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The case of facebook Japan: cross-cultural design in postcolonial conditions facebook日本案例:后殖民条件下的跨文化设计
Pub Date : 2012-10-03 DOI: 10.1145/2379057.2379130
Huatong Sun
Centering on the unfolding development of Facebook Japan case, this work-in-progress research poster seeks to engage the audience in a conversation on critical sensibility the cross-cultural design community should develop in postcolonial conditions.
以Facebook日本案例的发展为中心,这张正在进行中的研究海报试图让观众参与到一场关于跨文化设计界在后殖民条件下应该发展的批判性敏感性的对话中。
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引用次数: 1
Think aloud: effects and validity 大声思考:效果和有效性
Pub Date : 2012-10-03 DOI: 10.1145/2379057.2379065
A. M. Gill, B. Nonnecke
Think aloud is a commonly used usability method with roots in psychology. Although current think aloud practice was adapted from a standard method defined by Ericsson and Simon, there is no evidence of the use of a standard method by usability practitioners. We present the results of a study exploring usability practitioners' awareness of the effects of think aloud and whether validity as defined by Ericsson and Simon is relevant to usability practice. Results indicate that practitioners are aware of some of the effects of think aloud. However, it is not clear whether practitioners are aware of or concerned with the reactive effects of think aloud.
“大声思考”是一种基于心理学的常用可用性方法。尽管目前的“大声思考”实践是根据Ericsson和Simon定义的标准方法改编的,但没有证据表明可用性实践者使用了标准方法。我们提出了一项研究的结果,探讨可用性实践者对大声思考的影响的认识,以及Ericsson和Simon定义的有效性是否与可用性实践相关。结果表明,实践者意识到大声思考的一些影响。然而,目前尚不清楚实践者是否意识到或关心大声思考的反应效应。
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引用次数: 12
Designing hospital metrics: visual analytics and process improvement 设计医院指标:视觉分析和流程改进
Pub Date : 2012-10-03 DOI: 10.1145/2379057.2379100
Brenton D. Faber, Adhish Rajkarnikar
This paper describes the creation, development, and introduction of two new visual analytic tools documenting a process improvement project within a hospital-based medical system. After situating the project within "Visual Analytics" and the Design of Communication, we show hospital performance in these two activities before and after the introduction and dissemination of the visual tool. The paper argues that visual analytics are rhetorical practices merging data with strategic argumentation. As such, visual analytics used in process improvement activities must be supported with system accountability. The project encourages researchers and practitioners to see value in visual analytics as new forms and rhetorical applications of data mining. At the same time we offer that the relationship between analytics, designing communication, and organizational performance is complicated and nuanced with significant issues beyond information and knowledge transfer.
本文描述了创建、开发和引入两种新的可视化分析工具,以记录基于医院的医疗系统中的过程改进项目。在将项目置于“视觉分析”和“沟通设计”的框架下,我们展示了医院在引入和传播视觉工具之前和之后在这两个活动中的表现。本文认为可视化分析是将数据与战略论证相结合的修辞实践。因此,在过程改进活动中使用的可视化分析必须得到系统责任的支持。该项目鼓励研究人员和实践者看到可视化分析作为数据挖掘的新形式和修辞应用的价值。与此同时,我们提出分析、设计沟通和组织绩效之间的关系是复杂而微妙的,除了信息和知识转移之外,还有其他重要问题。
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引用次数: 0
Tracing the user experience of participation 追踪用户参与体验
Pub Date : 2012-10-03 DOI: 10.1145/2379057.2379104
Dave Jones
Digital applications and web-based user experiences increasingly incorporate social web technologies that enable the user to become a participant, or someone who actively co-constructs content, context, and meaning in digital ecosystems. This paper explores the user experience of participation by establishing a working definition of the concept and discussing why it is important to researching and designing digital communication tools. The case study presented in this paper explores the ways that user-generated content produced with the game LittleBigPlanet and the community that this content supports are intricately linked to local inventions embedded within cultural practices that improve support people's efforts to learn how to participate within the social web ecosystem. I demonstrate that participation relies on one's ability to coordinate with other participants via social web ecosystems in order to explore digital tools and perform knowledge work. Thus, the user experience of participation can be traced to these local inventions and the culturally situated practices of participants that leverage digital applications to develop, document, and share knowledge with each other. The conclusion to this paper offers preliminary concepts necessary to defining the user experience of participation and to theorizing participation as a critical component of researching and designing social web ecosystems.
数字应用和基于网络的用户体验越来越多地结合了社交网络技术,这些技术使用户能够成为数字生态系统中的参与者,或者积极地共同构建内容、上下文和意义的人。本文通过建立用户参与体验概念的工作定义,并讨论了为什么它对研究和设计数字通信工具很重要,从而探讨了用户参与体验。本文所呈现的案例研究探讨了《LittleBigPlanet》的用户生成内容以及该内容所支持的社区与嵌入文化实践中的本地发明之间的复杂联系,这些文化实践能够帮助人们学习如何参与社交网络生态系统。我证明,参与依赖于一个人通过社交网络生态系统与其他参与者协调的能力,以探索数字工具并进行知识工作。因此,参与的用户体验可以追溯到这些当地的发明和参与者利用数字应用程序开发、记录和相互分享知识的文化实践。本文的结论提供了必要的初步概念,以定义参与的用户体验,并将参与理论化为研究和设计社交网络生态系统的关键组成部分。
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引用次数: 4
Promoting behavior change through community-generated digital video 通过社区生成的数字视频促进行为改变
Pub Date : 2012-10-03 DOI: 10.1145/2379057.2379129
Jarman Hauser, Robert Racadio, William Wynn, B. Kolko, Richard J. Anderson, Ruth E. Anderson
The Health Videos for Global to Local project aims to impact health outcomes in South King County through digital video mediated behavior change. The project gives community members a platform to showcase positive health behaviors amongst peers, thus impacting communities from within. Through interviews, observation, meetings and workshops our evolving research is looking to identify effective strategies for creating health videos for socio-economically diverse communities.
从全球到地方的健康视频项目旨在通过数字视频介导的行为改变来影响南金县的健康结果。该项目为社区成员提供了一个平台,在同龄人中展示积极的健康行为,从而从内部影响社区。通过访谈、观察、会议和讲习班,我们不断发展的研究正在寻求确定为社会经济多样化社区制作健康视频的有效战略。
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引用次数: 0
Reading to decide 阅读决定
Pub Date : 2012-10-03 DOI: 10.1145/2379057.2379092
M. Albers
Many communication situations have shifted to complex situations where people read information and make decisions (they read to decide). With reading to decide, information needs revolve around information seeking and decision making. After finding information, people need to interpret and apply it. Writing documents focused on reading to decide means shifting from creating texts about how to perform tasks to creating texts with an understanding people's information needs and how they interact with information.
许多沟通情况已经转变为复杂的情况,人们阅读信息并做出决定(他们阅读是为了决定)。以阅读为决策,信息需求围绕信息寻找和决策展开。在找到信息之后,人们需要解释和应用它。以阅读决定为中心的文档写作意味着从创造关于如何执行任务的文本转向创造理解人们的信息需求以及他们如何与信息互动的文本。
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引用次数: 3
A knowledge system for promotion of selecting, sharing, and circulation of multilingual technical knowledge 促进多语言技术知识的选择、共享和流通的知识体系
Pub Date : 2012-10-03 DOI: 10.1145/2379057.2379108
Keita Minowa, Reiko Hishiyama
A "knowledge system" is a system to allow users to select technical knowledge on a lexical basis from technical papers written in English and share that knowledge. It supports users to read technical paper written in English, understand technical knowledge in English, and complement knowledge with other users' knowledge. We experimented for accumulating English special knowledge, translating it to Japanese, and adding information how much people know the knowledge. And we evaluated the complementation and comprehensiveness of the technical knowledge between two different systems that we proposed and among the users. The experiment(s) showed that the number of Japanese-translated words tends to increase with increasing number of users and the environment facilitates acquiring technical knowledge in their mother language. Using this system, users can collect knowledge comprehensively. In addition, the system provides an effective way to create a high-quality environment for helping users to read English-written technical papers.
“知识系统”是一个允许用户从英语技术论文中选择基于词汇的技术知识并共享该知识的系统。它支持用户阅读英文技术论文,用英文理解技术知识,并与其他用户的知识进行补充。我们尝试积累英语专业知识,将其翻译成日语,并添加了解该知识的人的信息。我们评估了我们提出的两个不同系统之间以及用户之间技术知识的互补性和全面性。实验表明,日语翻译单词的数量随着用户数量的增加而增加,并且环境有利于获取母语的技术知识。使用该系统,用户可以全面地收集知识。此外,该系统提供了一种有效的方式来创造一个高质量的环境,帮助用户阅读英语写作的技术论文。
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引用次数: 0
Stitchtures: interactive art installations for social interventions in retirement communities 结构:用于退休社区社会干预的互动艺术装置
Pub Date : 2012-10-03 DOI: 10.1145/2379057.2379072
C. Rebola, P. Vela, Jorge Palacio, Gbolabo Ogunmakin, Chauncey Saurus
The purpose of this paper is to describe the design and development of an interactive art installation, Stitchtures, for retirement community shared common areas. Physical and digital co-design activities are described in the development of an interactive art piece inspired by biological systems and collective behavior. Vision systems are also described for data gathering during implementation. The combined methodologies respond to the specific aims of the project, which investigates the effects of design and technology interventions on aiding interactions among older adults in retirement communities.
本文的目的是描述一个互动艺术装置的设计和开发,缝制,为退休社区共享公共区域。在受生物系统和集体行为启发的互动艺术作品的开发中描述了物理和数字协同设计活动。视觉系统还描述了在实施过程中的数据收集。该项目的具体目标是研究设计和技术干预对帮助退休社区老年人互动的影响。
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引用次数: 4
Designing with templates in instructional design 教学设计中的模板设计
Pub Date : 2012-10-03 DOI: 10.1145/2379057.2379061
Josephine N. Walwema
Instructional design lies at the interface of systems theory, theories of teaching and learning, technology, and design. These fields together pose epistemological challenges to instructional designers. In this report I examine one element widely used by instructional designers, specifically the template designed and widely distributed by the Commonwealth of Learning (COL). In analyzing how the template serves intended users (who are instructional designers), I find that efficiency and effectiveness rooted in scientific models of objectivity to effectively corral massive information into manageable yet accessible knowledge for specific needs while expedient can have its drawbacks. I argue that a key emphasis on thinking as an active transaction between an individual and the data to which that individual is exposed permeates not just information, but also Instructional Design. Formalized within that role is a system of reasoning used to generate solutions to problems and in fostering skills in acquiring concepts. And it is missing in a template application such as COL's.
教学设计是系统理论、教与学理论、技术理论和设计理论的交叉点。这些领域共同对教学设计师提出了认识论上的挑战。在本报告中,我研究了教学设计师广泛使用的一个元素,特别是由学习共同体(COL)设计和广泛分发的模板。在分析模板如何服务于目标用户(教学设计师)时,我发现效率和有效性根植于客观的科学模型,可以有效地将大量信息整合为可管理且可访问的知识,以满足特定需求,而权宜之计也有其缺点。我认为,将思考作为个人与个人所接触的数据之间的一种主动交易的关键强调,不仅渗透到信息中,也渗透到教学设计中。在这个角色中形式化的是一个推理系统,用于产生问题的解决方案和培养获取概念的技能。它在模板应用程序(如COL的)中是缺失的。
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引用次数: 0
Navigating by index and guided tour for fact finding 导航的索引和导游的事实发现
Pub Date : 2012-10-03 DOI: 10.1145/2379057.2379093
Tao Yang, Mexhid Ferati, Li He, D. Bolchini
The primary mechanism for navigating a website consists of pages with lists of links (or indexes). Such indexes are most effective when they convey the necessary hint (or scent) to anticipate the content they point to. When indexes fail to do so, users who are seeking specific information need to click on a link just to explore where it leads to, and then go back to the index to select another item. In a study with 150 participants, we explored whether guided tour navigation -- which enables users to linearly browse items without going back to the index -- could outperform scentless indexes in fact-finding tasks. Our results suggest that indexes remain a better solution than guided tours, even when lacking information scent. Guided tours, however, improve user's performance when the target content is found in the first half of collection with 20 items. Implications for designing effective navigation patterns are discussed.
浏览网站的主要机制是由带有链接列表(或索引)的页面组成。当它们传达必要的提示(或气味)以预测它们所指向的内容时,这种索引是最有效的。当索引不能做到这一点时,寻找特定信息的用户需要单击链接,只是为了探索它的指向,然后返回到索引选择另一个项目。在一项有150名参与者的研究中,我们探索了导游导航——使用户能够线性浏览项目而无需返回索引——在事实查找任务中是否优于无气味索引。我们的研究结果表明,即使在缺乏信息气味的情况下,索引仍然是比导游更好的解决方案。然而,当目标内容位于包含20个条目的集合的前半部分时,导览会提高用户的性能。讨论了设计有效导航模式的意义。
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引用次数: 3
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ACM International Conference on Design of Communication
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