ambient displays, wearables, or learning analytics dashboards. However, these
diverse examples have not been analyzed together to derive more fundamental
insights into the design of teaching augmentation. Addressing this opportunity,
we broadly synthesize existing cases to propose the TA framework. Our framework
specifies a rich design space in five dimensions, to support the design and
analysis of teaching augmentation. We contextualize the framework using
existing designs cases, to surface underlying design trade-offs: for example,
balancing actionability of presented information with teachers' needs for
professional autonomy, or balancing unobtrusiveness with informativeness in the
design of TA systems. Applying the TA framework, we identify opportunities for
future research and design.Comment: to be published in Proceedings of the 2020 CHI Conference on Human
Factors in Computing Systems, 17 pages, 10 figure
Computing (UbiComp) and Ambient Intelligence (AmI),
Abstract We introduce a design strategy, alien presence, which combines work in human–computer interaction, artificial intelligence, and media art to create enchanting experiences involving reflection over and contemplation of daily activities. An alien presence actively interprets and characterizes daily activity and reflects it back via generative, ambient displays that avoid simple one-to-one mappings between sensed data and output. We describe the alien presence design strategy for achieving enchantment, and report on Tableau Machine, a concrete example of an alien presence design for domestic spaces. We report on an encouraging formative evaluation indicating that Tableau Machine does indeed support reflection and actively engages users in the co-construction of meaning around the display
Social reader: towards browsing the social web
We describe Social Reader, a feed-reader-plus-social-network aggregator that mines comments from social media in order to display a user’s relational neighborhood as a navigable social network. Social Reader’s network visualization enhances mutual awareness of blogger communities, facilitates their exploration and growth with a fully dragn- drop interface, and provides novel ways to filter and summarize people, groups, blogs and comments. We discuss the architecture behind the reader, highlight tasks it adds to the workflow of a typical reader, and assess their cost. We also explore the potential of mood-based features in social media applications. Mood is particularly relevant to social media, reflecting the personal nature of the medium. We explore two prototype mood-based features: colour coding the mood of recent posts according to a valence/arousal map, and a mood-based abstract of recent activity using image media. A six week study of the software involving 20 users confirmed the usefulness of the novel visual display, via a quantitative analysis of use logs, and an exit survey.<br /