Nurhas, I., Geisler, S., Ojala, A., & Pawlowski, J. M. (2020). Towards a Wellbeing-driven System Design for Intergenerational Collaborative Innovation: A Literature Review. In Proceedings of the Annual Hawaii International Conference on System Sciences. University of Hawai'i at Manoa. Doi: doi.org/10.24251/HICSS.2020.062 ·
Nurhas, I., Boutouil, M., Geisler, S., & Pawlowski, J. (2020). Design Principles of Collaborative Learning Space Connecting Teachers and Refugee Children-A Design Science Research Study. In EDULEARN Proceedings. IATED Academy. Doi: doi.org/10.21125/edulearn.2020.1763
Modern teaching methods aim to integrate active research parts executed by the students themselves to train their scientific skills, critical thinking and problem-solving skills, as well as collaboration and communication. We discuss lessons learned, benefits and barriers (especially) from Applied Statistics (3rd semester) and Social and Media Psychology (5th semester) courses in which student from computer science study programs had to accomplish a whole cycle of a research process including literature study, hypotheses generation, the setup of (online) experiments, data collection, analysis and documentation in conference posters. Using an instrument provided by Böttcher and Thiel (2018) we assessed the level of student’s individual perception of research skills.
Positive Psychology is a recent paradigm in the German psychology landscape focusing on people’s strengths and the role of belonging, optimism and well-being. In a rapidly changing digitalized world it is a promising approach for higher education (e.g. 21st century skills) and a relevant mind-set in facing future challenges for individuals, companies and society enhancing work performance, creativity and resilience. Despite a fundamental impact on individuals and society, computer science programs typically do not address such ideas. We present a concept and lessons learned from a Positive Psychology-enhanced course for students of a HCI-program mixing lectures and problem-based-projects with a company in order to promote concept-internationalization and self-efficacy.
Closing the gaps between theory and practice is demanding in University education settings. Mostly, societal challenges of specific groups are only theoretically addressed; e.g. direct contact between developers and users in user interface development is seldom. Time constraints and high coordination effort lets teachers refrain from getting involved in Service Learning. We present insights and results from two projects from a course on “Usability and User Experience in Intercultural Contexts” as a part of a HCI-study program. In course 1, students designed the prototype of a communication platform for a diverse group of female refugees in a participatory design process. In course 2, students involved Turkish migrants of different age groups in the design of a culturally sensitive health app helping migrants navigate the German health system.
The research motivation and economic interest in a new paradigm for Human-Computer Interaction (HCI) originate from the rise of Artificial Intelligence (AI) systems as well as their potential implementation at knowledge workplaces. This increasing interplay of so called Intelligent Cognitive Assistants (ICAs) and employees demonstrates a need for a new principal approach that incorporates specific and promising steps to create an interaction design in decision-making contexts. Aiming to address the stated need, this master thesis tests Shared Decision Making (SDM) as a new paradigm for HCI. SDM stems from the medical field and outlines a three-step method to improve decision-making by sharing preferences and agreeing on a choice. In this thesis, two pre-studies are carried out to prepare the main experiment. The first pre-study inspects via an online questionnaire job characteristics of knowledge workers to ensure an environmental fit for ICAs and identify inconvenient, routine tasks. The second pre-study is a workshop using the SeeMe-method that analyzes an archetypical decision process at knowledge workplaces. This allows inferences for software engineering aspects by taking individual needs into account. The main study experimentally assesses three central outcome measures of SDM in a Wizard-of-Oz design. In comparison to the control group without support, results indicate for SDM support in HCI significantly increased deliberation and higher satisfaction with the. Also, the intention to adhere to the choice made was not significantly reduced in the experimental group. Thus, the work offers a variety of research contributions and practice implications. In conclusion, the findings strongly recommend the implementation of SDM in HCI at knowledge workplaces.
Borgert, N. (2019). Share It: A New Paradigm for Interactions with Intelligent Cognitive Assistants. Poster presented at the ACM-W womENcourage, Rome, Italy.
This research project tests Shared Decision Making (SDM) as a new work-psychological paradigm for interactions between humans and Intelligent Cognitive Assistants (ICAs) in decision-making processes. The increasing interplay between employees and AI demonstrates a need for a new principal approach that incorporates specific and promising steps to create a master design of Human-Computer Interactions (HCIs) in decision-making contexts.
Eine umfangreiche Studie zur Smartphone-Nutzung der Deutschen hat ergeben, dass sich 71% der Befragten nicht vorstellen können, ohne ihr Smartphone zu leben. Diese Ergebnisse verdeutlichen, wie sehr die Omnipräsenz mobiler Kommunikationsgeräte auf die Psychologie des Menschen wirkt. Andere Studien zeigen, dass die Absenz mobiler Geräte zu einem erhöhten Stresslevel seitens der Nutzer führt und bestätigen damit den psychologischen Einfluss von Smartphones. In dieser Studie sollte die Annahme geprüft werden, dass allein die Vorstellung einer Absenz des Smartphones ausreicht, um Stressreaktionen hervorzurufen. Anhand der Ergebnisse konnte diese Annahme bestätigt werden, was nochmals die Bedeutung des Smartphones für den Menschen unterstreicht.
Phubbing oder Phone-Snubbing bezeichnet und kritisiert die Abwendung der Aufmerksamkeit von sozialen Interaktionspartnern als Folge eigener Smartphone-Nutzung und kann als neue Form von Ostrazismus bzw. sozialem Ausschluss verstanden werden. Studien zu diesem Verhalten haben gezeigt, dass Phubbing mit negativen Konsequenzen in Bezug auf Personen- und Beziehungsbewertung einhergeht; es wurde jedoch bislang kaum untersucht, inwieweit Phubbing das nicht direkt an der Interaktion beteiligte soziale Umfeld beeinträchtigt. Diese Studie setzte sich mit dieser Frage auseinander und fand u.a., dass Personen, die Phubbing beobachteten, gestresster waren und mehr negative Emotionen empfanden, als solche, die der Phubbing-Situation nicht ausgesetzt waren.
Historically, the industrial revolution offered the chance to massively boost the nation’s productivity. The question is whether the second machine age can be also a game-changer for working conditions. The human-artificial intelligence setting is highly relevant, for instance regarding the future importance of robo-advisors. Hence, we deduce from theoretical foundations a new approach to design the human-machine-interaction.
System design for well-being needs an appropriate tool to help designers to determine relevant requirements that can help human well-being to flourish. Personas come as a simple yet powerful tool in the early development stage of the user interface design. Considering well-being determinants in the early design process provide benefits for both the user and the development team. Therefore, in this short paper, we performed a literature study to provide a conceptual model of well-being in personas and propose positive design interventions in personas' creation process.
Available at: aisel.aisnet.org/bise/vol57/iss6/6