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Co-Creation in the Design, Development and Implementation of Technology-Enhanced Learning 技术增强学习的设计、开发和实施中的共同创造
IF 1.3 Q1 Engineering Pub Date : 2019-09-20 DOI: 10.55612/s-5002-042-001psi
T. Treasure-Jones, Sebastian Maximilian Dennerlein, P. Antoniou, I. Koren
Co-creation is a term encompassing various forms of active stakeholder engagement and collaboration aiming at (i) innovation and research results that are more relevant and responsive to society, (ii) wider and more efficient adoption of research and innovation, and (iii) stronger ties of innovation with the individual end user/consumer. Several approaches have emerged to support these aims, including Co-Design, CoProduction, Participatory Design, Design-based Research, Research-based Design, Living Labs and DevOps, which we subsume under the term co-creation. All of them have a strong ethos of valuing and involving the experience, expertise and creativity of all members of a user community and wider society at least equally to those of the “formal” product/content creators [1]. Co-creation is also an important means to adhere to the EU’s Responsible Research and Innovation agenda and part of the ‘Science with and for the Society’ objective [2]. Within the TEL domain, co-creation plays a particularly important role as design and development move from relatively well-understood school-based or formal learning contexts into less structured and less well-understood areas such as informal learning and continuing professional development. Additionally, with wider acceptance of user-generated and digital open educational resources (OER) into formal and informal education, co-creation emerges as an invaluable tool for timely, relevant and high-quality digital content availability in TEL solutions. TEL appears as a natural “habitat” for co-creative approaches. The necessary co-creation focus on multiple stakeholders ties well with the interdisciplinary approach that is needed both in developing and deploying TEL designs. The democratic methodology that fosters equal voices and community-guided design goes along with TEL’s need for creative thinking, while maintaining a view of real limitations that are inherent in the underlying technologies and domain practices. In this context, this special issue aims to present an evidence-based discourse on the conceptual and practical challenges that arise from incorporating collaborative, creative and stakeholder-oriented principles in TEL environments. Crucially, the use, effectiveness, and impact of these co-creation approaches in the TEL community need to be better understood, allowing for the implementation of traceable and trustworthy studies meeting the standards of the TEL community at the same time.
共同创造是一个术语,包括各种形式的利益相关者积极参与和协作,旨在(i)创新和研究成果与社会更相关、更有响应性,(ii)更广泛、更有效地采用研究和创新,以及(iii)将创新与个人最终用户/消费者建立更牢固的联系。为了实现这些目标,已经出现了几种方法,包括协同设计、协同生产、参与式设计、基于设计的研究、基于研究的设计、生活实验室和DevOps,我们将这些方法统称为共同创造。它们都有一种强烈的价值观,即重视用户社区和更广泛社会中所有成员的经验、专业知识和创造力,至少与那些“正式的”产品/内容创作者一样。共同创造也是坚持欧盟负责任的研究和创新议程的重要手段,也是“科学与社会”目标的一部分。在TEL领域中,共同创造扮演着特别重要的角色,因为设计和开发从相对容易理解的基于学校的或正式的学习环境转移到不太结构化和不太容易理解的领域,如非正式学习和持续的专业发展。此外,随着用户生成和数字开放教育资源(OER)被广泛接受到正规和非正规教育中,共同创造成为了教育教育解决方案中及时、相关和高质量数字内容可用性的宝贵工具。TEL似乎是共同创造方法的天然“栖息地”。关注多个利益相关者的必要共同创造与开发和部署TEL设计所需的跨学科方法密切相关。促进平等声音和社区指导设计的民主方法与TEL对创造性思维的需求相一致,同时保持对潜在技术和领域实践中固有的真正限制的看法。在此背景下,本期特刊旨在就在TEL环境中纳入协作、创新和利益相关者导向原则所产生的概念和实践挑战提出基于证据的论述。至关重要的是,需要更好地了解这些共同创造方法在TEL社区中的使用、有效性和影响,以便同时实施符合TEL社区标准的可追溯和可信的研究。
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引用次数: 0
Indigenous Knowledge and Practices contributing to new approaches in learning/educational technologies 土著知识和实践有助于学习/教育技术的新方法
IF 1.3 Q1 Engineering Pub Date : 2019-07-10 DOI: 10.55612/s-5002-041-001psi
Kasper Rodil, H. Winschiers-Theophilus, Tutaleni I. Asino, Tariq Zaman
The objective of this special issue was to bring together a number of high-quality articles from people from across the globe, belonging to or working in close partnership with indigenous communities meanwhile orbiting topics of learning and digital technologies. This special issue has truly resonated globally among peers, thus enabling the publication of insightful, broad and open access research articles written by individuals and research groups. Common to the range of articles is the fact that they embrace practices, theories and reflections rooted in indigenous knowledge systems, are critical of existing tensions and trends while contributing to technology design ventures in formal and informal learning contexts. This special issue is initiated by ”Only Connect: Indigenous Digital Learning” by Traxler, which is an excellent entry equipping readers to better engage with the complicated, promising and at the same time daring landscape representing the many intersections of learning, digitality, indigeneity, policy and community. The article ”Preserving Indigenous voices: Web archiving in Aotearoa/New Zealand” by Ka‘ai-Mahuta provides an insight into the opportunities for sharing, learning and preserving there is for indigenous communities using digital means, but also adeptly illustrates the challenges and embedded consequences of using those digital means in terms of how this stored knowledge is organized, protected and accessed by those who are the rightful owners of it. The article ”A Participatory Approach for Digital Documentation of Egyptian Bedouins Intangible Cultural Heritage“ by Giglitto, Lazem and Preston demonstrates a participatory approach of protecting and disseminating the intangible heritage of Beduins in Egypt through four digital prototypes. The article is highly insightful from both the community engagement perspective, but also from a didactic vantage point, as the work illuminates the benefits of bringing students into the lifeworld and nondigital domain of the Beduin. In the article “the Pedagogical Usage of Digital Technologies in an Indigenous Village in Brazil: Reflections and Challenges,” the authors Ribeiro, Kaminski, Lübeck and Boscarioli provide a case study of the use of digital technologies in a Brazilian village community and how it concurs with the preservation, cultural dissemination and the appropriation of indigenous and non-indigenous knowledge. Yet, the authors also demonstrate how digital tools albeit useful in learning contexts have embedded challenges, such as connectivity, which is not the only obstacle for indigenous digital learning to fully come to fruition. In ” Using ICT in designs for learning among indigenous children in Peru” by Salas-Pilco, brings the reader into seeing how ICT in indigenous learning contexts does not only showcase the use of predefined technologies but illustrates how ICT has been appropriated by indigenous children. The article not only demonstrates three inspiring prototyp
本期特刊的目的是汇集来自全球各地的高质量文章,这些文章属于土著社区或与土著社区密切合作,同时围绕学习和数字技术主题展开。这期特刊在全球同行中引起了真正的共鸣,从而使个人和研究小组撰写的有见地的、广泛的和开放获取的研究文章得以发表。这些文章的共同之处在于,它们包含根植于本土知识体系的实践、理论和反思,对现有的紧张局势和趋势持批评态度,同时为正式和非正式学习环境中的技术设计事业做出贡献。本期特刊由Traxler的“Only Connect: Indigenous Digital Learning”发起,这是一个很好的入门,让读者更好地参与到复杂、有前途、同时又大胆的景观中,这些景观代表了学习、数字化、土著、政策和社区的许多交叉点。Ka 'ai-Mahuta的文章“保存原住民声音:纽西兰奥特亚罗的网路档案”,让我们了解原住民社群利用数位手段分享、学习与保存的机会,但也巧妙地说明使用数位手段所带来的挑战与后果,包括这些储存的知识如何被合法拥有者组织、保护与存取。Giglitto、Lazem和Preston的文章“埃及贝都因非物质文化遗产数字文献的参与式方法”通过四个数字原型展示了保护和传播埃及贝都因非物质文化遗产的参与式方法。这篇文章无论是从社区参与的角度来看,还是从教学的角度来看,都是非常有见地的,因为它阐明了将学生带入贝都因人的生活世界和非数字领域的好处。在“巴西原住民村落中数位科技的教学使用:反思与挑战”一文中,作者Ribeiro、Kaminski、l贝克与Boscarioli提供了一个案例,研究数位科技在巴西村落社区的使用,以及数位科技如何与原住民与非原住民知识的保存、文化传播与占有相协调。然而,作者也证明了数字工具虽然在学习环境中很有用,但也存在一些内在的挑战,比如连通性,这并不是土著数字学习充分实现的唯一障碍。Salas-Pilco的“在秘鲁原住民儿童的学习设计中使用ICT”一文,让读者看到ICT在原住民学习环境中,不仅展示了预先设定的技术的使用,也说明了ICT如何被原住民儿童所利用。这篇文章不仅展示了三个鼓舞人心的原型,还使读者能够跟踪与这些原型相关的学习机会。Mohamad, Morini, Minoi和Arnab在《基于游戏的学习在农村学校教授高级思维:Sarawak Borneo的案例研究》中探讨并报告了游戏作为马来西亚Sarawak农村学校学习的工具。作者使用基于游戏的学习原则作为指导教师如何在所教科目中处理高级思维技能的方法。他们的研究结果表明,当设计思维与基于游戏的学习相结合时,可以激发对高阶思维的兴趣和参与。此外,作者还提出了一种可以作为教学交互设计与架构的创意文化模型(s) [j] .中文信息学报,2019,第41期,第5 - 6页
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引用次数: 3
Games for Urban Sustainability 城市可持续发展运动会
IF 1.3 Q1 Engineering Pub Date : 2019-04-15 DOI: 10.55612/s-5002-040-001psi
Andrea Vesco, Salvatore Di Dio, Bernat Gastón
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引用次数: 1
Smart Learning Ecosystems - technologies, places, and human-centered design 智能学习生态系统-技术、场所和以人为本的设计
IF 1.3 Q1 Engineering Pub Date : 2018-12-20 DOI: 10.55612/s-5002-039-001psi
H. Knoche, E. Popescu
Learning ecosystems are getting smarter and play a central role in regional development and social innovation. “Smart”, thus, are not simply technologyenhanced learning ecosystems but, rather, learning ecosystems that promote the multidimensional well-being of all players of learning processes (i.e., students, professors, administrative personnel and technicians, territorial stakeholders, and parents) and that contribute to the increase of the social capital of a “region”, also thanks to the mediation of the technologies. The papers included in this special issue aim to inform the understanding of learning ecosystems and accompanying design for “smartness”, foster the development of policies and action plans and support technological impact. The special issue call welcomed extended papers from the Smart Learning Ecosystems and Regional Development (SLERD) conference held in Aalborg in 2018 as well as new submissions. We received a total of 15 papers for the special issue out of which we selected six, after having passed through a rigorous reviewing procedure. The special issue starts with the paper “Design recommendations for designing smart and ubiquitous learning environments to be used at outdoor cultural heritage” by Alaa SA Alkhafaji, Sanaz Fallahkhair, and Mihaela Cocea. Along with a theoretical framework for smart and ubiquitous learning environments (FoSLE) the paper presents a series of design recommendations for the context of cultural heritage on three concerns: content provisioning, learning experience design, and interaction with context design. The work was based on a user-centered design approach relying on three field studies and the evaluation of a proof-of-concept application. In the second paper, entitled "Pass or Fail? Prediction of Students’ Exam Outcomes from Self-reported Measures and Study Activities", Bianca Clavio Christensen, Brian Bemman, Hendrik Knoche and Rikke Gade propose a learning ecosystem for identifying at-risk undergraduate students. The study takes place in the context of an introductory programming course in a Problem-Based Learning (PBL) environment. Two data analysis methods were applied: best-subset-regression and lasso regression, which yielded several significant predictors for the final grade. These predictors include midterm exam results, self-assessment quizzes, peer reviewing activities and interactive online exercises. The study findings help to identify strategies for supporting struggling students and reducing dropout rates in PBL environments. The third paper, “The model of self-organization in digitally enhanced schools” by Eka Jeladze and Kai Pata looks into different types of learning ecosystems that include digital components. Based on data from more than 400 schools in 13 countries the authors developed a holistic model through K-means clustering. The model accounts for differences in how innovative changes were maintained in schools and details four approaches to self-organization A) orga
学习生态系统越来越智能,在区域发展和社会创新中发挥着核心作用。因此,“智能”不仅仅是技术增强的学习生态系统,而是促进学习过程中所有参与者(即学生、教授、行政人员和技术人员、地区利益相关者和家长)的多层面福祉并有助于增加“地区”的社会资本的学习生态,也得益于技术的中介作用。本期特刊中的论文旨在了解学习生态系统和“智能”的配套设计,促进政策和行动计划的制定,并支持技术影响。特刊呼吁欢迎2018年在奥尔堡举行的智能学习生态系统和区域发展(SLERD)会议的扩展论文以及新提交的文件。我们总共收到了15篇特刊论文,在经过严格的审查程序后,我们从中选出了6篇。特刊从Alaa SA Alkhafaji、Sanaz Fallahkhair和Mihaela Cocea的论文“设计用于户外文化遗产的智能和无处不在的学习环境的设计建议”开始。结合智能和泛在学习环境(FoSLE)的理论框架,本文提出了一系列针对文化遗产背景的设计建议,涉及三个方面:内容供应、学习体验设计和与背景设计的互动。这项工作基于以用户为中心的设计方法,依靠三项实地研究和概念验证应用程序的评估。Bianca Clavio Christensen、Brian Bemman、Hendrik Knoche和Rikke Gade在题为“通过还是失败?从自我报告的测量和学习活动预测学生的考试结果”的第二篇论文中提出了一个识别高危本科生的学习生态系统。这项研究是在基于问题的学习(PBL)环境中的编程入门课程的背景下进行的。采用了两种数据分析方法:最佳子集回归和拉索回归,这两种方法为最终成绩产生了几个重要的预测因素。这些预测因素包括期中考试成绩、自我评估测验、同行评审活动和互动在线练习。研究结果有助于确定在PBL环境中支持困难学生和降低辍学率的策略。Eka Jeladze和Kai Pata的第三篇论文“数字增强学校的自组织模型”探讨了包括数字组件的不同类型的学习生态系统。基于来自13个国家400多所学校的数据,作者通过K-means聚类开发了一个整体模型。该模型解释了学校如何保持创新变革的差异,并详细介绍了自组织的四种方法:A)组织学习驱动;B) 以数字基础设施为中心,C)以中介循环为中心的学校,以及D)以数字教学策略为中心。在第四篇论文中,题为“社交的机会。脑损伤青少年的参与和互动结构如何在机构走廊上互动设计与建筑(s)期刊IxD&A,N.392018,pp.56
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引用次数: 0
Human Computer Interaction Perspectives on Industry 4.0 工业4.0的人机交互展望
IF 1.3 Q1 Engineering Pub Date : 2018-09-10 DOI: 10.18154/RWTH-2019-05114
Viktoria Pammer-Schindler, Ralf Klamma, Mario Aehnelt
A reflection on research methods is an essential part of any project related to design Today we are facing a new era of industrial automation and interconnection which drives the transition of human workplaces. New technologies but also novel business processes lead to a shift of worker related requirements at the data-intensive manufacturing workplace on the shop floor or in knowledge-intensive maintenance field operations. HCI research is already dealing with these new challenges by developing and providing practical assistance solutions which bring together again the power of industrial automation with the flexibility of human intelligence. We wish you an interesting reading with the four papers collected in this special issue on “"Human Computer Interaction Perspectives on Industry 4.0". They all shed a different light on ongoing HCI research in this exciting interdisciplinary field. The paper “Mobile Service Technician 4.0 – Knowledge-Sharing Solutions for Industrial Field Maintenance” by Kaasinen et al. describe a human-centered design process for future workplaces of mobile service technicians. The paper demonstrates nicely the transformation of traditional workplaces through new technologies and the implications on human-centered design processes. In particular knowledge sharing will be affected but also time savings from avoiding useless waiting periods for technicians. The paper “University-industry Interoperability Framework for Developing the Future Competences of Industry 4.0” by Kusmin et al. is a good example for the changing nature of higher education in preparing students for future workplaces. It proposes a dynamic work-integrated curriculum where competency-related feedback loops can be established between higher education institutes, industry and students with the goal to develop work-integrated learning models. The paper “Teaching Styles of Virtual Training Systems for Industrial Applications – A Review of the Literature” by Loch et al. is a review of existing virtual training systems for industry 4.0. It reviews almost 50 papers along the dimensions instruction (concrete, abstract, overview, structure), presentation (output modality/device, realism, feedback), interaction (input device, activity) and adaptation (adaptivity, contextual factors, adaptability). The conclusions are that the systems are very similar in teaching but limited in the adaptation dimension. Murauer and Pflanz present a field study with “A full shift field study to evaluate userand process-oriented aspects of smart glasses in automotive order picking processes”. One of the major current limitations is the lacking full shift capabilities of AR devices. In this study, health oriented aspects as well as performance aspects are researched using smart glasses in order picking processes.
对研究方法的反思是任何与设计相关的项目的重要组成部分今天,我们面临着一个工业自动化和互联的新时代,它推动了人类工作场所的转变。新技术和新的业务流程导致车间数据密集型制造工作场所或知识密集型维护现场操作中与工人相关的要求发生转变。HCI研究已经在通过开发和提供实用的辅助解决方案来应对这些新挑战,这些解决方案将工业自动化的力量与人类智能的灵活性再次结合在一起。我们希望您能阅读本期“工业4.0的人机交互视角”特刊中收集的四篇论文。它们都对这一令人兴奋的跨学科领域中正在进行的HCI研究提供了不同的见解。Kaasinen等人的论文“移动服务技术员4.0——工业现场维护的知识共享解决方案”描述了面向移动服务技术人员未来工作场所的以人为本的设计过程。本文很好地展示了通过新技术对传统工作场所的改造,以及对以人为本的设计过程的影响。特别是知识共享会受到影响,但也会因避免技术人员无用的等待期而节省时间。Kusmin等人的论文《发展工业4.0未来能力的大学-工业互操作性框架》是高等教育在为学生未来工作做好准备方面不断变化的一个很好的例子。它提出了一个动态的工作综合课程,可以在高等教育机构、行业和学生之间建立与能力相关的反馈回路,以开发工作综合学习模式。Loch等人的论文“工业应用虚拟培训系统的教学风格——文献综述”是对现有工业4.0虚拟培训系统进行的综述。它审查了近50篇论文,涉及教学(具体、抽象、概述、结构)、呈现(输出模态/设备、现实主义、反馈)、互动(输入设备、活动)和适应(适应性、上下文因素、适应性)等维度。结论是,这两个系统在教学上非常相似,但在适应维度上是有限的。Murauer和Pflanz进行了一项实地研究,题为“全轮班实地研究,以评估智能眼镜在汽车订单挑选过程中面向用户和流程的方面”。目前的主要限制之一是AR设备缺乏全频转换能力。在这项研究中,使用智能眼镜在订单挑选过程中研究了面向健康的方面以及性能方面。
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引用次数: 0
Inquiring the way we inquire 以我们询问的方式询问
IF 1.3 Q1 Engineering Pub Date : 2018-09-10 DOI: 10.55612/s-5002-038-002fsi
Inès di Loreto, Elena Parmiggiani
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引用次数: 0
Unexpected Artifact ? A Modding Interface Design 意外神器?建模界面设计
IF 1.3 Q1 Engineering Pub Date : 2018-06-10 DOI: 10.55612/s-5002-037-006
Arminda Guerra Lopes
Human Computer-Interaction (HCI) has been handled in different ways, which permittedtointerpret the theories, methods and practices according the chosen approach. Some considerations are presented about HCI approaches over the years, and the adopted pedagogical tactics to teach HCI disciplines is described. HCI was taught following the method of teaching / learning pointed to student-centered, supported by incentives for self-learning and integration of knowledge, preparing students for lifelong learning. The student was confronted with a set of theoretical and practical problems, based on real cases, for which they needed to present solutions. The attitude towards the students was challenging them to deal with creativity and how it was affected/supported by technology. The case that we describe in this paper concerns an artifact – a microwave –, which was modified to function differently from what it was built for. We present an example case where students were free to demonstrate their creativity and develop an artifact based on the concept of modding.
人机交互(HCI)已经以不同的方式处理,这允许根据选择的方法来解释理论,方法和实践。多年来提出了关于HCI方法的一些考虑,并描述了教授HCI学科所采用的教学策略。HCI的教学遵循以学生为中心的教/学方法,以自我学习和知识整合的激励为支持,为学生的终身学习做好准备。学生们面临着一系列基于真实案例的理论和实践问题,他们需要提出解决方案。对学生的态度是挑战他们处理创造力,以及它是如何受到技术的影响/支持的。我们在本文中描述的案例涉及一个人工制品——一个微波炉——它被修改成与它的构建目的不同的功能。我们给出了一个例子,学生可以自由地展示他们的创造力,并根据建模的概念开发一个工件。
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引用次数: 0
Future Directions of UX Studies: Learning from Best Practices UX研究的未来方向:从最佳实践中学习
IF 1.3 Q1 Engineering Pub Date : 2018-06-10 DOI: 10.55612/s-5002-037-001fsi
Anna-Katharina Frison, F. Lachner, A. Riener, I. Pettersson
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引用次数: 0
Human-Work Interaction Design Meets International Development 人机交互设计符合国际发展
IF 1.3 Q1 Engineering Pub Date : 2018-06-10 DOI: 10.55612/s-5002-037-002fsi
Pedro F. Campos, Torkil Clemmensen, B. R. Barricelli, J. Abdelnour-Nocera, A. Lopes, Frederica Gonçalves
. Over the last decade, empirical relationships between work domain analysis and HCI design have been identified by much research in the field of Human Work Interaction Design (HWID) across five continents. Since this workshop takes place at the Interact Conference in Mumbai, there is a unique opportunity to observe technology-mediated innovative work practices in informal set-tings that may be related to the notion of International Development. In this unique context, this workshop proposes to analyze findings related to opportuni-ties for design research in this type of work domains: a) human-centered design approaches for specific work domains (workplaces, smart workplaces); b) visions of new roles for workplaces that enhance both work practice and interaction design. In order to do this, participants engage with field trips, gather data and dis-cuss their experience at the workshop on the following day.
. 在过去的十年中,工作领域分析和人机交互设计之间的经验关系已经被五大洲的人机交互设计(HWID)领域的许多研究所确定。由于这个讲习班是在孟买的Interact会议上举行的,因此有一个独特的机会在非正式环境中观察可能与国际发展概念有关的以技术为媒介的创新工作实践。在这种独特的背景下,本次研讨会建议分析与这类工作领域的设计研究机会相关的发现:a)针对特定工作领域(工作场所,智能工作场所)的以人为本的设计方法;B)对工作场所新角色的设想,增强了工作实践和交互设计。为了做到这一点,参与者参与实地考察,收集数据,并在第二天的研讨会上讨论他们的经验。
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引用次数: 0
Digitalisation and the UN Sustainable development Goals: What role for design 数字化与联合国可持续发展目标:设计扮演什么角色
IF 1.3 Q1 Engineering Pub Date : 2018-06-10 DOI: 10.55612/s-5002-037-008
Maja van der Velden
This paper investigates the relation between digitalisation and the Sustainable Development Goals (SDGs). Digitalisation is often presented as a transformative power, changing the way we live and work. The SDGs describe digitalisation technologies such as ICTs as enablers of sustainable development. The unsustainability of these technologies themselves may actually undermine the gains made in digitalisation. This becomes clear when we locate the discussion of digitalisation and the SDGs in a discussion of the Planetary Boundaries framework. The example of one of the most emblematic digital technologies of our time, the smartphone, shows the negative impact of its production and consumption on the biosphere, the basis for all life on our planet, and on many of the social aspects of the SDGs, such as poverty, child labour, decent work, and peace. But rather than promoting sustainable digitalisation, this paper proposes the notion of sustainment as a foundational principle for the sustainability of digitalisation. While sustainability has become a mean to an end, sustainment is about sustaining life itself. With sustainment, digitalisation and its design can strengthen our ability to respond to the challenges of living on a finite planet.
本文研究了数字化与可持续发展目标之间的关系。数字化通常被视为一种变革力量,改变我们的生活和工作方式。可持续发展目标将信通技术等数字化技术描述为可持续发展的推动者。这些技术本身的不可持续性实际上可能会破坏数字化取得的成果。当我们将数字化和可持续发展目标的讨论放在行星边界框架的讨论中时,这一点就变得很清楚了。智能手机是我们这个时代最具象征意义的数字技术之一,它的例子表明了其生产和消费对生物圈的负面影响,生物圈是我们星球上所有生命的基础,对可持续发展目标的许多社会方面,如贫困、童工、体面工作与和平。但本文并没有促进可持续的数字化,而是提出了可持续性的概念,将其作为数字化可持续性的基本原则。虽然可持续性已经成为达到目的的手段,但维持就是维持生命本身。有了可持续性,数字化及其设计可以加强我们应对生活在有限星球上的挑战的能力。
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引用次数: 5
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Interaction Design and Architectures
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