首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 31 毫秒
1.

The design and use of information technologies are not as easily separated as they may seem. Designers have much at stake in the use of their software, while users are greatly influenced by the design of the software that they use. In this article, I explore the complex relationships built up between the designers and users of human anatomy simulations, including processes of cooperation and conflict. I develop and apply a three-step process for studying the design and use of a software product in its social context. First, it is important to focus on the social worlds of designers and users that influence the development of the technology. Next, the emphasis shifts to the technology itself, which can be viewed as a boundary object emerging from the intersection of the contributing social worlds. Finally, the technology exhibits agency by reshaping the relationships and interactions among the contributing social worlds.  相似文献   

2.
金银 《科研管理》2022,43(9):169-175
   通过将设计知识转化为设计知识产权,提高了设计知识的标准化程度,促进设计知识在全产业中的流通。设计过程中设计知识的集聚与进化形成了螺旋向上的知识创新发展路径。设计过程中产出的设计知识需转化为便于管理、使用及纳入知识产权体系的设计成果。在设计产业知识产权管理模式中,设计组织促成整个行业的设计知识产权的有效集中与合理利用;设计机构建立内部的设计知识产权管理制度;设计师按照操作规范进行设计知识的获取与整理,三个层面的知识产权管理共同促进设计产业的知识共享与协同创新。  相似文献   

3.
Abstract

Given China’s political conservativism and limited social acceptance of sexual minorities, it is paradoxical to find that Blued, a gay social app headquartered in Beijing, has become the largest app of this kind globally. Informed by the social construction of technology perspective and based on a yearlong ethnography, this article identifies three major factors that have shaped the developmental trajectory of Blued: (1) work with the Communist Party of China to employ Blued as a health education platform; (2) switch in orientation from a hookup app to a social app; and (3) push for the commercialization and internationalization of the app. This article spotlights that the voices of users were missing in the development process and argues that, for Blued to continue maintaining its success, it must stop relying on the “I-methodology” in its design and development. Lastly, it contributes to the SCOT scholarship and social app studies by deciphering the role of the state in app development in the Chinese context.  相似文献   

4.
Understanding user experience (UX) becomes more important in a market-driven design paradigm because it helps designers uncover significant factors, such as user’s preference, usage context, product features, as well as their interrelations. Conventional means, such as questionnaire, survey and self-report with predefined questions and prompts, are used to collect information about users’ experience during various UX studies. However, such data is often limited and restricted by initial setups, and they won’t easily allow designers to identify all critical elements such as user profile, context, related product features, etc. Meanwhile, with widely accessible social media, the volume and velocity of customer-generated data are fast-increasing. While it is generally acknowledged that such data contains important elements in understanding and analyzing UX, extracting them to assist product design remains a challenging issue. In this study, how UX data underlying product design can be isolated and restored from customer online reviews is examined. A faceted conceptual model is proposed to elucidate the crucial factors of UX, which serves as an operational mechanism connecting to product design. A methodology of establishing a UX knowledge base from customer online reviews is then proposed to support UX-centered design activities, which consists of three stages, i.e., UX discovery to extract UX data from a single review, UX data integration to group similar data and UX network formalization to build up the causal dependencies among UX groups. Using a case study on smart mobile phone reviews, examples of UX data discovered are demonstrated and both customers and designers concerned key product features and usage situations are exemplified. This study explores the feasibility to discover valuable UX data as well as their relations automatically for product design and business strategic plan by analyzing a large volume of customer online data.  相似文献   

5.
[目的/意义]旨在为传统文化元素更好地融入现代产品设计中,提高隐性文化知识利用率、缩短知识重用的推理过程、准确传达文化内涵提供参考。[方法/过程]分析文化创意产品设计过程,从用户需求的角度出发,建立产品设计中审美、功能、情感需求与非遗作品的映射关系,对非遗知识进行结构化分类。采用骨架法进行知识本体的构建,Protégé软件实现本体的存储,完成了面向文化创意产品设计中知识表示与知识检索的关键性问题,并构建非物质文化资源管理系统。[结果/结论]基于本体的非遗资源知识建模减轻了设计者知识推理过程,提高了产品设计文化内涵表达的准确性。  相似文献   

6.
Abstract

This paper describes the ActionWorkflow? approach to workflow management technology: a design methodology and associated computer software for the support of work in organizations. The approach is based on theories of communicative activity as language/action, developed in a series of systems for coordination among users of networked computers. This article describes the approach, gives an example of its application, and shows the architecture of a workflow management system based on it.  相似文献   

7.
Studies addressing the connections between knowledge and organization structures can be divided into two classes. One class holds that a perspective on knowledge signals shortcomings of classical design principles and calls for flatter hierarchy and less specification of the production structure. Another class maintains that a knowledge perspective on organizations is at odds with any design perspective, whether classical or not, because the emergent, thoroughly social and practice-based nature of knowledge as knowing in action makes knowledge a useless and even dangerous beacon to designers: ex ante, knowledge is said to be fundamentally indeterminate and any attempt to ‘structure around knowledge’ may effectively drive out knowledge. To explore differences and possible bridges between these two calls of studies, the paper explores how both elements of the equation, organization structure and organizational knowledge, are to be conceived to ensure a meaningful connection between them. It is argued that the grouping focus in both defines the meeting place of organization structures and organizational knowledge, but shows that the involved knowledge and grouping concepts are not mutually compatible. It leads to a view where organization structures are seen as the ‘seeding’ background for knowledge integration processes that, in turn, constitute the patterns of work relationships envisioned in the designer's organizational decomposition and grouping. For illustration purposes, the paper presents the example of the Max Planck Institute that describes one possible way through the conceptual model presented in the paper.  相似文献   

8.
The design and use of information technologies are not as easily separated as they may seem. Designers have much at stake in the use of their software, while users are greatly influenced by the design of the software that they use. In this article, I explore the complex relationships built up between the designers and users of human anatomy simulations, including processes of cooperation and conflict. I develop and apply a three-step process for studying the design and use of a software product in its social context. First, it is important to focus on the social worlds of designers and users that influence the development of the technology. Next, the emphasis shifts to the technology itself, which can be viewed as a boundary object emerging from the intersection of the contributing social worlds. Finally, the technology exhibits agency by reshaping the relationships and interactions among the contributing social worlds.  相似文献   

9.
The work of Lucy Suchman produced a paradigmatic shift in the cognitive science community by creating an awareness of the role of context in human cognition. Prior to that, cognitive scientists attempting to create interactive computer systems1 believed that if the system had a good likeness of its user's knowledge of the world it could understand and therefore successfully respond to its user's needs. As a result, cognitive scientists attempted to supply to computer systems the knowledge, or plans, that users brought to bear when solving problems so that the computer systems could examine that knowledge and predict what users needed to know.Suchman argued that problem-solving did not proceed simply by applying plans of action. Rather, she showed that plans were but one of the resources that people use in problem-solving: plans help people decide what features of the environment to attend to in order to attain their goals.Suchman then extended this insight in a way that created a new field of research. She took the position that interactive systems need to match the context-driven way in which people use technologies in their work environments. As a result, she developed the methodology of ethnographically based design. In this method, working prototypes are developed and designers follow users to see what their work and their work contexts are like, as users try out the prototypes in their daily work environments.Using this approach, Suchman uncovered previously unnoticed creative and improvisational abilities common in the workplace. Further, she suggested systems that would enhance, rather than quash, these ways of working.Suchman's approach, now used in academia and industry both in the US and throughout Europe, has impacted significantly on the design of computer systems in a wide range of domains such as space exploration, medical monitoring of elders living on their own, and large-scale document retrieval.  相似文献   

10.
Abstract

This article reconceptualizes the pharmacological term “off-label use” in the context of platforms and apps. It combines literature on technological appropriation with research on platforms’ sociotechnical arrangements to understand off-label use as platform appropriation. This conceptual work is applied to an investigation of Tinder, involving analysis of the platform, media articles, and interviews. Findings show that off-label use, such as marketing and campaigning, appropriates Tinder’s infrastructure and sociocultural meanings. Tinder also responds to disruptive off-label uses with changes in governance and infrastructure. This analysis shows how off-label use can locate user agency while uncovering shifting relations among users and platforms.  相似文献   

11.
This study adds to the literature on household sector (HHS) innovation by investigating how user and professional designer teams differ in their ability to translate knowledge diversity into collective creative output. We test our hypotheses on a unique data set of more than 5,000 board game design projects conducted by either teams of professional game designers or by hobbyist (user) designers. Our study lends support for the notion that knowledge diversity is a double-edged sword that has opposing effects on the two dimensions of team creativity, novelty and usefulness. We argue and find that teams composed of self-rewarded users in the household sector are better able than teams of professionals to translate the informational benefits of knowledge diversity into novel concepts and game designs. Finally, we find that user teams are in general more likely to create truly creative (i.e. novel and useful) game designs. This particular result emphasizes the relevance of research on HHS innovation and shows that user designers from the HHS are able to conduct collective development work more effectively than teams of professional designers.  相似文献   

12.
Integrating useful input information is essential to provide efficient recommendations to users. In this work, we focus on improving items ratings prediction by merging both multiple contexts and multiple criteria based research directions which were addressed separately in most existent literature. Throughout this article, Criteria refer to the items attributes, while Context denotes the circumstances in which the user uses an item. Our goal is to capture more fine grained preferences to improve items recommendation quality using users’ multiple criteria ratings under specific contextual situations. Therefore, we examine the recommenders’ data from the graph theory based perspective by representing three types of entities (users, contextual situations and criteria) as well as their relationships as a tripartite graph. Upon the assumption that contextually similar users tend to have similar interests for similar item criteria, we perform a high-order co-clustering on the tripartite graph for simultaneously partitioning the graph entities representing users in similar contextual situations and their evaluated item criteria. To predict cluster-based multi-criteria ratings, we introduce an improved rating prediction method that considers the dependency between users and their contextual situations, and also takes into account the correlation between criteria in the prediction process. The predicted multi-criteria ratings are finally aggregated into a single representative output corresponding to an overall item rating. To guide our investigation, we create a research hypothesis to provide insights about the tripartite graph partitioning and design clear and justified preliminary experiments including quantitative and qualitative analyzes to validate it. Further thorough experiments on the two available context-aware multi-criteria datasets, TripAdvisor and Educational, demonstrate that our proposal exhibits substantial improvements over alternative recommendations approaches.  相似文献   

13.
PurposeThis study investigates the affective technology acceptance model applied to the case of blockchain through Twitter text mining.Design/methodology/approachThe analysis focuses on mapping the acceptance drivers of the blockchain technology by visualizing the users perception constructs through Blockchain hashtags. More than 5000 relevant tweets per day were collected between December 15, 2020, and January 15, 2021. The Kruskal-Wallis and the Mann-Whitney tests were applied over the frequency of the characteristics and the emotions' measurements to validate the research hypotheses.FindingsThe results prove that users show more interest in security, shareability, and decentralization characteristics. Therefore, the blockchain technology usefulness is rather perceived in the informational domain, and the blockchain ease of use is further expressed in smart contracts as a use case. Blockchain benefits are more discussed than the drawbacks among Twitter users. Besides, positive feelings with strong emotions of trust and joy dominate among users. In summary, the results show significant awareness of users towards blockchain technology.OriginalityTo the best of the authors' knowledge, this paper is the first study that explores the affective technology acceptance model with user-generated content analysis.  相似文献   

14.
Software users have different sets of personal values, such as benevolence, self-direction, and tradition. Among other factors, these personal values influence users’ emotions, preferences, motivations, and ways of performing tasks—and hence, information needs. Studies of user acceptance indicate that personal traits like values and related soft issues are important for the user’s approval of software. If a user’s dominant personal value were known, software could automatically show an interface variant which offers information and functionality that best matches his or her dominant value. A user’s dominant personal value is the one that most strongly influences his or her attitudes and behaviors. However, existing methods for measuring a user’s values are work intensive and/or interfere with the user’s privacy needs. If interface tailoring for very large groups of users is planned, value approximation has to be achieved on a large scale to assign individualized software to all users of the software. Our work focuses on approximating the dominant values of a user with less effort and less impact on privacy. Instead of probing for a user’s values directly, we explore the potential of approximating these values based on the user’s preferences for key tasks. Producing tailored versions of software is a separate topic not in the focus here. In this paper we rather describe a method to identify user values from task preferences and an empirical study of applying parts of this method. We are proposing the method in this paper for the first time except for a preliminary version orally presented at a workshop. The method consists of a research process and an application process. In the research process a researcher has to identify key tasks occurring in a context under investigation which have a relationship to personal values. These key tasks can be used in the application process to approximate the dominant values of new users in a similar context. In this empirical study we show that the research process of our method allows us to determine key tasks which approximate values in the shared context of nursing. The majority of the nurses were found to have one of the three following dominant values: benevolence, self-direction, or hedonism. Data confirmed common expectations: that nurses with the value of benevolence, when compared to all other nurses, had a higher preference for tasks which helped people immediately or improved their circumstances of the treatment. In relation to all other nurses, participants with self-direction disliked tasks which affected their personal freedom, and users with hedonism had a lower preference for tasks which involved physical work and preferred tasks which promised gratification. Our findings advance measurement of personal values in large user groups by asking questions with less privacy concern. However, the method requires substantial efforts during the initial research process to prepare such measurements. Future work includes replicating our method in other contexts and identifying value-dependent tasks for users with other values than the three values our empirical study mainly focused on.  相似文献   

15.
【目的/意义】社会化问答社区目前已成为网络环境下用户搜寻和获取知识的重要途径。探析用户知识采 纳行为有助于提升社会化问答社区知识组织与服务能力,对社区的运营管理方面也具有重要的实践意义。【方法/ 过程】本文选取知乎作为研究对象,应用扎根理论方法,通过数据资料收集、三级编码等过程,结合认知心理学的相 关理论,构建了社会化问答社区用户知识采纳行为模型。【结果/结论】研究发现:自我认知、平台认知、社会认知三 个维度对用户知识采纳行为具有显著影响,并通过认知有用性、认知易用性两个中介变量和技术、情感因素两个调 节变量分别刺激用户知识采纳的意愿,从而影响知识采纳行为。【创新/局限】从认知视域基于扎根理论的方法探索 社会化问答社区知识采纳行为的影响因素模型,但采集的知乎的样本容量较小,概念模型的信度和效度并未经过 大样本检验。  相似文献   

16.
With the increasing provenance of hedonic and social information systems, systems are observed to employ other forms of feedback and design than purely informational in order to increase user engagement and motivation. Three principle classes of motivational design pursuing user engagement have become increasingly established; gamification, quantified-self and social networking. This study investigates how the perceived prominence of these three design classes in users’ use of information system facilitate experiences of affective, informational and social feedback as well as user’s perceived benefits from a system and their continued use intentions. We employ survey data (N = 167) gathered from users of HeiaHeia; an exercise encouragement system that employs features belonging to the three design classes. The results indicate that gamification is positively associated with experiences of affective feedback, quantified-self with experiences of both affective and informational feedback and social networking with experiences of social feedback. Experiences of affective feedback are further strongly associated with user perceived benefits and continued use intentions, whereas experiences of informational feedback are only associated with continued use intentions. Experiences of social feedback had no significant relationship with neither. The findings provide practical insights into how systems can be designed to facilitate different types of feedback that increases users’ engagement, benefits and intentions to continue the use of a system.  相似文献   

17.
分析知识构建与知识服务的含义,以中国国家科学图书馆研发的科研知识管理平台-专业领域知识环境(Subject Knowledge Environment,简称SKE)为案例,考察该平台在用户知识获取、知识创新中的保障作用。运用层次分析法构建了SKE用户满意度评估指标并对其进行满意度评估,在此基础上探讨以用户需求为主导、以知识构建为基础的知识服务的改进对策。  相似文献   

18.

This article identifies and analyzes characteristics of patients' online communities (POC) in Sweden. Using a qualitative approach, it presents a fine-grained picture of the communities covering both the structural and cultural factors. Acknowledging the debate about quality of health information online and the potential risks of e-health, the article argues that a deeper understanding of the dynamics of POC, which offer unique aides for the coping process of chronically ill patients, can contribute to the design of the emergent forms of Internet-based health care resources.  相似文献   

19.
傅柱  曹猛  王曰芬  徐绪堪 《现代情报》2018,38(10):16-23
以设计过程为视角,探讨概念设计知识管理中知识流的内涵、特征和机理。结合知识流理论和SECI模型,依据概念设计过程分析概念设计中知识流的内容和流动模式;在知识流建模相关研究的基础上,对概念设计中的知识流节点进行分析和建模;基于角色模型分析角色与工作流、知识流之间的映射过程。根据概念设计过程,分析并揭示了概念设计中需求确认、总体方案设计、总体方案求解、方案评价和决策4个主要步骤的知识流动机制;对概念设计的知识流节点进行建模,按照知识汇集模式将概念设计知识流分为连续知识流、合并知识流、拆分知识流、广播知识流、循环知识流5类,按照知识传递模式将概念设计知识流可分为经验知识流、协作知识流、援助知识流3类;提出概念设计中基于角色模型的工作流和知识流整合模型,并以反后坐系统概念设计为例进行模型验证。通过本文分析和建模,能够在一定程度上揭示概念设计中知识流的内涵和机理。  相似文献   

20.
以"团队异质性—交互记忆系统—知识转移过程"的研究思路,通过问卷调查法和结构方程模型分析,探索设计型知识工作团队异质性影响内部知识转移的机理。研究发现:高工作相关异质性显著影响交互记忆系统;交互记忆系统正向影响知识转移过程;团队异质性与知识转移过程之间存在显著相关关系;高工作相关异质性与知识转移表现出U型相关;低工作相关异质性与知识转移是负向相关;交互记忆系统在团队异质性和知识转移过程中具有完全中介作用。研究从交互记忆系统形成角度提出优化知识转移的策略:优化团队知识结构;构建知识地图;不断维护团队的交互记忆系统;营造团队内部交流互动的良好氛围,构建知识转移的有利手段。  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号