110 research outputs found
The concept of learning goals will always be in my head"-Aligning and Applying Learning Goals in Participatory Design in a School Context
In this paper, we explore applying learning goals in participatory design (PD) practice as an approach to mutual learning in a school context. The paper is based on experiences from master students in interaction design, who were instructed to define learning goals for children participating in PD activities that they organized in a school context. Based on the results of this study, we suggest a number of strategies for aligning and applying learning goals in PD in school contexts in practice: Debrief the results from the children\u27s reflections with the teachers, Scalability in regard to time and context, Adjust to age, Collaborate with the teacher to define specific learning goals, Formulate learning gains for the teachers, and Develop support materials
Thrimage: An Empathy-Oriented Discussion Tool for Classroom Use
Thrimage is a class-application where pupils choose and rank images in relation to a given word or notion. In seeing who else chose similarly, as well as in a debriefing teacher-led discussion, pupils gain insight in others' way of thinking, and learn to argument for their own opinion but also to respect others, both of which supports the development of empathy and mutual understanding. The design is part of a long-running design exploration on designing of collaborative, co-located experiences using mobile devices, in combination with an educational need
Designing mobile experiences for collocated interaction
Many of our everyday social interactions involve mobile devices. Yet, these tend to only provide good support for distributed social interactions. Although much HCI and CSCW research has explored how we might support collocated, face-to-face situations using mobile devices, much of this work exists as isolated exemplars of technical systems and / or interaction designs. This paper draws on a range of such exemplars to develop a practical design framework intended for guiding the design of new mobile experiences for collocated interaction as well as analysing existing ones. Our framework provides four relational perspectives for designing the complex interplay between: the social situation in which it takes place; the technology used and the mechanics inscribed; the physical environment; and the temporal elements of design. Moreover, each perspective is features some core properties, which are highly relevant when designing these systems. As part of presenting the framework we also explain the process of its construction along with practical advice on how to read and apply it
Plan&Do - A Technology Probe Supporting Children with Intellectual Disabilities in Leisure Activities
In this paper, we discuss possibilities for how digital tools can support children with intellectual disabilities to carry out leisure activities. Leisure activities play an important role for physiological and psychological well-being, but children with intellectual disabilities carry out less leisure activities than others. In order to investigate what factors are important for supporting children with intellectual disabilities to carry out leisure activities, we have developed a mobile application, Plan&Do, acting as a technology probe. The contribution of this paper is based on results from a situated evaluation, and consist of a raised awareness of the many challenges parents and children face when choosing and preparing for taking part in a leisure activity, as well as early results from how this can be supported, and directions for future work
Designing Mobile Experiences for Collocated Interaction
Many of our everyday social interactions involve mobile devices. Yet, these tend to only provide good support for distributed social interactions. Although much HCI and CSCW research has explored how we might support collocated, face-to-face situations using mobile devices, much of this work exists as isolated exemplars of technical systems or interaction designs. This paper draws on a range of such exemplars to develop a practical design framework intended for guiding the design of new mobile experiences for collocated interaction as well as analysing existing ones. Our framework provides four relational perspectives for designing the complex interplay between: the social situation in which it takes place; the technology used and the mechanics inscribed; the physical environment; and the temporal elements of design. Moreover, each perspective features some core properties, which are highly relevant when designing these systems. As part of presenting the framework we also explain the process of its construction along with practical advice on how to read and apply it
Reversed Multi-Layer Design as an Approach to Designing for Digital Seniors
The personal computer (PC) has been around for more than 35 years by now. Today, we find early adopters of the PC who have been using computers at home for 25 or 30 years and are now themselves in their eighties or nineties. Despite this there is still a lot of research focusing on how to introduce and teach the use of information technology to older people. In this paper we argue that it is time for a shift to designing for digital seniors, i.e., older long-time computer users. Over time this will be the dominating user group and we need to design for continued use of IT rather than guiding older computer novices. The paper also presents the concept Gracefully adaptive user interfaces and provides a case study in the form of a prototype re-design of Facebook aimed at exploring and illustrating how designing for digital seniors can be approached
Cultura y el clima organizacional en una empresa de servicio público de electricidad
El enfoque de una organización como cultura es una manifestación relativamente novedosa, la percepción hasta hace unos pocos años era bastante distinta, a una organización se le veía sólo como un ente funcional que sólo servía para dirigir, supervisar y controlar a un grupo humano, pero en la actualidad la visión es bastante diferente. Tal como las personas que la integran una organización también tiene personalidad y de acuerdo a dichas personas, esta puede ser rígida o flexible, innovadora o conservadora, tradicional o vanguardista, etc. Dicho concepto ha comenzado a aceptarse recientemente, reconociéndose el rol que desempeñan la cultura y el clima organizacional como factores que vinculan las actitudes y el comportamiento. La cultura y el clima organizacional tienen importancia estratégica y representan una fortaleza propia dentro de cada organización, pudiéndola conducir hacia el éxito y hacia la optimización de sus objetivos. Dicha importancia ha venido siendo tema de insoslayable interés desde hace dos décadas, estando el presente trabajo de investigación orientado a destacar y fundamentar estos aspectos como vías que conducirán a una determinada empresa u organización hacia el éxito, y en la forma en que los elementos de ésta disciplina van a afectar la eficacia y eficiencia del trabajo de las empresas públicas o privadas y la consecución de los objetivos de cualquier institución, como en el caso específico de ELECTROCENTRO HUANCAYO. En dicha empresa se llevará a cabo el estudio conciliando un cuestionario que tendrá como objetivo el de medir la cultura y el clima organizacional, para cotejarlo con un índice de eficiencia que se obtendrá de las evaluaciones periódicas del personal de dicha institución. Los valores obtenidos en ambos procesos serán la materia prima, la cual una vez procesada y analizada bajo las técnicas estadísticas correspondientes, arrojarán los resultados que reflejen la realidad del clima y la cultura organizacional en ELECTROCENTRO HUANCAYO.Fil: Galarza Rosazza, Luis. Universidad Nacional de Mar del Plata. Facultad de Ciencias Económicas y Sociales; Argentina
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