Search results for "suunnittelu"
showing 10 items of 520 documents
ECCOLA : a Method for Implementing Ethically Aligned AI Systems
2020
Various recent Artificial Intelligence (AI) system failures, some of which have made the global headlines, have highlighted issues in these systems. These failures have resulted in calls for more ethical AI systems that better take into account their effects on various stakeholders. However, implementing AI ethics into practice is still an on-going challenge. High-level guidelines for doing so exist, devised by governments and private organizations alike, but lack practicality for developers. To address this issue, in this paper, we present a method for implementing AI ethics. The method, ECCOLA, has been iteratively developed using a cyclical action design research approach. The method aim…
Continuous design control for machine learning in certified medical systems
2022
AbstractContinuous software engineering has become commonplace in numerous fields. However, in regulating intensive sectors, where additional concerns need to be taken into account, it is often considered difficult to apply continuous development approaches, such as devops. In this paper, we present an approach for using pull requests as design controls, and apply this approach to machine learning in certified medical systems leveraging model cards, a novel technique developed to add explainability to machine learning systems, as a regulatory audit trail. The approach is demonstrated with an industrial system that we have used previously to show how medical systems can be developed in a con…
A Decision Model for Selecting Patterns and Strategies to Decompose Applications into Microservices
2021
Microservices Architecture (MSA) style is a promising design approach to develop software applications consisting of multiple small and independently deployable services. Over the past few years, researchers and practitioners have proposed many MSA patterns and strategies covering various aspects of microservices design, such as application decomposition. However, selecting appropriate patterns and strategies can entail various challenges for practitioners. To this end, this study proposes a decision model for selecting patterns and strategies to decompose applications into microservices. We used peer-reviewed and grey literature to collect the patterns, strategies, and quality attributes f…
Patterns of Sociotechnical Design Preferences of Chatbots for Intergenerational Collaborative Innovation: A Q Methodology Study
2022
Chatbot technology is increasingly emerging as a virtual assistant. Chatbots could allow individuals and organizations to accomplish objectives that are currently not fully optimized for collaboration across an intergenerational context. This paper explores the preferences of chatbots as a companion in intergenerational innovation. The Q methodology was used to investigate different types of collaborators and determine how different choices occur between collaborators that merge the problem and solution domains of chatbots’ design within intergenerational settings. The study’s findings reveal that various chatbot design priorities are more diverse among younger adults than senior adults. Ad…
The Fourth Industrial Revolution and Changes to Working Life : What Supports Adult Employees in Adapting to New Technology at Work?
2020
AbstractThis chapter aims to increase current understanding of adults’ individual learning pathways and needs when adapting to new technology. We review adults’ overall technology skills and depict, through chosen examples, how adults have adapted to technological change in their working lives. We present prior research on the challenges that the Fourth Industrial Revolution poses to adults’ further education, and based on the Programme for the International Assessment of Adult Competencies (PIAAC), we review adults’ problem-solving skills in technology-rich environments. Overall, the findings emphasize the importance of design-based education and the need for companies to flexibly address …
Game Mechanics in the Design of a Collaborative 3D Serious Game
2014
Background. This article investigates the potential of utilizing game mechanics in designing 3-D serious games for Computer-Supported Collaborative Learning (CSCL) and attempt to produce new information about designing collaborative serious games. Aim. This article has two aims: first, to clarify how theoretical knowledge of collaborative learning was related to game design in previous studies; and, second, to design a collaborative serious game based on theoretical knowledge of collaborative learning and game design. Results. The reviewed studies revealed the potential of using collaborative games in education. However, they showed that collaborative learning games were typically designed …
Omission of Quality Software Development Practices : A Systematic Literature Review
2018
Software deficiencies are minimized by utilizing recommended software development and quality assurance practices. However, these recommended practices (i.e., quality practices) become ineffective if software professionals purposefully ignore them. Conducting a systematic literature review (n = 4,838), we discovered that only a small number of previous studies, within software engineering and information systems literature, have investigated the omission of quality practices. These studies explain the omission of quality practices mainly as a result of organizational decisions and trade-offs made under resource constraints or market pressure. However, our study indicates that different aspe…
Schoolyard affordances for physical activity: a pilot study in 6 Nordic–Baltic countries
2021
Environmental settings influence children’s and adolescents’ physical activity (PA) in neighborhoods and schoolyards. This study aimed to explore the main characteristics of schoolyards in six Nordic–Baltic countries, to document how those facilities provide affordances for PA in 7–18 year–old schoolchildren, and how the schoolyard meets children’s preferences. One schoolyard was studied in each included country: Iceland, Norway, Finland, Lithuania, Latvia, and Estonia. The affordances, facilities, and equipment for PA in schoolyards were identified through orthophoto maps and standard registration forms. Children’s preferences were collected through group interviews at each participating s…
Interactive decision support and trade-off analysis for sustainable forest landscape planning under deep uncertainty
2022
Sustainable environmental management often involves long-term time horizons and multiple conflicting objectives and, by nature, is affected by different sources of uncertainty. Many sources of uncertainty, such as climate change or government policies, cannot be addressed using probabilistic models, and, therefore, they can be seen to contain deep uncertainty. In this setting, the variety of possible future states is represented as a set of scenarios lacking any information about the likelihood of occurring. Integrating deep uncertainty into multiobjective decision support increases complexity, calling for the elaboration of appropriate methods and tools. This paper proposes a novel intera…
EA as a tool in change and coherency management - A case of a local government
2010
In order to lead a local government towards its politically set strategic objectives, the vision of the overall status quo, as well as of the desired target state of the complex multi-agent system have to be clear. To encounter the challenges of the change management in merging six former local governments into one, in forming a new NPM related operation model, in planning and leading strategic political objectives, and in order to leverage on the information usability produced in everyday governance practices, a Government Enterprise Architecture (GEA) method has been adopted in the city of Kouvola in Finland. The study is a case study by action research adopting the Finnish GEA method in …