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Exploring Innovation in the Teaching of Design. A Study on the Experimental Teaching Practices in the Context of a School of Design 探索设计教学的创新。设计学院背景下的实验教学实践研究
IF 1.3 Q1 Engineering Pub Date : 2023-02-01 DOI: 10.55612/s-5002-055-002
F. Mattioli, L. Cipriani, A. Manciaracina, A. Taverna
Teaching innovation research aims to experiment with new practices and methodologies that relate objectives, activities, tools, and other elements to respond to new educational challenges, such as equipping students with the right skills for increasingly complex and changing work contexts. For higher education institutions, innovation of didactic is an increasingly strategic goal to prepare students for jobs that do not yet exist and to be competitive with emerging players in the educational context. This article outlines a funded research project investigating the perimeter of innovation in design education. The research focuses on the context of the Politecnico di Milano to understand how experimentation in university courses can lead to innovation in design education. The paper presents a survey definition process aiming to map experimentation practices in courses over the past decade and how the results of this mapping can define potential models for codifying and defining teaching practices with innovation potential.
教学创新研究旨在试验与目标、活动、工具和其他元素相关的新实践和方法,以应对新的教育挑战,例如为学生提供适应日益复杂和变化的工作环境的正确技能。对于高等教育机构来说,教学创新是一个日益重要的战略目标,它可以帮助学生为未来不存在的工作做好准备,并在教育领域与新兴参与者竞争。本文概述了一项资助的研究项目,调查设计教育创新的范围。研究的重点是米兰理工大学的背景,以了解大学课程中的实验如何导致设计教育的创新。本文提出了一个调查定义过程,旨在绘制过去十年课程中的实验实践,以及这种绘制的结果如何定义潜在的模型,以编纂和定义具有创新潜力的教学实践。
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引用次数: 2
Lessons Learned from Modeling the Interaction with Conversational Agents 会话代理交互建模的经验教训
IF 1.3 Q1 Engineering Pub Date : 2023-02-01 DOI: 10.55612/s-5002-055-007
Ulisses da Silva Fernandes, Glívia Angélica Rodrigues Barbosa, Bruno Azevedo Chagas, Gabriel Diniz Junqueira Barbosa, Simone Diniz Junqueira Barbosa, R. Prates
Intelligent conversational agents have become widespread. Inspired by conversations in natural language, they present different degrees of intelligence and autonomy, bringing challenges for Human-Computer Interaction (HCI). One such challenge concerns design languages for modeling user-agent interaction. We focus here on MoLIC, a design-phase dialogue model based on Semiotic Engineering theory devised to represent user-system interactions as conversations. We performed two case studies with MoLIC interaction diagrams representing two conversational agents – the ANA chatbot and Samsung Bixby. We examined how the interactive aspects of these agents could be expressed in MoLIC. Although it was possible to express the general interaction, our results showed limitations related to the language expressiveness or its inadequacy to represent these systems. We identified limitations in the applicability of MoLIC in modeling and pondered on how to extend or adapt it; directing the HCI community to issues and initiatives that can help design and model these technologies.
智能对话代理已经普及。受自然语言对话的启发,它们表现出不同程度的智能和自主性,给人机交互(HCI)带来了挑战。其中一个挑战涉及用户代理交互建模的设计语言。我们在这里关注MoLIC,这是一种基于符号学工程理论的设计阶段对话模型,旨在将用户-系统交互表示为对话。我们进行了两个案例研究,使用MoLIC交互图表示两个会话代理——ANA聊天机器人和Samsung Bixby。我们研究了这些药物的相互作用方面如何在MoLIC中表达。虽然可以表达一般的交互,但我们的结果显示了与语言表达性相关的局限性,或者它不足以表示这些系统。我们发现了MoLIC在建模中适用性的局限性,并思考了如何扩展或调整它;引导HCI社区关注能够帮助设计和建模这些技术的问题和计划。
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引用次数: 0
From simplex to complex: designing for wellbeing at scale, 从单纯到复杂:大规模的健康设计,
IF 1.3 Q1 Engineering Pub Date : 2023-02-01 DOI: 10.55612/s-5002-055-006
C. Giovannella
In this article, we propose a theoretical framework of reference for the design for wellbeing, mainly in large techno ecosystems like smart cities and smart learning ecosystems taken here as examples. Starting from a people/human-centered vision of such ecosystems and the identification of their smartness with the ASLERD pyramids of needs, the mapping on the levels of this latter of the wellbeing – either defined by the living conditions generated by the context and perceived at the individual level due to the involvement in the technologically augmented processes taking place within the ecosystem – is discussed. It is also shown that the multidimensional smartness-wellbeing construct incorporates the perspective of the design for the experience, whatever the focus and the zoom level applied by the designers to the ecosystem under consideration. Finally, we show that the proposed theoretical framework allows the adoption of a bottom-up participatory approach to evaluate the smartness of the ecosystems of interest and, thus, the possibility of comparing ecosystems with similar characteristics and identifying their peculiarities with respect to the proposed framework.
在本文中,我们提出了一个幸福感设计的理论参考框架,主要是在智能城市和智能学习生态系统等大型技术生态系统中。从以人为中心的生态系统愿景出发,并将其智能与ASLERD需求金字塔相结合,讨论了后一种幸福感水平的映射——要么由环境产生的生活条件定义,要么由于参与生态系统中发生的技术增强过程而在个人层面感知——。研究还表明,无论设计师对所考虑的生态系统的关注点和缩放级别如何,多维智能幸福结构都融入了体验设计的视角。最后,我们表明,所提出的理论框架允许采用自下而上的参与方法来评估感兴趣的生态系统的智能性,从而有可能比较具有相似特征的生态系统,并根据所提出的框架确定其特征。
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引用次数: 0
Evaluating the Impact of [BlindedMethodName] on Learning Analytics Knowledge Creation and Acceptance during Multidisciplinary, Co-Design of Learning Activities 评估[盲法名称]对学习分析的影响在多学科、共同设计学习活动中知识的创造和接受
IF 1.3 Q1 Engineering Pub Date : 2023-02-01 DOI: 10.55612/s-5002-055-001
Marcel Schmitz, Maren Scheffel, Roger Bemelmans, H. Drachsler
Learning analytics offers opportunities to enhance the design of learning activities by providing information on the impact of different learning designs. Despite the availability of design methods that aim to facilitate the integration of learning analytics in learning design, there is a lack of research evaluating their effectiveness. This study aims to assess the effectiveness of the FoLA2 method. Sixty participants utilized the FoLA2 method to create fourteen learning activities in higher education settings. To measure the impact, participants completed a technology acceptance test both before and after each session. Additionally, the researchers analyzed audio recordings of the sessions using epistemic network analysis to gain insights into the discussions surrounding learning analytics and the design of enriched learning activities. The results of both the technology acceptance test and the epistemic network analysis indicated that the FoLA2 method effectively supports the integration of learning analytics during the design of learning activities.
学习分析通过提供不同学习设计的影响信息,提供了加强学习活动设计的机会。尽管设计方法旨在促进学习分析在学习设计中的集成,但缺乏评估其有效性的研究。本研究旨在评估FoLA2方法的有效性。60名参与者使用FoLA2方法在高等教育环境中创建了14项学习活动。为了衡量影响,参与者在每次会议前后都完成了技术验收测试。此外,研究人员使用认知网络分析分析了会议的录音,以深入了解围绕学习分析和丰富学习活动设计的讨论。技术接受测试和认知网络分析的结果表明,FoLA2方法有效地支持了学习活动设计过程中学习分析的集成。
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引用次数: 1
Designing inclusion: a smart learning ecosystem for hearing parents of deaf children 设计包容:聋儿父母的智能学习生态系统
IF 1.3 Q1 Engineering Pub Date : 2023-02-01 DOI: 10.55612/s-5002-055-005
Aleš Peče, P. Marti
Smart Learning Ecosystems are intelligent, purpose-oriented platforms supporting innovative learning. However, for these ecosystems to be true engines of innovation they should be fully accessible. This vision reflects the inclusion policies underpinning the SDGs of the Agenda 2030 that recommend the adoption of knowledge and technologies to drive a social change in the direction of inclusion and social sustainability. In this paper we present the case of a smart learning ecosystem that brings together hearing parents of deaf children and other stakeholders involved in the care and education of deaf children. After an intense user research based on digital ethnography, interviews, and a questionnaire, a prototype of a digital application supporting learning of the Italian Sign Language and communication among stakeholders was designed and tested. The prototype served the objective to raise awareness about current biases on deafness and the need to stimulate the creation of a culture of inclusion and peer-to-peer learning.
智能学习生态系统是支持创新学习的智能、面向目的的平台。然而,要使这些生态系统成为真正的创新引擎,它们应该是完全可访问的。这一愿景反映了支持《2030年议程》可持续发展目标的包容性政策,这些政策建议采用知识和技术,推动社会变革朝着包容性和社会可持续性的方向发展。在本文中,我们介绍了一个智能学习生态系统的案例,该生态系统将聋人儿童的听力父母和参与聋人儿童护理和教育的其他利益相关者聚集在一起。经过基于数字民族志、访谈和问卷的深入用户研究,设计并测试了一个支持意大利手语学习和利益相关者交流的数字应用程序原型。该原型旨在提高人们对当前耳聋偏见的认识,以及激励创造包容和对等学习文化的必要性。
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引用次数: 1
Student experience and new media to leverage an Infocommunicational case study model 学生体验和新媒体利用信息传播案例研究模型
IF 1.3 Q1 Engineering Pub Date : 2023-02-01 DOI: 10.55612/s-5002-055-003
M. J. Fonseca, Ó. Mealha
The use of a student’s own mobile digital device for learning purposes has been driven by extremely different perspectives. On one side some educational actors advocating the integration and strategically well-planned use of such technologies. On the other end of this spectrum some actors just completely continue to deny the use of such technologies, with students obliged to leave their mobile technologies switched off and kept away in a specific place controlled by the teacher in the classroom. This paper reports an empirical study that used student’s smartphone experience narratives, in their daily lives, to design and validate an infocommunicational services model for a learning ecosystem. This work was developed in a school cluster at the north of Portugal in a case study research setup with 141 students, 49 teachers and 46 parents. A smartphone application prototype was designed as a research instrument to simulate the model’s characteristics and used to inquire the participants and validate the proposed model. The 8 different prototype task scenarios are explained and the final list of infocommunicational services that comprise the model proposed, designed and tested within this educational community, are a main outcome of this paper. The characteristics of the model are directly related to the case study community’s wishes and needs and due to this with generalizable constraints. On the other hand, the research process reveals potential to be adapted and applied to any other educational community, ecosystem, or school cluster.
学生使用自己的移动数字设备进行学习是由截然不同的观点驱动的。一方面,一些教育行动者主张整合和战略性地精心规划使用这些技术。另一方面,一些参与者仍然完全否认使用此类技术,学生们不得不关闭他们的移动技术,并被关在教室里由老师控制的特定地方。本文报告了一项实证研究,该研究利用学生在日常生活中的智能手机体验叙事,为学习生态系统设计和验证了一个信息交流服务模型。这项工作是在葡萄牙北部的一个学校集群中进行的案例研究,共有141名学生、49名教师和46名家长参与。设计了一个智能手机应用程序原型作为模拟模型特征的研究工具,并用于询问参与者和验证所提出的模型。解释了8种不同的原型任务场景,构成该教育社区内提出、设计和测试的模型的信息交流服务的最终列表是本文的主要成果。该模型的特征与案例研究社区的愿望和需求直接相关,因此具有可推广的约束。另一方面,研究过程揭示了适应和应用于任何其他教育社区、生态系统或学校集群的潜力。
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引用次数: 1
A Study of the Application of Virtual Reality Technology as an Anthropometric Measurement Tool 虚拟现实技术作为人体测量工具的应用研究
IF 1.3 Q1 Engineering Pub Date : 2023-02-01 DOI: 10.55612/s-5002-055-009
Uğur Efe Uçar, Gözde Gökdemir, E. Garip
Fundamental factors such as constantly changing space usage habits, evolving technology, and various physical and demographic characteristics of space users today call the accuracy of anthropometric assumptions into question. This paper aims to reveal whether VR could be used as an anthropometric measurement tool based on VR’s capacity to measure size perception. For this, the parameters that reveal the difference in size perception between VR and the real world were determined, and it was aimed to reveal their effect on the size perception process. Participants received instructions to estimate the sizes of various space components in experimental environments in both real and virtual reality. However, this approach was used to analyze the convergence and divergence between the assumptions rather than the accuracy of user-generated dimensional assumptions. The study’s findings are presented as comparative graphical narratives of user estimates in physical and virtual environments.
诸如不断变化的空间使用习惯、不断发展的技术以及空间用户的各种物理和人口特征等基本因素今天使人体测量假设的准确性受到质疑。本文旨在揭示VR是否可以作为一种人体测量工具,基于VR测量尺寸感知的能力。为此,我们确定了显示VR与现实世界尺寸感知差异的参数,旨在揭示它们对尺寸感知过程的影响。参与者收到指示,在真实和虚拟现实的实验环境中估计各种空间组件的大小。然而,这种方法用于分析假设之间的收敛和分歧,而不是用户生成维度假设的准确性。该研究的结果是在物理和虚拟环境中对用户估计的比较图形叙述。
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引用次数: 0
Evaluation of Thermotactile and Vibrotactile Cues to Improve Hazard Perception of Older Pedestrians 热触觉和振动触觉提示对提高老年行人危险感知的评价
IF 1.3 Q1 Engineering Pub Date : 2023-02-01 DOI: 10.55612/s-5002-055-008
Rebecca Wiczorek
The aim of the experiment was to investigate how older people perform a task of hazard perception within different dual-task scenarios when being supported by an assistance system. Baseline performance of 27 subjects aged 60+ was compared to the use of a thermotactile, a vibrotactile and an auditory system. Results indicate that all three systems significantly reduce response time, while only the vibration and the auditory system reduce the number of errors. Error reduction only took place when conducting a visual secondary task, but not with a cognitive secondary task. While workload was reduced by all three systems in the visual task condition, that was not the case with the cognitive task. The vibration system was accepted best by the participants, while the thermal system received the least acceptance. Findings suggest the use of an assistance system using vibration cues to remind older pedestrians of potential hazards in traffic.
实验的目的是调查老年人在援助系统的支持下,如何在不同的双重任务场景中执行危险感知任务。将27名60岁以上受试者的基线表现与热活动、振动触觉和听觉系统的使用进行比较。结果表明,这三个系统都显著减少了响应时间,而只有振动和听觉系统减少了错误数量。只有在进行视觉辅助任务时,错误才会减少,而在进行认知辅助任务时则不会减少。虽然在视觉任务条件下,这三个系统都减少了工作量,但认知任务的情况并非如此。参与者对振动系统的接受程度最高,而对热力系统的接受度最低。研究结果表明,使用振动提示辅助系统来提醒老年行人交通中的潜在危险。
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引用次数: 0
Preface - Smart Learning Ecosystems: toward the polyphonic construction of a new normality 前言-智能学习生态系统:走向复调建设新常态
IF 1.3 Q1 Engineering Pub Date : 2023-02-01 DOI: 10.55612/s-5002-055-001psi
M. Dascalu, P. Marti, F. Pozzi
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引用次数: 0
Online Social Environments for Active Ageing - Preface of issue 54 积极老龄化的在线社会环境——第54期序言
IF 1.3 Q1 Engineering Pub Date : 2022-11-15 DOI: 10.55612/s-5002-054-001psi
A. Veloso, Carlos Santos, Sónia Ferreira
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引用次数: 0
期刊
Interaction Design and Architectures
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