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Student perceptions of screen recording and screencast assignments in first-year writing 学生对一年级写作中屏幕录音和屏幕录像作业的看法
Q1 Arts and Humanities Pub Date : 2026-06-01 Epub Date: 2026-02-13 DOI: 10.1016/j.compcom.2026.102979
Julie Townsend, Melanie Gagich
Inexperienced writers often resist meaningful revision, which underscores the need for pedagogical approaches that foster deeper engagement. This study explores the use of student-led screen recordings and screencasts as pedagogical tools to promote students’ ownership and confidence in their writing processes. Our study surveyed 76 student writers in First-Year Writing classrooms to investigate this approach. The findings suggest that these assignments are easy to use, focus writers’ attention on the writing process, and leverage learning opportunities afforded by the transmodal blends of writing, video, and speech. Specifically, students reported more benefits from screencast assignments that allowed them to blend spontaneous speech into the writing process. Additionally, students reported that their technology skills improved after completing either the screencast or screen recording assignment. One downside was that students tended to feel self-conscious when recording their screens and voices. Overall, these student-led assignments are worth exploring in composition classrooms as they can lead to a deeper, more hands-on understanding of the writing process.
缺乏经验的作家往往拒绝有意义的修改,这强调了培养更深层次参与的教学方法的必要性。本研究探讨了使用学生主导的屏幕录音和屏幕录像作为教学工具,以促进学生对写作过程的所有权和信心。我们的研究调查了76名一年级写作班的学生来研究这种方法。研究结果表明,这些作业易于使用,将作者的注意力集中在写作过程上,并利用了写作、视频和演讲的跨模式混合提供的学习机会。具体来说,学生们报告说,通过视频作业,他们可以将自发的演讲融入到写作过程中,从而获得更多好处。此外,学生们报告说,在完成了截屏或录像作业后,他们的技术技能得到了提高。一个缺点是,学生们在记录屏幕和声音时往往会感到难为情。总的来说,这些学生主导的作业值得在作文课上探索,因为它们可以让学生对写作过程有更深入、更实际的理解。
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引用次数: 0
Editorial: Technologies of compliance, technologies of care 社论:依从性技术,护理技术
Q1 Arts and Humanities Pub Date : 2026-03-01 Epub Date: 2026-02-25 DOI: 10.1016/j.compcom.2026.102980
Jason Tham
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引用次数: 0
Designing experience: Multimodal UX in the expanding field of composition 设计经验:在不断扩大的构图领域进行多模态用户体验
Q1 Arts and Humanities Pub Date : 2026-03-01 Epub Date: 2026-01-08 DOI: 10.1016/j.compcom.2025.102978
Jialei Jiang , Gustav Verhulsdonck
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引用次数: 0
Kiosk! An interactive touchscreen project for multimodal UX composition learners 亭!一个交互式触摸屏项目的多模态UX组成学习者
Q1 Arts and Humanities Pub Date : 2026-03-01 Epub Date: 2026-01-19 DOI: 10.1016/j.compcom.2025.102974
Stephen J. Quigley, Abigail Zimmerman, Raquel Buege
This study details an interactive touchscreen kiosk project implemented in an undergraduate digital composition course, where students engaged in multimodal UX composition praxis, what we define as a process of blending cultural critical research methods with UX design methods and tools. The project provided opportunities for students to test new modes and media, incorporate AI-powered tools into their workflow, and consider the ethics of their use. Students also attended to issues of usability and accessibility central to UX best practices. While many students possessed prior experience creating multimodal content, our findings suggest incorporating UX design methods into the composing process challenged students to reconsider their preferred modes, media, and other design choices in light of user goals and requirements.
本研究详细介绍了在本科数字作曲课程中实施的交互式触摸屏kiosk项目,学生参与了多模态UX作曲实践,我们将其定义为将文化批判研究方法与UX设计方法和工具相结合的过程。该项目为学生提供了测试新模式和媒体的机会,将人工智能工具纳入他们的工作流程,并考虑使用这些工具的道德规范。学生们还讨论了用户体验最佳实践的可用性和可访问性问题。虽然许多学生之前都有过创建多模式内容的经验,但我们的研究结果表明,将用户体验设计方法纳入构图过程,挑战学生根据用户目标和需求重新考虑他们偏好的模式、媒体和其他设计选择。
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引用次数: 0
Shifting rhetorical agency in multimodal UX composition with AI: Sharing rhetorical authority with technologies 用人工智能改变多模态用户体验构图中的修辞代理:与技术共享修辞权威
Q1 Arts and Humanities Pub Date : 2026-03-01 Epub Date: 2025-12-14 DOI: 10.1016/j.compcom.2025.102973
Nupoor Ranade , Daniel L. Hocutt
Content personalization or tailoring content as per the needs of users has been a focus of technical communicators’ work since a very long time. Recently, algorithms have helped trace users’ characteristics such as devices they use, platforms they work on, local language spoken, etc. to personalize content through strategies like responsive content, automatic translation and so on. AI tools have extended algorithmic capabilities for personalization, but at the same time increased the randomness of personalized content. That is, algorithms produce different results for the same user at different times or different results for different users at the same time with the same prompt thus shifting the agency of both rhetors (or content creators) and the audience (or content users). While conventional technical communication pedagogy has focused on writing for users, and more recently on writing for algorithms which serve the users, today it is crucial to understand how technologies like AI impact knowledge consumption processes from a user experience perspective? And how can we teach content personalization and adaptive techniques in the increasingly digital spaces of audience interactions? These questions motivated our research. To follow the roles of algorithms and technical communicators closely, we analyzed three different case studies where algorithms are responsible for a high level of personalization beyond the decisions made by technical communicators. Our findings suggest that we must teach students to investigate concepts such as user personas in UX for understanding audiences, several methods of decision-making for content assets, and rhetorical ecology for a holistic view of content production to dissemination.
长期以来,内容个性化或根据用户需求定制内容一直是技术传播者工作的重点。最近,算法帮助追踪用户使用的设备、使用的平台、使用的当地语言等特征,通过响应式内容、自动翻译等策略来个性化内容。人工智能工具扩展了个性化的算法能力,但同时也增加了个性化内容的随机性。即算法在不同时间对同一用户产生不同的结果,或者在同一提示下对不同用户同时产生不同的结果,从而转移了修辞者(或内容创作者)和受众(或内容用户)的代理。虽然传统的技术交流教学法侧重于为用户写作,最近则侧重于为服务用户的算法写作,但今天,从用户体验的角度理解人工智能等技术如何影响知识消费过程至关重要。我们如何在日益数字化的观众互动空间中教授内容个性化和自适应技术?这些问题激发了我们的研究。为了密切关注算法和技术传播者的角色,我们分析了三个不同的案例研究,其中算法在技术传播者做出的决策之外负责高水平的个性化。我们的研究结果表明,我们必须教学生调查概念,如用户体验中的用户角色,以了解受众,内容资产决策的几种方法,以及内容生产到传播的整体观点的修辞生态学。
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引用次数: 0
From vision to insight: Enhancing students’ user-centered design skills with eye-tracking technology and usability tests 从视觉到洞察力:通过眼动追踪技术和可用性测试提高学生以用户为中心的设计技能
Q1 Arts and Humanities Pub Date : 2026-03-01 Epub Date: 2025-12-15 DOI: 10.1016/j.compcom.2025.102975
Meng Yu
This classroom-based case study presents a workflow that integrates eye-tracking tools and usability testing into a technical writing course to strengthen evidence-based revision of multimodal documents. Over five weeks, student teams produced user materials, ran task-based usability tests, used eye-tracking tools to visualize eye movements, and interpreted the eye-tracking data through concurrent and retrospective think-aloud reflection. By triangulating gaze data, task performance, and verbal protocols, this teaching case supplements traditional peer review by providing students with objective data about audiences. It also illustrates that eye-tracking technology and usability testing serve as effective teaching tools to enhance students’ awareness of user-centered design.
这个基于课堂的案例研究展示了一个工作流,将眼球追踪工具和可用性测试集成到技术写作课程中,以加强多模态文档的循证修订。在五周的时间里,学生团队制作了用户材料,进行了基于任务的可用性测试,使用眼球追踪工具来可视化眼球运动,并通过并发和回顾性的思考来解释眼球追踪数据。通过三角测量凝视数据、任务表现和口头协议,本教学案例通过为学生提供有关受众的客观数据,补充了传统的同行评议。这也说明了眼动追踪技术和可用性测试是提高学生以用户为中心的设计意识的有效教学工具。
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引用次数: 0
Wicked modes in UX: Pedagogical considerations for data détournement UX中的邪恶模式:数据传输的教学考虑
Q1 Arts and Humanities Pub Date : 2026-03-01 Epub Date: 2025-12-25 DOI: 10.1016/j.compcom.2025.102977
Morgan Banville , Leah Heilig , Madison Jones
User experience (UX) as both a vocation and a skillset is currently in the center of a wicked knot: emerging technologies such as generative artificial intelligence (GenAI) and large language models (LLMs) are (for the moment) widely accessible in unprecedented ways and are already heavily integrated into modern workplace practices and educational spaces. Further, workplace demands have led to a change in perception of the function and value of UX, and the field is facing new obstacles to hiring and research funding. Our article argues that a resituation of UX is needed: we—as instructors and administrators—need to focus on UX as an act of slow, embodied, and multimodal UX composition. To do this work, we offer the strategy of détournement as central to UX curriculum and preparing students for design work in a variety of rhetorical situations, expressed through our example assignments for instructors to implement within the college classroom.
用户体验(UX)既是一种职业,也是一种技能,目前正处于一个棘手问题的中心:新兴技术,如生成人工智能(GenAI)和大型语言模型(llm),目前以前所未有的方式被广泛使用,并且已经大量融入现代工作场所实践和教育空间。此外,工作场所的需求导致了对用户体验的功能和价值的看法发生了变化,该领域在招聘和研究资金方面面临着新的障碍。我们的文章认为需要对用户体验进行调整:作为教师和管理员,我们需要将用户体验视为一种缓慢的、具体化的、多模态的用户体验组合行为。为了完成这项工作,我们提供了作为UX课程中心的dsamument策略,并为学生在各种修辞情境下的设计工作做好准备,通过我们的示例作业来表达,供教师在大学课堂中实施。
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引用次数: 0
UX → RX: creating a culture of curiosity about contemporary reading practices UX→RX:创造对当代阅读实践的好奇文化
Q1 Arts and Humanities Pub Date : 2026-03-01 Epub Date: 2025-12-23 DOI: 10.1016/j.compcom.2025.102972
Elizabeth Velasquez, Christa Teston
In place of (or as a complement to) “user experience research,” we propose “reader experience research” as a technique for tracing how contemporary readers make meaning through a host of social-semiotic modes. Significantly, such modes are always already conditioned by cognitive, social, economic, and technological factors. To illustrate how reader experience research can account for such factors, we describe the emergence of our institution’s Reader Experience Lab. We illustrate through three experiences how the lab (and reader experience research, in general) offers opportunities for gaining insight into how contemporary readers make meaning in and/or despite what Dan Keller terms a “culture of acceleration.”
为了取代(或补充)“用户体验研究”,我们提出“读者体验研究”作为一种追踪当代读者如何通过一系列社会符号学模式产生意义的技术。值得注意的是,这些模式总是已经受到认知、社会、经济和技术因素的制约。为了说明读者体验研究如何能够解释这些因素,我们描述了我们机构读者体验实验室的出现。我们通过三个经验来说明,实验室(以及读者体验研究,一般来说)如何提供机会,让我们深入了解当代读者是如何在丹·凯勒所说的“加速文化”中或/或不顾这种文化的情况下创造意义的。
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引用次数: 0
Building narrative layers in virtual reality via multimodal user experience 通过多模式用户体验在虚拟现实中构建叙事层
Q1 Arts and Humanities Pub Date : 2026-03-01 Epub Date: 2025-12-11 DOI: 10.1016/j.compcom.2025.102961
Kathryn Lambrecht, Claire Lauer, Stephen Carradini, Poorva Ketkar, Danielle Storey
People working at the intersection of composition and user experience often serve as the connective material that binds content to use. In merging fundamental skills of both in multimodal UX, practitioners position themselves as essential mediators connecting technical information, storytelling, and technologies that carry impactful messages across disciplines, audiences, and contexts. Building on previous work that advocates for the power of narrative in AR/VR storytelling, we demonstrate how combining the composing strategy of narrative layering with user testing can guide the creation of inclusive, community-centered VR experiences. To illustrate the power of this capacity, we ground our analysis in the design of a Virtual Reality experience about advanced water purification, outlining a method for how narrative layering and UX testing can be woven together to address a variety of perspectives through interdisciplinary, layered storytelling. In doing so, we argue that multimodal UX is most powerful when it blends the needs of a range of audiences to build stories that communicate complex information in an inclusive and engaging way.
在组合和用户体验的交叉点工作的人经常充当连接材料,将内容绑定到使用中。在融合多模态用户体验的基本技能时,从业者将自己定位为连接技术信息、讲故事和技术的基本调解人,这些技术可以跨学科、受众和环境传递有影响力的信息。在之前倡导AR/VR叙事力量的工作的基础上,我们展示了如何将叙事分层的组合策略与用户测试相结合,以指导创造包容性,以社区为中心的VR体验。为了说明这种能力的力量,我们将分析的基础放在了关于高级水净化的虚拟现实体验的设计中,概述了如何将叙事分层和用户体验测试编织在一起,通过跨学科、分层的故事叙述来解决各种观点的方法。在这样做的过程中,我们认为,当多模式用户体验融合了一系列受众的需求,以一种包容和引人入胜的方式构建故事,传达复杂的信息时,它是最强大的。
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引用次数: 0
Accessibility in virtual reality: A multimodal user experience framework for considering hardware, embodied, and spatial access 虚拟现实中的可访问性:考虑硬件、具体化和空间访问的多模态用户体验框架
Q1 Arts and Humanities Pub Date : 2026-03-01 Epub Date: 2025-12-16 DOI: 10.1016/j.compcom.2025.102971
Elizabeth Caravella, Rich Shivener
Virtual reality (VR) systems and other emerging technologies have transformed how professional writers and teams interact with information and navigate digital environments (Caravella, Shivener, & Narayanamoorthy, 2022; Saker & Frith, 2020; Tham, 2024). In Meta's Horizons Workrooms, users interact with shared virtual whiteboards, chalk, and spatial audio (Shivener & Tham, in press). In BigScreenVR, collaborative meetings include shared computer screens, 3D audio, and facial gestures (Shivener & Caravella, 2025). These platforms allow for the integration of visual, auditory, and spatial elements in innovative ways, pushing the boundaries of digital writing and collaboration across various points of the writing process.
Drawing on VR and UX theories, our pedagogies, and recent qualitative studies of writing in VR (Shivener & Tham, in press; Shivener & Caravella, 2025), this piece proposes three considerations that UX writing teachers must contend with before and as they integrate VR into a classroom: hardware, embodied, and spatial access. UX and multimodal composition teachers are well positioned to engage VR but must anticipate accessibility challenges that have complicated previous studies and pedagogies. In addition to the concerns themselves, we also outline potential example assignments and pedagogical methods for addressing these challenges. These practical guidelines inform lesson plans and experiences that are both engaging and equitable for a range of students, and provide a blueprint for teachers to include such technologies in UX classrooms in accessible ways.
虚拟现实(VR)系统和其他新兴技术改变了专业作家和团队与信息互动和在数字环境中导航的方式(Caravella, Shivener, Narayanamoorthy, 2022; Saker & Frith, 2020; Tham, 2024)。在Meta的Horizons工作室中,用户可以与共享的虚拟白板、粉笔和空间音频进行交互(Shivener & Tham,出版中)。在BigScreenVR中,协作会议包括共享计算机屏幕、3D音频和面部手势(Shivener & Caravella, 2025)。这些平台以创新的方式整合了视觉、听觉和空间元素,推动了数字写作的界限,并在写作过程的各个方面进行了协作。根据VR和UX理论,我们的教学方法,以及最近关于VR写作的定性研究(Shivener & Tham, in press; Shivener & Caravella, 2025),这篇文章提出了UX写作教师在将VR融入课堂之前和过程中必须考虑的三个问题:硬件、具体化和空间访问。UX和多模态构图教师可以很好地参与VR,但必须预见到可访问性挑战,这些挑战使以前的研究和教学方法变得复杂。除了问题本身,我们还概述了潜在的示例作业和解决这些挑战的教学方法。这些实用的指导方针为各种学生提供了既吸引人又公平的课程计划和经验,并为教师提供了一个蓝图,以便以可访问的方式将这些技术纳入UX教室。
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引用次数: 0
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Computers and Composition
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