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1 – 10 of over 167000Ha Nguyen, John Lopez, Bruce Homer, Alisha Ali and June Ahn
In the USA, 22–40% of youth who have been accepted to college do not enroll. Researchers call this phenomenon summer melt, which disproportionately affects students from…
Abstract
Purpose
In the USA, 22–40% of youth who have been accepted to college do not enroll. Researchers call this phenomenon summer melt, which disproportionately affects students from disadvantaged backgrounds. A major challenge is providing enough mentorship with the limited number of available college counselors. The purpose of this study is to present a case study of a design and user study of a chatbot (Lilo), designed to provide college advising interactions.
Design/methodology/approach
This study adopted four primary data sources to capture aspects of user experience: daily diary entries; in-depth, semi-structured interviews; user logs of interactions with the chatbot; and daily user surveys. User study was conducted with nine participants who represent a range of college experiences.
Findings
Participants illuminated the types of interactions designs that would be particularly impactful for chatbots for college advising including setting reminders, brokering social connections and prompting deeper introspection that build efficacy and identity toward college-going.
Originality/value
As a growing body of human-computer interaction research delves into the design of chatbots for different social interactions, this study illuminates key design needs for continued work in this domain. The study explores the implications for a specific domain to improve college enrollment: providing college advising to youth.
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Jaehyun Park and Arkalgud Ramaprasad
The purpose of this study is to explore an ontology of designer-user interaction with a knowledge management foundation. To address this research gap, the authors ask the…
Abstract
Purpose
The purpose of this study is to explore an ontology of designer-user interaction with a knowledge management foundation. To address this research gap, the authors ask the following research question: what types of knowledge on designer-user interactions are associated with design function and approach in creating effective design outcomes in a collaborative design process?
Design/methodology/approach
Based on ontology of a knowledge management foundation and 99 design projects, the authors conceptualized the ontology of designer-user interaction, which considers design role, function, approach and outcome as a knowledge of designer-user interaction in the design process.
Findings
Based on this analysis, the authors theorize an ontology of designer-user interactions with five dimensions: participant, role, function, design approach and design outcome. Also, this study presents a case study of how this ontology could be applied into the actual projects.
Originality/value
In this study, the authors explore an ontology of designer-user interaction with a knowledge management foundation, because previous interdisciplinary design studies have not formalized the types of designer-user interaction. To address this research gap, the authors ask the following research question: What types of knowledge on designer-user interactions are associated with design function and approach in creating effective design outcomes in a collaborative design process?
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Yuxiang Zhao, Jiang Liu, Jian Tang and Qinghua Zhu
The purpose of this paper is to theoretically develop the concept of perceived affordance based on the existing studies, and to construct a conceptual framework to show how…
Abstract
Purpose
The purpose of this paper is to theoretically develop the concept of perceived affordance based on the existing studies, and to construct a conceptual framework to show how perceived affordances can facilitate the interaction design of social media.
Design/methodology/approach
The paper provides a review of the relevant literature on affordance and perceived affordance, and conceptually proposes a typology of perceived affordances in social media and an integrative framework for interaction design from sociomateriality perspective. Furthermore, a brief empirical example on the interaction design of crowdsourcing systems is used to ground and illustrate the authors' conceptual framework.
Findings
The paper shows that the perceived affordances may have multi‐facet characteristics and the interaction design of social media should reflect the multi‐dimensional perceived affordances. The perceived affordances can support or facilitate the design of basic elements of social media, such as content and form, to enhance both usability (human‐computer interaction) and sociability (human‐human interaction). A position of constitutive entanglement does not privilege either users or social media artifacts, nor does it provide a rigid triangle among these three components. Instead, the perceived affordances play a critical role in integrating the key components in social media interaction design as an ensemble.
Originality/value
The paper attempts to explore and develop the concept of perceived affordance and employ it as a theoretical lens to underpin interaction design of social media. Overall, the authors' study contributes to the design science literature in the information management field by elaborating a new theoretical perspective and providing a conceptual framework for the researchers and designers.
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Lukas Frank, Rouven Poll, Maximilian Roeglinger and Rupprecht Lea
Customer centricity has evolved into a success factor for many companies, requiring all corporate activities – including business processes – to be aligned with customer needs…
Abstract
Purpose
Customer centricity has evolved into a success factor for many companies, requiring all corporate activities – including business processes – to be aligned with customer needs. With most existing approaches to business process (re-)design focusing on process efficiency, customers are often treated as second-class citizens. Despite emergent research on customer process management, there is a lack of guidance on how to design customer-centric business processes.
Design/methodology/approach
The authors conducted a structured literature review and analyzed companies awarded for outstanding customer centricity to compile design heuristics for customer-centric business processes. The authors iteratively validated and refined these heuristics with experts from academia and industry. Finally, the heuristics was grouped according to their expected impact on interaction capabilities to enable their prioritization in specific settings.
Findings
The authors proposed 15 expert-approved and literature-backed design heuristics for customer-centric business processes together with real-world examples. The heuristics aim at increasing customer satisfaction with interaction-intensive core processes, which is an important driver of corporate success.
Originality/value
The design heuristics complement existing efficiency-centered (re-)design heuristics. They reflect cognitive shortcuts that support process analysts in the generation of innovative ideas during process (re-)design. The heuristics also add to customer process management and help put customer centricity into practice.
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Xiangmin Zhang, Yuelin Li, Jingjing Liu and Ying Zhang
This study aims to investigate the effects of different search and browse features in digital libraries (DLs) on task interactions, and what features would lead to poor user…
Abstract
Purpose
This study aims to investigate the effects of different search and browse features in digital libraries (DLs) on task interactions, and what features would lead to poor user experience.
Design/methodology/approach
Three operational DLs: ACM, IEEE CS, and IEEE Xplore are used in this study. These three DLs present different features in their search and browsing designs. Two information‐seeking tasks are constructed: one search task and one browsing task. An experiment was conducted in a usability laboratory. Data from 35 participants are collected on a set of measures for user interactions.
Findings
The results demonstrate significant differences in many aspects of the user interactions between the three DLs. For both search and browse designs, the features that lead to poor user interactions are identified.
Research limitations/implications
User interactions are affected by specific design features in DLs. Some of the design features may lead to poor user performance and should be improved. The study was limited mainly in the variety and the number of tasks used.
Originality/value
The study provided empirical evidence to the effects of interaction design features in DLs on user interactions and performance. The results contribute to our knowledge about DL designs in general and about the three operational DLs in particular.
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Organizations rely on social outreach campaigns to raise financial support, recruit volunteers, and increase public awareness. In order to maximize response rates, organizations…
Abstract
Purpose
Organizations rely on social outreach campaigns to raise financial support, recruit volunteers, and increase public awareness. In order to maximize response rates, organizations face the challenging problem of designing appropriately tailored interactions for each user. An interaction consists of a specific combination of message, media channel, sender, tone, and possibly many other attributes. The purpose of this paper is to address the problem of how to design tailored interactions for each user to maximize the probability of a desired response.
Design/methodology/approach
A nearest-neighbor (NN) algorithm is developed for interaction design. Simulation-based experiments are then conducted to compare positive response rates obtained by two forms of this algorithm against that of several control interaction design strategies. A factorial experimental design is employed which varies three user population factors in a combinatorial manner, allowing the methods to be compared across eight distinct scenarios.
Findings
The NN algorithms significantly outperformed all three controls in seven out of the eight scenarios. Increases in response rates ranging from approximately 20 to 400 percent were observed.
Practical implications
This work proposes a data-oriented method for designing tailored interactions for individual users in social outreach campaigns which can enable significant increases in positive response rates. Additionally, the proposed algorithm is relatively easy to implement.
Originality/value
The problem of optimal interaction design in social outreach campaigns is scarcely addressed in the literature. This work proposes an effective and easy to implement solution approach for this problem.
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Christian Voigt and Paula M.C. Swatman
This article presents the first stage of a design‐based research project to introduce case‐based learning using existing interactive technologies in a major Australian university…
Abstract
This article presents the first stage of a design‐based research project to introduce case‐based learning using existing interactive technologies in a major Australian university. The paper initially outlines the relationship between casebased learning, student interaction and the study of interactions ‐ and includes a review of research into technologies supporting varying types of interaction. We then introduce design‐based research (DBR) as a way of improving student interaction within an undergraduate e‐business course while simultaneously adding practical and theoretical insights to the literature in the field. Applying DBR, we present the learning environment used and analyse the interactions observed. The paper concludes with a summary of our findings concerning instructional means to make online interactions more meaningful and a discussion of future research activities within the project using design‐based research.
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The purpose of this study was to understand the effects of colocation on office workers' perception of workplace design and interaction freedom in organizations.
Abstract
Purpose
The purpose of this study was to understand the effects of colocation on office workers' perception of workplace design and interaction freedom in organizations.
Design/methodology/approach
The study was conducted at six different departments of an office organization that moved from geographically dispersed office buildings to one office building. The pre‐move data were collected three to six months before the move, and the post‐move data were collected almost one year after the move through questionnaire surveys. Out of 284 workers, 169 office workers filled out the questionnaire in the pre‐move survey, and 175 filled out the questionnaire in the post‐move survey.
Findings
Based on statistical analyses of the data, the study found that colocation did not help improve office workers' overall perception of interaction freedom in the organization, but it helped eliminate perceptual disparities concerning interaction freedom among its different departments. The study also found that office workers' perception of workplace design support for interaction and workstation location were strong predictors of their perception of interaction freedom in the organization. Overall, the findings of the study indicated that the purpose of colocation might be defeated if organizational behavior and culture were not modified simultaneously to promote workers' perception in support of interaction freedom.
Research limitations/implications
The study considered only one type of colocation that involved bringing people of different organizational units together from geographically dispersed places to one place. Therefore, these findings cannot be generalized for all other types of colocation.
Practical implications
The findings of the study are important for corporate real estate (CRE) strategists and organizational leaders who are actively considering colocation as a strategy to improve interaction and team effectiveness in the organization.
Originality/value
The study investigates different mechanisms involving the effects of colocation on office workers' perception of workplace design and interaction freedom in organizations; and identifies important distinctions to consider for achieving the benefits of colocation in terms of face‐to‐face interactions in the workplace.
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Argyris Arnellos, Thomas Spyrou and John Darzentas
This paper aims to develop the role of autonomy in the emergence of the design process. It shows how the design process is facilitated by autonomy, how autonomy is enhanced…
Abstract
Purpose
This paper aims to develop the role of autonomy in the emergence of the design process. It shows how the design process is facilitated by autonomy, how autonomy is enhanced through the design process and how the emergence of anticipatory and future‐oriented representational content in an autonomous cognitive system provides the functionality needed for the strengthening of both its autonomy and the design process, in which the autonomous cognitive system purposefully engages.
Design/methodology/approach
Initially, the essential characteristics of the design process and of the cognitive systems participating in it will be identified. Then, an attempt to demonstrate the ability of an enhanced second‐order cybernetic framework to satisfy these characteristics will be made. Next, an analytic description of the design process under this framework is presented and the respective implications are critically discussed.
Findings
The role of autonomy is crucial for the design process, as it seems that autonomy is both the primary motive and the goal for a cognitive system to engage in a design process. A second‐order cybernetic framework is suitable for the analysis of such a complex process, as long as both the constructive and the interactive aspects of a self‐organising system are taken under consideration.
Practical implications
The modelling of the complex design process under the framework of second‐order cybernetics and the indication of the fundamental characteristics of an autonomous cognitive system as well as their interrelations may provide useful insights in multiple levels, from the purely theoretical (i.e. better understanding of the design process and the conditions for each creative fostering), to the purely technical (i.e. the design of artificial agents with design capabilities).
Originality/value
The innovative aspect of the paper is that it attempts an analysis of the design process under a framework of second‐order cybernetics, by attempting to analyse and explain the emergence of such a process from the point of view of an autonomous cognitive system. This results in some interesting implications regarding the nature of the design process, as well as regarding its “mechanisms” of emergence and evolution, with respect to the characteristics of the participating autonomous systems.
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Hani Alahmed, Wa’el Alaghbari, Rahinah Ibrahim and Azizah Salim
This paper aims to investigate the ways that could enhance residents’ social interaction in low-rise residential building neighbourhoods of Basra city in Iraq. The lack of social…
Abstract
Purpose
This paper aims to investigate the ways that could enhance residents’ social interaction in low-rise residential building neighbourhoods of Basra city in Iraq. The lack of social interaction among residents of Basra city prompted the authors to frame a strategy for this case study.
Design/methodology/approach
The spatial design characteristics of low-rise residential building neighbourhoods implicated to support the residents in terms of social interactions in comparison to those exhibited by a single home and traditional neighbourhoods. The statistical data demonstrated that by using this strategy, several unique features of secured, collective, responsive and supportive spaces could enhance the residents’ social interaction.
Findings
This study found that all collective space factors have a significant influence on social interaction. “Fostering proper proximity and accessibility” factor was ranked first and the most significant factor with an influence on social interaction. Secured spaces (hierarchical spatial structure, physical security supports and construct) have a significant influence on social interaction. The most interesting finding in this study is that all factors of the supportive spaces construct have a significant influence on social interaction. Finally, this study showed that two factors of the responsive spaces construct, increasing variety and increasing legibility, have an insignificant influence on social interaction.
Originality/value
The design of low-rise residential building neighbourhoods in Basra city may be used to develop social interaction as the contributing factor for maintaining values of traditional neighbourhood communities. This study highlights certain recommendations for architects, especially urban designers, to reinforce residents’ social interaction in low-rise residential building neighbourhoods in Basra city.
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