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Enabling Digital Craftsmanship Capacity Building: A Digital Dalton Plan Approach 实现数字工艺能力建设:数字道尔顿计划方法
C. Stary, G. Weichhart
Digitalization initiatives, in particular people-centered production, requires work force with novel skills in terms of context-sensitive ICT-education, termed digital craftsmanship. It ranges from articulating ideas to modeling and implementation in terms of producing goods and services along a specified process. We propose an inquiry-based methodology for educating learners and work force with different backgrounds in digital (process) design and production. The (digital) Dalton Plan support environment presented in this paper empowers learners through promoting self-regulated and targeted capacity building. It qualifies in coupling articulation work, learning support, and additive production of goods or services featuring ideation, problem- and project orientation.
数字化举措,特别是以人为本的生产,需要劳动力具备对环境敏感的信息通信技术教育方面的新技能,即数字工艺。它的范围从清晰地表达想法到按照特定流程生产商品和服务的建模和实现。我们提出了一种基于探究的方法,用于教育具有不同数字(过程)设计和生产背景的学习者和劳动力。本文提出的(数字)道尔顿计划支持环境通过促进自我调节和有针对性的能力建设赋予学习者权力。它符合耦合衔接工作,学习支持,以及具有创意,问题和项目导向的产品或服务的附加生产。
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引用次数: 2
SENSE-SEAT: reimagining ergonomics for a creativity support workstation SENSE-SEAT:为创意支持工作站重新构想人体工程学
Pedro F. Campos, João Pestana, Miguel Campos, Paulo Freitas, Nils Ehrenberg, Wojciech Hidzik
We present an approach for improving creativity at the workplace based on reimagining office furniture and bringing subtle technological elements to persuade office workers towards more healthy, creative workstyles. SENSE-SEAT aims to shed light on how we can better design interactive furniture for the workplace.
我们提出了一种提高工作场所创造力的方法,该方法基于对办公家具的重新构想,并引入微妙的技术元素,以说服办公室员工转向更健康、更有创意的工作方式。SENSE-SEAT旨在揭示我们如何更好地为工作场所设计互动家具。
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引用次数: 1
Constraints and Ambiguity: Some Design Strategies for Supporting Small-scale Creativity in the Classroom 约束与歧义:支持课堂小规模创意的设计策略
G. Dove, M. M. Biskjaer, Caroline Lundqvist, Jeanette Falk Olesen, Kim Halskov
Developing creative abilities is an important part of 21st century skills, and yet remains challenging. In this paper1 we describe a study investigating small-scale creative strategies that groups of Scandinavian high school students use when collaboratively building LEGO models. We recorded thirty groups of students building three models each. We studied groups building with traditional plastic bricks and also using a digital environment. The building tasks students undertake, and our subsequent analysis, are informed by the role constraints and ambiguity play in creative processes. Based on the insights we gained, we present three strategies for designing tools and environments that support students as they develop creative skills. These strategies relate to: tools and materials, mutual learning, and reflection.
培养创新能力是21世纪技能的重要组成部分,但仍然具有挑战性。在本文中,我们描述了一项研究,调查了斯堪的纳维亚高中生群体在协作构建乐高模型时使用的小规模创意策略。我们记录了三十组学生,每组建三个模型。我们研究了用传统的塑料砖和数字环境进行群体建筑。学生承担的建筑任务,以及我们随后的分析,都是由创造性过程中的角色约束和模糊性所决定的。基于我们获得的见解,我们提出了三种设计工具和环境的策略,以支持学生发展创造性技能。这些策略涉及到:工具和材料、相互学习和反思。
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引用次数: 4
Causes of Psychological Reactance in Human-Computer Interaction: A Literature Review and Survey 人机交互中心理抗拒的原因:文献综述与综述
Patrick Ehrenbrink, Sabine Prezenski
Psychological reactance is a psychological effect that can reduce the acceptance of devices and services. So far, there has not been a collection of potential causes for reactance in the context of human-computer interaction in literature. A literature review and a qualitative study to compile a list of possible causes of reactance in human-computer interaction were conducted. The final list includes twelve causes of reactance that have been shown to appear in the field of human-computer interaction. The individual causes are discussed and examples provided. Finally, strategies for avoiding reactance in human-computer interaction are proposed and possible future directions for reactance research in this field are recommended.
心理抗拒是一种心理效应,可以降低设备和服务的接受度。到目前为止,在文献中还没有关于人机交互背景下产生电抗的潜在原因的集合。进行了文献综述和定性研究,以编制人机交互中电抗的可能原因列表。最终的清单包括十二种电抗的原因,这些原因已被证明出现在人机交互领域。讨论了各个原因,并提供了实例。最后,提出了在人机交互中避免电抗的策略,并对未来电抗研究的可能方向提出了建议。
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引用次数: 7
Behavioural Usage Analysis of a Reminiscing App for People Living with Dementia and their Carers 痴呆症患者及其护理人员回忆应用程序的行为使用分析
M. Mulvenna, Aideen Gibson, C. McCauley, A. Ryan, Raymond R. Bond, Liz Laird, K. Curran, B. Bunting, F. Ferry
The potential for technology to support memory or enhance cognition for people living with dementia is an area of significant interest. The use of traditional reminiscence memory books and latterly digital systems to facilitate reminiscing has been shown to have some benefit for people living with dementia. However, there is a lack of research that explores how people living with dementia actually interact with digital reminiscence systems. This paper presents a new contribution to knowledge from work-in-progress in a feasibility study of facilitated reminiscence for people with dementia and results show promise in understanding the behaviour of users of interactive technologies.
技术支持痴呆症患者记忆或增强认知的潜力是一个值得关注的领域。使用传统的记忆书籍和最近的数字系统来促进记忆,已被证明对痴呆症患者有一些好处。然而,关于痴呆症患者如何与数字记忆系统互动的研究还很缺乏。本文提出了一个新的贡献,知识从工作在进行中的可行性研究促进记忆的痴呆症患者和结果显示,在理解互动技术的用户的行为的承诺。
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引用次数: 15
IPA in UX Research: Interpretative Phenomenological Analysis in a User Experience Design Practice 用户体验研究中的IPA:用户体验设计实践中的解释性现象学分析
J. Linder, Mattias Arvola
One approach to user experience (UX) is phenomenology, but there are no well-defined methods for how to conduct UX research using phenomenology, especially not in a professional design practice. One well-defined approach developed in psychology is Interpretative Phenomenological Analysis (IPA), which in this paper is adapted to professional UX research practice. The adaptation is put to test in the case of understanding how newly-arrived immigrants to Sweden experience a start-up service that introduce them to the job market. Contributions and shortcomings of the method in the views of professional UX researchers and designers are documented and discussed. It is concluded that IPA contributes to UX research by investigating both experience and meaning, and by providing holistic insights appropriate for service design and the fuzzy front-end of innovation.
用户体验(UX)的一种方法是现象学,但是对于如何使用现象学进行UX研究,没有明确定义的方法,特别是在专业设计实践中。在心理学中发展的一种定义明确的方法是解释现象学分析(IPA),在本文中,它适用于专业的用户体验研究实践。在了解新到瑞典的移民如何体验将他们引入就业市场的创业服务的案例中,对这种适应进行了测试。在专业UX研究人员和设计师的观点中,记录和讨论了该方法的贡献和缺点。结论是,IPA通过调查体验和意义,并通过提供适合服务设计和模糊创新前端的整体见解,为用户体验研究做出了贡献。
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引用次数: 9
Determining Visual Pattern Complexity for Improved Usability in Computerized Cognitive Testing 确定视觉模式复杂性以提高计算机认知测试的可用性
Catherine Honegger, Kanaka Babshet, A. Gritzman, V. Aharonson
Computerized cognitive tests often entail tasks related to visual stimuli. Most tests are performed by elderly, computer naïve, and sometimes cognitively impaired subjects. Cognitive ergonomics in designing these tests can alleviate the subject's anxiety, and enhance their cognitive evaluation accuracy. One method to achieve this goal is to implement a complexity measure for the cognitive tasks and adjust the complexity level to each subject's capabilities, thus creating an adaptive psychological test. This paper details the design, implementation, and testing of a visual pattern complexity determination algorithm. The patterns used for the study were taken from computerized cognitive assessments. The algorithm was tested using three hundred binary images and compared to the complexity perceived via pair-comparison by human judges. Correlations of 72%, 74%, and 61% between human perception and the algorithm's predictions were obtained for easy, medium, and hard complexity levels, respectively. The algorithm has the potential to become an accurate measure of visual pattern complexity in computerized assessment, and could improve the usability of these tests for psychometric and cognitive evaluations.
计算机化的认知测试通常包含与视觉刺激相关的任务。大多数测试是由老年人、电脑naïve和有时认知受损的受试者进行的。认知工效学设计可以缓解被试的焦虑情绪,提高被试的认知评价准确性。实现这一目标的一种方法是对认知任务实施复杂性测量,并根据每个受试者的能力调整复杂程度,从而创建适应性心理测试。本文详细介绍了一种视觉模式复杂度确定算法的设计、实现和测试。研究中使用的模式取自电脑认知评估。该算法使用了300张二值图像进行测试,并与人类法官通过配对比较所感知到的复杂性进行了比较。在简单、中等和困难复杂性水平下,人类感知与算法预测之间的相关性分别为72%、74%和61%。该算法有可能成为计算机化评估中视觉模式复杂性的精确测量,并可以提高这些测试在心理测量和认知评估中的可用性。
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引用次数: 0
Re-Introducing Physical User Interfaces into Industrial Control Rooms 将物理用户界面重新引入工业控制室
Veronika Domova, Maria Ralph, E. Vartiainen, Alvaro Aranda Muñoz, A. Henriksson, Susanne Timsjö
Within industrial control rooms the trend has been to move away from physical towards digital interfaces. However, operators working in these control rooms have expressed feeling a loss of connection to the production process and machinery they are controlling. As such we present two prototypes Haptic Mouse and Shift Report Tool which were used to explore the re-introduction of physical user interfaces into industrial control rooms.
在工业控制室中,趋势是从物理接口转向数字接口。然而,在这些控制室工作的操作人员表示,他们感觉失去了与生产过程和他们控制的机器的联系。因此,我们提出了两个原型触觉鼠标和Shift报告工具,用于探索将物理用户界面重新引入工业控制室。
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引用次数: 5
Rapid prototyping IoT solutions based on Machine Learning 基于机器学习的快速原型物联网解决方案
A. Rizzo, Francesco Montefoschi, Maurizio Caporali, Antonio Gisondi, G. Burresi, R. Giorgi
Nowadays Machine Learning (ML) has reached an all-time high, and this is evident by considering the increasing number of successful start-ups, applications and services in this domain. ML techniques are being developed and applied to an ever-growing range of fields, from on-demand delivery to smart home. Nevertheless, these solutions are failing at getting mainstream adoption among interaction designers due to high complexity. In this paper we present the integration of two Machine Learning algorithms into UAPPI, our open source extension of the prototyping environment MIT App Inventor. In UAPPI much of the complexity related to ML has been abstracted away, providing easy-to-use graphical blocks for rapid prototyping Internet of Things solutions. We report on limits and opportunities emerged from the first two scenario-based explorations of our design process.
如今,机器学习(ML)已经达到了历史最高水平,考虑到这一领域越来越多的成功初创企业、应用程序和服务,这一点很明显。机器学习技术正在被开发并应用于越来越多的领域,从按需送货到智能家居。然而,由于这些解决方案的高复杂性,它们未能在交互设计师中获得主流采用。在本文中,我们将两种机器学习算法集成到UAPPI中,UAPPI是我们对原型环境MIT App Inventor的开源扩展。在UAPPI中,与ML相关的许多复杂性都被抽象掉了,为快速原型化物联网解决方案提供了易于使用的图形块。我们报告了前两个基于场景的设计过程探索中出现的限制和机会。
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引用次数: 5
Digital technology in healthcare and elderly care 医疗保健和老年护理中的数字技术
K. Danielsson, H. Lindgren, M. Mulvenna, I. Nilsson, J. Waterworth
The focus of this ECCE 2017 panel is on digital technology in healthcare and elderly care. The discussion concerns the design of technology and the use of technology for health.
本次ECCE 2017小组讨论的重点是医疗保健和老年护理领域的数字技术。讨论涉及技术的设计和健康技术的使用。
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引用次数: 6
期刊
ECCE ... : proceedings of the ... European Conference on Cognitive Ergonomics. European Conference on Cognitive Ergonomics
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