Search results for "Quotation"
showing 10 items of 18815 documents
Design science research genres : introduction to the special issue on exemplars and criteria for applicable design science research
2018
We propose the definition of genres in IS design science research (DSR). In recent years DSR has become a well-accepted research paradigm within IS; however, now the diversity of purpose, methodology, and mental models has increased to a point where reviewers and editors are unsure about which standards to apply to particular research submissions. For some researchers an artefact of value is a system or system component, while for others artefacts ought to be theories or theory components. Such differences are hard to reconcile and researchers often face criticism from diverse corners of the paradigm, where beliefs and standards are very different. We observed this diversity of views among …
Simplicity and the art of something more: A cognitive-semiotic approach to simplicity and complexity in human-technology interaction and design exper…
2018
In human–technology interaction, the balance between simplicity and complexity has been much discussed. Emphasis is placed on the value of simplicity when designing for usability. Often simplicity is interpreted as reductionism, which compromises both the affective nature of the design and usability itself. This paper takes a cognitive–semiotic approach toward understanding the dynamics between the utilitarian benefits of simplicity in design and the art of something more: considerate complexity. The cognitive–semiotic approach to human–technology design experience is a vehicle for explaining the relationship between simplicity and complexity, and this relationship’s multisensory character …
Exploring aesthetics, design, and experience in the age of semiotic technology
2018
Semiotics undergirds understanding of how people experience life (in both general and specific contexts) and thus impacts choices in regard to technology and its design. The papers in this issue draw on historical and contemporary scholarship of philosophy, practices, and theories in aesthetics, embodiment, and art experience in exploring the intersection of humans and technology.
First Year Computing Students' Perceptions of Authenticity in Assessment
2017
The problem of how best to assess student learning is a fundamental one in education. Changes to computer science curricula seek to emphasise teaching practices that promote deep learning through direct, contextual examination of student performance on tasks that resemble those of practitioners, rather than more traditional methods. This kind of "authentic assessment" is becoming more popular as it appears to incorporate employability skills associated with professional practice into the curriculum in a natural way. In this paper, we report on an investigation into how computing students themselves understand the terminology of authentic assessment. We give a brief summary of some of the sa…
Short-Time Non-work-related Computing and Creative Performance
2014
It has been argued that non-work-related computing (NWRC) takes time away from work and, hence, decreases work productivity. On the other hand, it has also been claimed that short-time non-work-related computing (STNWRC) (a maximum of 15 minutes), has a positive impact on work productivity, including relief from boredom, higher creativity, and the underlying recovery mechanisms. To examine the impact of STNWRC on creative performance, we draw on Fredrickson's broaden-and-build theory, the concept of recovery with mental well-being and low cognitive effort. A 2 × 2 factorial experiment with 40 subjects was conducted. The results indicate that STNWRC has a positive effect on creative performa…
Affective contents of cross-cultural audiovisual experience
2015
Audiovisual presentation of a product has a direct impact on the mental representation of an individual when interacting with a product. Companies produce audiovisual contents that can be used in different cultural environments as a way of having broader impact at a cheaper cost. But do video contents have the same impact in different countries? We addressed this question by using images and videos of Iittala products (Finnish design) with the goal of finding whether participants from two countries, Finland and Spain, appraised the designs similarly. We performed an experiment in which participants interacted with three audiovisual products depicting images/videos of the brand design. Throu…
CONSIDERING VARIOUS STAKEHOLDERS’ VIEWS IN THE DESIGN OF A HYBRID STEM LEARNING ENVIRONMENT - PERCEPTIONS FROM FINLAND AND GREECE
2017
Raising young people’s interest in studies and careers related to science, technology, engineering, and mathematics (i.e., STEM) is an important societal concern both at European and global level. We argue that the creation of attractive and engaging STEM learning environments necessitates involvement of learners, educators, parents, and STEM professionals in their design. In this paper, we will present a study in which primary, lower and upper secondary school students, teachers, school directors, parents, and STEM professionals in Finland (n = 27) and Greece (n = 24) were invited in the participatory co-design of a hybrid (virtual, physical, formal, and informal) STEM learning environment…
Assessing the Effectiveness of Two Theoretically Motivated Computer-Assisted Reading Interventions in the United Kingdom: GG Rime and GG Phoneme
2013
We report an empirical comparison of the effectiveness of two theoretically motivated computer-assisted reading interventions (CARI) based on the Finnish GraphoGame CARI: English GraphoGame Rime (GG Rime) and English GraphoGame Phoneme (GG Phoneme). Participants were 6–7-year-old students who had been identified by their teachers as being relatively poor at reading. The students were divided into three groups. Two of the groups played one of the games as a supplement to normal classroom literacy instruction for five sessions per week for a period of 12 weeks. The third group formed an untreated control. Both games led to gains in reading, spelling, and phonological skills in comparison with…
Are they different? affect, feeling, emotion, sentiment, and opinion detection in text
2014
A major limitation in the automatic detection of affect, feelings, emotions, sentiments, and opinions in text is the lack of proper differentiation between these subjective terms and understanding of how they relate to one another. This lack of differentiation not only leads to inconsistency in terminology usage but also makes the subtleties and nuances expressed by the five terms difficult to understand, resulting in subpar detection of the terms in text. In light of such limitation, this paper clarifies the differences between these five subjective terms and reveals significant concepts to the computational linguistics community for their effective detection and processing in text.
Looking for Peace of Mind? Manage your (Technical) Debt : An Exploratory Field Study
2017
Background: In the last two decades Technical Debt (TD) has received a considerable amount of attention from software engineering research and practice. Recently, a small group of studies suggests that, in addition to its technical and economic consequences, TD can affect developers’ psychological states and morale. However, until now there has been a lack of empirical research clarifying such influences. Aims: In this study, we aim at taking the first step in filling this gap by investigating the potential impacts of TD and its management on developers’ morale. Method: Drawing from previous literature on morale, we decided to explore the influence of TD and its management on three dimensio…