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The Design of Future Things

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... With recent advances in AI, there may be many new opportunities including more customized designs (Cantamessa et al., 2020) and new business models (Bstieler et al., 2018). However, there may also be many potential pitfalls, e.g., over automation (Levy et al., 2021;Norman, 2007). The broader research question is then: ...
... Researchers predict that data-driven design will have a significant impact on the role of designers. Some predict the need for more generalist designers with systems thinking skills who can coordinate the inputs from multi-disciplinary teams (Agostini and Filippini, 2019;Marion and Fixson, 2021;Norman, 2007;Pereira Pessôa and Jauregui Becker, 2020). Similarly, Verganti et al. (2020) argue that as some aspects of problem solving are automated, design becomes closer to leadership. ...
... As AI-enabled design tools become more prevalent, Xin et al. (2018) highlight the importance of designing the systems used for data-driven design in such a way that designers' needs are considered. Norman (2007) highlights the issue of over automation, where the automation is so effective that humans no longer need to pay attention. Data-driven design, if implemented in a non-ideal fashion, may impact the performance of high performing design teams (Zhang et al., 2021) by causing teams to trust AI when they should not. ...
Article
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Data-driven design is expected to change design processes and organizations in significant ways. What actions should design managers take to ensure the best possible outcomes in this new data-driven design environment? This paper employs an interdisciplinary literature survey to distill key impacts that data-driven design may have on designers, design teams, organizations and product users. Findings reveal that designers may need a broader set of skills to be successful. For data-driven design to be most effective, design managers will be challenged with many integration tasks, including the integration of AI-based tools into design teams, the closer integration of interdisciplinary teams, the integration of qualitative design thinking methods with new data-driven design paradigms, and the integration of data and algorithms into traditional human-centred design practice, in an effort to overcome cognitive limitations and augment human skill. This paper identifies gaps in the literature at the intersection of data-driven design and design management, design thinking, and systems thinking.
... Studies showed the scope of "personal mobility" and "co-operative driving" as the new concepts in a rapidly evolving new society. As the living organisms interact with each other in nature, futuristic vehicles will interact with other vehicles, their surroundings, and humans [15]. ...
... The final result was a new body design inspired by the shape of the whale in considerations with materials, user's emotional bond, and vehicle personality needs of the future transportation system [3,15,17]. In spite of being such a large creature, it is impossible to see other creatures that befriend themselves at the first meeting with the man. ...
... This futuristic transit concept vehicle is designed for aesthetical aspects and overall exterior form to excite users' emotions for a bond. This form and aesthetics have been conceptualized with an understanding of the futuristic smart transportation scenario [4,[15][16][17]. For The unibody form with clean geometric lines blended into the organic body is appealing and a style statement for the prospective users of personal vehicles in the future. ...
Chapter
Designers need to cultivate storylines and strategies inciting discussions over the key issues of smart and sustainable futuristic transportation. The automotive exterior aesthetics will be of prime importance in the future’s individualistic social scenario. With its form and overall personality, vehicle aesthetics needs to respond to the emotional state of the user. Bio-inspiration has been of prime interest in automotive design to meet automobile makers’ need to associate their machines with the appeal and capabilities of naturally optimized creatures. The proposed futuristic vehicle’s aesthetics has been conceptualized using the technology pull approach of bio-inspiration and the analogy transfer was considered to mimic the biological features and mechanisms of a whale into the aesthetical form of the proposed futuristic vehicle. Blue whales have unique skin pleats that act like human fingerprints to distinguish one creature from the other. This vehicle uses a similar mechanism for its identification and replaces the chassis number system of present-day vehicles. The geometric-organic infused aesthetics of the proposed concept come with a unibody to support the safety and materials needs of future transit. The overall form is cohesive and appeals to users with clean geometric lines blended into the organic body. Upwards-outwards opening doors add to the statement of the user. These doors overlap with the semantics of wings ready to fly.
... Analyzing this scenario, there are estimates that by the year 2040 the highways will have lanes destined exclusively for autonomous vehicles (3). Although the optimistic outlook of these estimates could be questioned, of all the industries that have invested in automating the functions of their products, the automotive industry holds the greatest advances in this area (4). Intelligent mobility is a concept that tends to become increasingly concrete with every advance in the tests involving automotive autonomous systems guided by artificial intelligence, with inputs from the environment around them, the current traffic laws and the habits presented by human drivers in traffic. ...
... Finally, it is necessary that the essential mechanisms of human factors are understood and applied to the development of autonomous digital systems for driverless vehicles. The joint planning and coordination of human and autonomous machines activities need to be synchronized during this transition period to ensure a natural and harmonious interaction of tasks (4). This important concern, as there is a transition stage between strictly human vehicle driving to strictly robotic vehicle driving that requires further study, placing the human being as a central element of this process. ...
... Human beings have developed, throughout their evolution, ways to extract information, either explicitly or implicitly, from tactile, sound, and visual sources of the environments and objects around them. Through these data, human beings consolidated a RECyT / Year 23 / Nº 36 / 2021 dynamic system of stimulus and feedback, essential for any activity (4). ...
Article
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The centuries-old near-inseparable human/automobile relationship faces a revolution thanks to artificial intelligence gradually creating new paradigms in terms of personal urban mobility. Still, would we be prepared to relinquish our vehicle control to autonomous systems? The main objective of this work is to elucidate the main elements of the complex relationship between human factors and artificial intelligence in the development and establishment of autonomous vehicles. Thus, this paper adopted a basic methodology with a qualitative approach with an exploratory objective and technical procedures, as well as technical procedures of a documentary and bibliographic nature. Notice that autonomous systems present plausible functioning in controlled environments, even so, in an environment with several variables and an almost infinite possibility of combinations, enforced the occurrence of failures and compromised the structuring of a mental model, based on human factors, applicable to artificial intelligence. That explains the little importance given to human factors in the planning of human/autonomous machine interactions.
... So the first step is education, awareness and empathy." (D. Norman, 2009). ...
... Specially, the Universal Design challenge is to develop accessible design for people who are in risk of social exclusion in order to improve their inclusion in our society (The Commission for Architecture and the Built Environment, 2006). However, the first step is education, empathy and awareness (Norman, 2009). Thus, inclusion practices and attitudes should be included in the education system and in any environment, services and product from the very early stages. ...
Conference Paper
Accessible design is crucial on education because it provides equally opportunities of fulfilling everyone’s potential, and it helps the education community to transmit the values of an openminded and empathic society where its diversity is standardised. Children realise about this diversity from the very early stages and won’t be able to learn these values naturally if they are not equally able to interact with the environment that surrounds them. A link between designers and educators must be created in order to include accessible and assistive products in every education facility and exchange their experiences and opinions, so the design of accessible products, environments and services solves real needs and keeps improving.
... It suggests that consumers will be confident in using a new product when they see others also using it. It manifests self-confidence based on general appraisal perceptions of the product (Norman, 2013) and a belief in improving community life. Consequently, it proves that witnessing other users can affect consumers' perception of using a new product. ...
... According to Norman (2013), the three levels are visceral, behavioral, and reflective. The visceral level is where consumers think and decide on the product's intention. ...
Article
Full-text available
In the era of globalization, product design innovation is essential in daily human life. Innovation is imperative to the advancement of society, especially towards the need for problem-solving. This relation has seen the expansion of design innovation in the education sector increase tremendously over the past years. Computer-Aided Design (CAD) is a significant subject in the Technical and Vocational Education and Training (TVET) program for product design creation. It is an important module that helps the younger generation to become more innovative.Nonetheless, the dependency on technology has seen drastic changes towards product creations. It is noticeable to see the lack of aesthetic valuing applied in creating design via CAD module. After that, it translated into the shortcoming in the final design outcomes. Despite the increasing dependency on CAD software, the conventional design process must always be systematic and aesthetically objectified. This study aims to find suitable aesthetic value factors adapted into the CAD learning program. A literature study was conducted by reviewing various articles and publications related to aesthetical context and product design skills. The result shows four main factors and nine sub-factors. They are product design requirement (functional value and social value), product design concept (form and colour), product design detailing (texture and material), and product design evaluation (safety, ergonomic and emotional value). The study also explores and develops a theoretical framework for teaching and learning the CAD module.
... Understanding the need of users confirms the main goal, usability is the core of interactive design, and the goal of user experience is the quality of defining the user experience, which is a subjective experience containing the feeling within the interaction of users and products. Many scholars brought up the theories that interactive design is not only concerned about the high efficiency or high productivity of the design, but concerned more about the characteristics of interactive design, such as being satisfying, enjoyable, fun, entertaining, helpful, motivating, aestheticallypleasing, supportive of creativity, rewarding, emotionally-fulfilling (Norman, 2007; Sharp, Rogers & Preece, 2009). ...
... (3) The psychological level of emotion which includes enjoyable, fun, aesthetically pleasing, emotionally fulfilling and entertaining qualities. Interactive design aesthetics means pleasure and fun in aesthetics design, and designers design to achieve interaction and integration (Norman , 2007). ...
... It suggests that consumers will be confident in using a new product when they see others also using it. It manifests self-confidence based on general appraisal perceptions of the product (Norman, 2013) and a belief in improving community life. Consequently, it proves that witnessing other users can affect consumers' perception of using a new product. ...
... According to Norman (2013), the three levels are visceral, behavioral, and reflective. The visceral level is where consumers think and decide on the product's intention. ...
Conference Paper
Full-text available
In the era of globalization, product design innovation is essential in daily human life. Innovation is imperative to the advancement of society, especially towards the need for problem-solving. This relation has seen the expansion of design innovation in the education sector increase tremendously over the past years. Computer-Aided Design (CAD) is a significant subject in the Technical and Vocational Education and Training (TVET) program for product design creation. It is an important module that helps the younger generation to become more innovative. Nonetheless, the dependency on technology has seen drastic changes towards product creations. It is noticeable to see the lack of aesthetic valuing applied in creating design via CAD module. After that, it translated into the shortcoming in the final design outcomes. Despite the increasing dependency on CAD software, the conventional design process must always be systematic and aesthetically objectified. This study aims to find suitable aesthetic value factors adapted into the CAD learning program. A literature study was conducted by reviewing various articles and publications related to aesthetical context and product design skills. The result shows four main factors and nine sub-factors. They are product design requirement (functional value and social value), product design concept (form and colour), product design detailing (texture and material), and product design evaluation (safety, ergonomic and emotional value). The study also explores and develops a theoretical framework for teaching and learning the CAD module.
... (Fry, 2009, p. 192) This same idea was explored in the Design field by Ferreira (Ferreira, 2003(Ferreira, , 2005(Ferreira, , 2008b. In a different context, lately, we have seen the consequences of Design combined with behavioural psychology (Norman, 2009) on digital products that drive users to become addicted to smartphones and social media, seeking small moments of pleasure through scrolling, posts, likes and comments -in an authentic contemporary version of the Skinner box (Kuang & Fabricant, 2019). If before, artefacts influenced people in a more passive matter, today's digital devices are designed to adapt to every interaction of the user, actively influencing behaviours, deciding what they see, read and listen to, and the quality of their experience (Norman, 2009). ...
... In a different context, lately, we have seen the consequences of Design combined with behavioural psychology (Norman, 2009) on digital products that drive users to become addicted to smartphones and social media, seeking small moments of pleasure through scrolling, posts, likes and comments -in an authentic contemporary version of the Skinner box (Kuang & Fabricant, 2019). If before, artefacts influenced people in a more passive matter, today's digital devices are designed to adapt to every interaction of the user, actively influencing behaviours, deciding what they see, read and listen to, and the quality of their experience (Norman, 2009). ...
Thesis
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The world faces crises that find an unprecedented match in contemporary history that create complex challenges and a society that struggles to solve them. Nevertheless, whilst being a time of crisis, it is also a time of opportunities for Design and Design Education to prepare future designers to assume a position of change agent. Our study was designed with three moments of research. During the first moment, we defined the research design, conducted the literature review resulting in the state of the art, and identified two gaps in knowledge addressed in the Thesis. The first gap highlighted the need to identify the specific set of competencies needed for the designer to become an active agent of change. Furthermore, the second gap showed the opportunity to propose a new framework built to support Design Education to build the competencies identified. The second moment of research was guided by our hypoThesis and defined the data collection supported by a mixed methodology approach with a combination of qualitative and quantitative methods using surveys and elements of active research. Throughout this stage, we also collected all the data with the designed instruments. The data collected during the second research moment and with the information from the first research moment were analysed in the final research moment. The rich information gathered and examined culminated in developing the Design Competencies Framework set to be a valuable tool to support Design Education fostering change and train designers to deal with complex problems and become agents of change. At last, we sought validation of our findings and reflected on the results accomplished, allowing us to conclude and envision future developments.
... The most promising foetal and placental biomarkers for identifying preeclampsia are placental growth factor (PlGF) and soluble Flt-1 (sFlt-1), which are discussed subsequently. Meta-analyses have described a potential association between preeclampsia and elevated levels of serum triglycerides, cholesterol, and inflammatory markers including CRP, IL-6, IL-8, and TNFα, some of which precede the onset of preeclampsia [25][26][27][28]. Uterine artery Doppler analysis has mixed results in predicting preeclampsia [11,29,30]. ...
... A number of authors offer user-centred design principles for point of care diagnostics [38,39], but there is very little by way of specific guidance for point of care devices, particularly for expectant mothers. Norman [25] states how everyday people will learn to use new generation intelligent devices by trial and error, hence, they need to be easy and comfortable to use. Charness and Jastrzembski [26] state the importance of comfort, safety and efficiency in the design of products and processes for expectant mothers to fundamentally improve quality of life [27]. ...
Article
Full-text available
World health organization reported that approximately 830 women die every day from pregnancy-related complications and more than 99% of these deaths occur in sub-Saharan Africa. Currently, in Uganda maternal mortality stands at 336 deaths per 100,000 live births. A woman's lifetime risk of maternal death-the probability that a 15-year-old woman will eventually die from a maternal cause is 1 in 54 in countries designated as fragile states. Pre-eclampsia and eclampsia are one of the major complications that account for nearly 75% of all maternal deaths. However, most of the complications that develop during pregnancy are preventable or treatable. Early detection of pre-eclampsia-or even the mere detection of an anomaly-is enough to trigger the correct treatment pathway. However, early detection requires either highly-qualified doctors or expensive medical devices and access to either of them is challenging in developing countries. Given the massive shortage of health workers in Africa and Asia (recent estimates indicates that 4.25 million extra workers are needed), the inequitable distribution of health workers, and the need to accelerate progress in reducing the disease burden arising from readily preventable and treatable conditions, the concept of community health workers (CHWs) was born. CHWs are health workers working in communities outside of fixed health facilities and having some formal, but limited, training for specific tasks. This means that communities now have access to basic health services and workers closer to home and no longer have to travel to sub-district facilities and bear the huge financial burden of hospital treatment. From the need to ensure early pre-eclampsia detection, and increase the number of subjects tested for pre-eclampsia each day, Pre-eclampsia detector strip was developed. This study developed pre-eclampsia detection strip that transmits results to the mobile application that runs machine learning model that predicts pre-eclampsia based on physiological parameters detected by the strip and risk factors based on historical data and behavioral characters, thus reducing the incidence of pre-eclampsia deaths, and promoting the economic development and welfare of Uganda and of the most affected countries.
... However, the lack of incentives in academic and professional environments limits the recognition of the benefits of these projects [13]. The need for a different approach to improve the effectiveness of interdisciplinary projects is highlighted and the importance of social impact is emphasized [14]. Effective collaboration between art and science requires a culture of mutual respect, collaboration skills, and an appropriate organizational structure, with examples at Stanford University and the MIT Center for Art, Science & Technology (CAST) [15]. ...
... Одночасно з популяризацією процесу проектування в бізнесі як операційного підходу і дизайнерського мислення як способу мислення, дизайнери та дослідники дизайну все частіше говорять про використання процесу дизайну для проектування нашого майбутнього. Д. А. Норман написав книгу «Дизайн майбутнього» в 2007 році [20], а Т. Фрай -аналогічну в 2009 році [10]. У цих книгах вказано на тісний зв'язок дизайну з виробленням стратегій і впровадженням інновацій. ...
Article
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The authors state that the design profession has undergone significant changes: on the one hand, design is becoming increasingly important in society, on the other – loses its uniqueness; and such factors as digitalization and the Internet are blurring the line between professionals and non-professionals. Therefore, designers need to take their profession to a new level so that their services are in demand and useful in all spheres of human life. On the basis of thorough analysis of the latest scientific researches made by scholars from different countries and deep investigation of the practice of organizing design education the authors identified new functions of design in the development of modern society. It is shown that at the current stage of human civilization development, design covers almost all areas of human activity, and design activities are increasingly aimed at creating and transforming not only material but also virtual and purely theoretical objects. Emphasis is placed that just as the focus of design has shifted from products to services and strategies, design approaches to sustainability have expanded over the years from reducing environmental impact to considering longer-term operations that can affect the planet globally. The emergence of new, previously unknown types of design (informational, social, systemic, environmental, emotional, interdisciplinary, design for sustainable behavior, design for sustainable systems of products and services, design for social innovation, design for the transition to sustainable development, etc.) is demonstrated. The authors came to the conclusion of the necessity to develop mechanisms for modernizing the future designers training, taking into account the new design functions and progressive ideas of foreign scientists investigations in the same direction.
... However, it is not apparent how this can be done since the automatization of an act may reveal unseen aspects of the activity that would change how it can be automated. Don Norman [21], in his book "The design of future things," describes how automation foregrounds issues of user experience. He uses the classic example of "driving" an autonomous car and how this affects the user experience. ...
Article
Full-text available
Interaction design/HCI seems to be at a crossroads. On the one hand, it is still about designing for engaging user experiences (UX). Still, on the other hand, it seems to be increasingly about reducing interaction and automating human–machine interaction through the use of AI and other new technologies. In this paper, we explore this seemingly unavoidable gap. First, we discuss the fundamental design rationality underpinning interaction and automation of interaction from the viewpoints of classic theoretical standpoints. We then illustrate how these two come together in interaction design practice. Here we examine four examples from already published research on automation of interaction, including how different levels of automation of interaction affect or enable new practices, including coffee making, self-tracking, automated driving, and conversations with AI-based chatbots. Through an interaction analysis of these four examples, we show (1) how interaction and automation are combined in the design, (2) how interaction is dependent on a certain level of automation, and vice versa, and (3) how each example illustrates a different balance between, and integration of interaction and automation. Based on this analysis, we propose a two-dimensional design space as a conceptual construct that takes these aspects into account to understand and analyze ways of combining interaction and automation in interaction design. We illustrate the use of the proposed two-dimensional design space, discuss its theoretical implications, and suggest it as a useful tool—when designing for engaging user experiences (UX), with interaction and automation as two design materials.
... This line of research evaluates different methods for increasing transparency in a variety of contexts, while more studies have focused on AI systems that are taskoriented (e.g., recommender systems, expert/knowledgebased systems, and virtual assistants) rather than socialoriented (e.g., social chatbots in this study). These studies provide insights into the implications transparency has on people's perceptions of AI (e.g., [21][22][23][24][25][26][27]). ...
Article
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Social chatbots are aimed at building emotional bonds with users, and thus it is particularly important to design these technologies so as to elicit positive perceptions from users. In the current study, we investigate the impacts that transparent explanations of chatbots’ mechanisms have on users’ perceptions of the chatbots. A total of 914 participants were recruited from Amazon Mechanical Turk. They were randomly assigned to observe conversations between a hypothetical chatbot and a user in one of the two-by-two experimental conditions: whether the participants received an explanation about how the chatbot was trained and whether the chatbot was framed as an intelligent entity or a machine. A fifth group, who believed they were observing interactions between two humans, served as a control. Analyses of participants’ responses to the postobservation survey indicated that transparency positively affected perceptions of social chatbots by leading users to (1) find the chatbot less creepy, (2) feel greater affinity to the chatbot, and (3) perceive the chatbot as more socially intelligent, though these effects were small. Moreover, transparency appeared to have a larger effect on increasing the perceived social intelligence among participants with lower prior AI knowledge. These findings have implications for the design of future social chatbots and support the addition of transparency and explanation for chatbot users.
... behavioral design in [42]). Similar to how many major innovations in the history of technology have materialised, only by first seeing and using the tangible applications will we be able to know there was a new need which could be satisfied [43]. The LAD model is intended to help this systematic exploration by offering the component concepts and scope to start considering the invention of novel applications in the lifelogging domain. ...
Article
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Lifelogging is a form of personal data collection which seeks to capture the totality of one’s experience through intelligent technology and sensors. Yet despite notable advancement in such technologies, there remain persistent challenges to developing interactive systems to analyse the types of large-scale personal collections often generated by lifelogging. In response to this, we present the Lifelog Application Design (LAD) model which is intended to address these challenges and support the design of more novel interactive systems that may target a broader range of application use cases. The model is deliberately structured to remain impartial to the specific personal data, technology platform, or application criterion, to provide maximum utility across the domain. We demonstrate this utility by exploring two case studies and a retrospective analysis of VRLE, a real-world application prototype developed to examine the potential of large-scale personal data retrieval in virtual reality. This work is based on the accumulation of insights garnered from involvement in a number of collaborative lifelogging projects over the past decade. It is our goal to encourage future researchers to utilise the LAD model to support the design and development of their own application prototypes and further solidify the model’s contribution to the domain as a whole.
... In order to innovate, Norman explains that designers should be generalists, knowledgeable of diverse industries, to seek out specialists to develop their designs [28]. This is reminiscent of participant C's statement for the designer to hand off the design to engineers. ...
Article
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There are myriad understandings of design that have evolved over time and vary by the industries and disciplines that practice it. In the engineering context, design is often described as a process or problem-solving ability. Through interviews with 12 experienced engineers, it was found that there are diverse understandings of the relationship between design and engineering. This qualitative study presented a classification of their perspectives through three emergent categories: the relationship between design and engineering, the proportion of design tasks within a job, and the level or stage of development where design occurs. A synthesis of the data revealed that engineers demonstrate an ownership of design within engineering and there are diverse understandings of how design occurs within engineering. The implications of these findings were discussed and recommendations were offered for engineering educators, researchers, and industry. Engineering educators can help prepare designers as catalysts to produce a more inclusive, holistic, and sustainably minded profession.
... Relevant research includes: the architectural potential of digital technologies in the urban public realm and the study of urban experiences that use real-time and ubiquitous technology (Gardner et al, 2010); real-time information technologies to understand the relationships underlying urban spatial structure (Calabrese et al, 2007); public media screens as large scale interface for communicating information (Haeusler, 2009); and customer experience in the context of multiple media delivery platforms (Barker and Haeusler, 2010). For example, research has shown that obtaining accurate real-time timetabling and route information, such as estimated arrival times is essential for a positive user experience (Norman, 2007). Some cities around the globe are benefiting from radio frequency identification (RFID) ticketing as a common form of payment (Siu, 2008). ...
... Abbink further suggests that future driving should be like riding a horse, i.e. instead of removing the human from the loop, he wants to bring an animal into the loop. The horse metaphor, which was proposed by Flemisch et al. (2003) and which gained broader popularity through Norman's (2007) book The Design of Future Things provides no suggestions about how the horse metaphor should be accomplished. It should also be noted that horse riding is difficult and dangerous, or as noted by Norman: 'smooth, graceful interaction between horse and rider requires considerable skill' (25). ...
Article
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A major question in human-automation interaction is whether tasks should be traded or shared between human and automation. This work presents reflections—which have evolved through classroom debates between the authors over the past 10 years—on these two forms of human-automation interaction, with a focus on the automated driving domain. As in the lectures, we start with a historically informed survey of six pitfalls of automation: (1) Loss of situation and mode awareness, (2) Deskilling, (3) Unbalanced mental workload, (4) Behavioural adaptation, (5) Misuse, and (6) Disuse. Next, one of the authors explains why he believes that haptic shared control may remedy the pitfalls. Next, another author rebuts these arguments, arguing that traded control is the most promising way to improve road safety. This article ends with a common ground, explaining that shared and traded control outperform each other at medium and low environmental complexity, respectively. Practitioner summary: Designers of automation systems will have to consider whether humans and automation should perform tasks alternately or simultaneously. The present article provides an in-depth reflection on this dilemma, which may prove insightful and help guide design. Abbreviations: ACC: Adaptive Cruise Control: A system that can automatically maintain a safe distance from the vehicle in front; AEB: Advanced Emergency Braking (also known as Autonomous Emergency Braking): A system that automatically brakes to a full stop in an emergency situation; AES: Automated Evasive Steering: A system that automatically steers the car back into safety in an emergency situation; ISA: Intelligent Speed Adaptation: A system that can limit engine power automatically so that the driving speed does not exceed a safe or allowed speed.
... Rather, even given that tasks requiring creativity are difficult to automate, the weight of these tasks in the whole scientific research might decrease. Norman (2007) makes this point with respect to the general context of the effect of automation: ...
Book
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This book is a collection of all the papers published in the special issue “Artificial Intelligence, Robots, and Philosophy,” Journal of Philosophy of Life, Vol.13, No.1, 2023, pp.1-146. The authors discuss a variety of topics such as science fiction and space ethics, the philosophy of artificial intelligence, the ethics of autonomous agents, and virtuous robots. Through their discussions, readers are able to think deeply about the essence of modern technology and the future of humanity. All papers were invited and completed in spring 2020, though because of the Covid-19 pandemic and other problems, the publication was delayed until this year. I apologize to the authors and potential readers for the delay. I hope that readers will enjoy these arguments on digital technology and its relationship with philosophy. *** Contents*** Introduction : Descartes and Artificial Intelligence; Masahiro Morioka*** Isaac Asimov and the Current State of Space Science Fiction : In the Light of Space Ethics; Shin-ichiro Inaba*** Artificial Intelligence and Contemporary Philosophy : Heidegger, Jonas, and Slime Mold; Masahiro Morioka*** Implications of Automating Science : The Possibility of Artificial Creativity and the Future of Science; Makoto Kureha*** Why Autonomous Agents Should Not Be Built for War; István Zoltán Zárdai*** Wheat and Pepper : Interactions Between Technology and Humans; Minao Kukita*** Clockwork Courage : A Defense of Virtuous Robots; Shimpei Okamoto*** Reconstructing Agency from Choice; Yuko Murakami*** Gushing Prose : Will Machines Ever be Able to Translate as Badly as Humans?; Rossa Ó Muireartaigh***
... Later, Norman defined action possibilities, affordances, as an implicit communication between the designer and the user of a product. He also argues that one important way that people function is the ability to discover and make use of affordances (Norman, 2009). ...
Article
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This study aims to investigate affordances of models and modelling in design projects in technology education. To learn more about affordances when working with models and modelling, four Swedish technology teachers were interviewed using a narrative approach. Despite a small number of informants data were rich, containing detailed descriptions of sequences where students used models and modelling in ways not planned by the teachers. By using a qualitative, generic inductive approach, the narrative interviews revealed seven different affordances of models and modelling in the projects: Seeing different solutions; Finding possibilities and limitations in solutions; Representing an idea, structure or function; Communicating solutions with drawings; Making problems and solutions visible; Trial and error and learning from mistakes and finally Taking inspirations from each other's solutions. Some conclusions and implications of the study are that when the students can see and use a wide variety of materials when modelling, they are more creative in finding solutions to design problems. The use of conceptual design in schools, leading to students performing trial and error using models to solve problems, might also be connected to the importance of a variety of materials. In the study, teachers describe how their students used models, trying different solutions, representing ideas, and trying, failing and trying again. All these modelling activities are important parts of a design process and might prove that the doing itself is a process of reflection.
... According to [53], "affordance" [27] and the "implicit communication" [13] are useful tools to support the individual while using an artefact. In fact, to communicate knowledge, a design that makes content accessible and ensures usability during interaction with objects and in the use of spaces, cannot be ignored. ...
Chapter
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The current context is characterised by the speed of change in the technological sphere and in particular by the interconnection—to the point of overlaying—between physical and digital space. This stimulates consideration on the opportunities to explore the new frontiers of knowledge through advanced technologies and unprecedented cognitive-sensory perceptions, both from the user’s viewpoint and from that of the researcher. The chapter provides a critical-analytical reflection on accessibility and multisensory issues as fundamental tools for transferring multilevel knowledge between physical and digital. Based on this study, it proposes the configuration of immersive knowledge-sharing environments where cultural heritage and scientific research intersect, placing the user at the centre of experience. The augmented, multilevel fruition, the tracking within the multisensory environment of psycho-physiological and behavioural users’ data, together with the assessment of experience itself, have guided the design experimentations undertaken for the new layout of the Museum of Contemporary Mediterranean Ceramics in Cava de’ Tirreni. This was conceived as a multisensory and accessible phygital laboratory of inclusion and dialogue, a dynamic and adaptive space for sharing and experiencing knowledge.KeywordsMultilevel knowledgePhysical-digital relationshipPhygitalMultisensory adaptive fruitionAccessibilityImmersive experience
... Smart buildings provide numerous advantages for both users and the ecosystem, since the utilization of smart technologies allows power consumption to be reduced, repair expenses to be decreased, real-time activities to be enabled, problems to be predicted beforehand, devices to be controlled in real time, and environmental effects to be improved [17]. Sensor technology, the Internet of Things (IoT), external telecommunications and smartphone software technology are commonly used to power advanced technologies in smart classrooms [18].The capacity of AI technologies to forecast and identify patterns is a crucial feature; as a result, they can be flexible and cope with complicated human habits and meet their unique demands by processing large amounts of data offered by smart space devices [19]. ...
... Os designers estão na linha de frente destas preocupações, pois é o designer que traduz ideias e conceitos para a realidade. Hoje, mais do que nunca, os designers precisam compreender o impacto social de suas ações (NORMAN, 2009). Este entendimento revela-se fundamental no sentido de consciencializar os estudantes, que precisarão aprender mais sobre as pessoas e a sociedade, sobre tecnologia e seu impacto. ...
... On the other hand, except for the functional requirements, other requirements for judging the operation of a system were regarded as non-functional requirements. Non-functional requirements should satisfy the expectation of users, the researchers suggested putting the psychological and physical aspects of users into consideration, such as Franziska, Matthias and Josef (2018) assumed novel psychological aspects of comfort impacted the acceptance of automated vehicles, and Donald (2007) considered that the interaction between users and the automated system should not only be understood by the experts/frequent users but also by the novices. Based on these perspectives, the research defined the psychological and physical aspects as understanding, comfortability, and trust. ...
Conference Paper
The purpose of the study was to develop a user requirement model aiming to obtain the critical attitudes of drivers to a driver-vehicle interaction system in China. An online survey with a questionnaire based on the proposed model was conducted. Six clusters were identified through Exploratory Factor Analysis, and five clusters showed high reliability and validity. The result of the survey indicated that the designed model was usable, and the current study provided a new model of user requirements for designing driver-vehicle interaction. This finding gives insights into developing a guideline for automobile manufacturers to user requirements’ survey.
... This category of biocybernetic system control creates a symmetrical form of HCI where the availability of system information to the user is balanced by data about user state being at the disposal of the system [11]. Making a computer system privy to psychophysiological states has the potential to enable so-called 'smart' technology, i.e. systems that are characterised by increased autonomy and adaptive capability [12]. If technology develops in this direction, there is a subtle shift in the dynamics of HCI, from the master-slave dyad that characterises the way we currently use computers towards a collaborative, symbiotic relationship that requires computer technology to extend awareness of the user in real-time [13,14]. ...
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Task engagement is a psychological dimension that describes effortful commitment to task goals. This is a multidimensional concept that combines cognition, motivation and emotion. This dimension may be important for the development of physiological computing systems that use real-time psychophysiology to monitor user state, particularly those systems seeking to optimise performance (e.g. adaptive automation, games, automatic tutoring). Two laboratory-based experiments were conducted to investigate measures of task engagement, based on EEG, pupilometry and blood pressure. The first study exposed participants to increased levels of memory load whereas the second used performance feedback to either engage (success feedback) or disengage (failure feedback) participants. EEG variables, such as frontal theta and asymmetry, were sensitive to disengagement due to cognitive load (experiment 1) whilst changes in systolic blood pressure were sensitive to feedback of task success. Implications for the development of physiological computing systems are discussed.
... The cost of correcting prediction errors. Error has always been one of the biggest concerns for intelligent systems [45], which motivated us to study the user experience outcomes when an error occurs. In both Semi-Auto and Fully-Auto conditions, the top recommendation from the system was occasionally wrong. ...
... However, will people still use the phone to interact with shared transportation in future? Don Norman (2007) stated that "the designers should follow simple design rules to make the design products easier for users to adapt". Therefore, how can the designers make shared transportation more accessible for the users to operate? ...
Article
With repaid development of science and technology, various high-tech transportation has come into Chinese society. Moreover, with the further development of sharing economy in China, all kinds of shared transportation have gradually come into our society. In Beijing, it is nothing extraordinary to see shared bicycles stop at the roadside. However, with the popularity of shred transportation, many social problems have also aroused people’s thinking. In this essay, we will be based on the contemporary science and technology develop situation to discuss how will the shared transportation be like and how will the shared transportation interact with people.
... Abbink further suggests that future driving should be like riding a horse, i.e., instead of removing the human from the loop, he wants to bring an animal into the loop. The horse metaphor, which was proposed by Flemisch et al. (2003) and which gained broader popularity through Norman's (2007) book The Design of Future Things provides no suggestions about how the horse metaphor should be accomplished. It should also be noted that horse riding is difficult and dangerous, or as noted by Norman: "smooth, graceful interaction between horse and rider requires considerable skill" (p. ...
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A major question in human-automation interaction is whether tasks should be traded or shared between human and automation. This work presents reflections—which have evolved through classroom debates between the authors over the past ten years—on these two forms of human-automation interaction, with a focus on the automated driving domain. As in the lectures, we start with a historically informed survey of six pitfalls of automation: 1. Loss of situation and mode awareness, 2. Deskilling, 3. Unbalanced mental workload, 4. Behavioral adaptation, 5. Misuse, and 6. Disuse. Next, one of the authors explains why he believes that haptic shared control may remedy the pitfalls. Next, another author rebuts these arguments, arguing that traded control is the most promising way to improve road safety. This article ends with a common ground, explaining that shared and traded control outperform each other at medium and low environmental complexity, respectively.
... Figure 3 shows examples of these designs. Furthermore, we used Norman's seven principles [11], [12], and Shneiderman's eight golden rules [13]. Our prototype prevents users from making mistakes. ...
... Although the advanced development of the smart service has brought huge benefits to industry and economy, contemporary academic research is still limited. Gaining in-depth understanding of the customers' adoption is one of the key elements which affect successful development (Norman, 2009). Acquiring customer acceptance and improving the usage of the smart services and adoption are the main challenges and obstacles that service developers face (Biehl, Prater & McIntyre, 2004). ...
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Industry 4.0', 'Digitalization', 'Internet of Things (IoT)' and 'Smart Services' have become today's buzzwords due to the advanced development of information and communication technologies (ICTs). Consequently, the world economy has changed from a physical product dominated economy to a more software and service-controlled economy. It is no longer about the product that matters, but it is about the data that is generated by using the product or service. The data arising from the use of products can be used to define new business models and services to foster long-term sustainable competitive advantage. How to create smart services by collecting and using these data is not only an opportunity, but also a challenge for companies to remain competitive in highly dynamic market contexts. Smart services can be defined as services tailored to specific user needs with the help of data and intelligent processing. It requires a deep understanding of users and their particular contexts of use and an intelligent processing of these emergent data. User adoption of smart services should be properly understood, on the one hand; on the other hand, this understanding could be processed to enable smart interventions that support the users and how they interact with this technology on a regular basis. The understanding of user adoption within smart service research still requires considerable attention. A platform to collect, integrate and process user information and their usage data continuously is, therefore, essential to the development of smart services. In this study, an AI-enabled framework called 'Smart Service Blueprint Scape' (SSBS) is proposed to increase the knowledge associated with the user experiences of smart services. The framework demonstrates the elements of smart services by providing an integrated approach from the perspectives of both user experiences and AI system. With the purpose of improving the smart service adoption, three smart mobility service cases were critically analyzed, through making use of the framework to demonstrate how the users' experiences were enabled by the SSBS framework. YouTube movie clips of these three smart mobility services were analyzed to collect the data for illustrating how the SSBS was utilized. Through the qualitative analysis, the values of an SSBS framework were identified through three aspects. Firstly, the interactive relationship with users and service provision of the smart services process is demonstrated. Secondly, the integration of user experience and AI system is further elaborated. Finally, the dimensions reflecting characteristics of smart services are identified: the connection among smart devices, AI and support process. Designers can maintain and communicate with different stakeholders within the smart service delivery process. The framework creates the systematic overview for smart service with the help of AI system.
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A major goal in robotics is to enable intelligent mobile robots to operate smoothly in shared human-robot environments. One of the most fundamental capabilities in service of this goal is competent navigation in this “social” context. As a result, there has been a recent surge of research on social navigation; and especially as it relates to the handling of conflicts between agents during social navigation. These developments introduce a variety of models and algorithms, however as this research area is inherently interdisciplinary, many of the relevant papers are not comparable and there is no shared standard vocabulary. This survey aims to bridge this gap by introducing such a common language, using it to survey existing work, and highlighting open problems. It starts by defining the boundaries of this survey to a limited, yet highly common type of social navigation – conflict avoidance. Within this proposed scope, this survey introduces a detailed taxonomy of the conflict avoidance components. This survey then maps existing work into this taxonomy, while discussing papers using its framing. Finally, this paper proposes some future research directions and open problems that are currently on the frontier of social navigation to aid ongoing and future research.
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Design with the aim of changing the world is a creative and systematic process and has different stages with a clear, orderly and relational sequence. Design thinking, which has long been the subject of discussion by design researchers, is a set of internal and external concepts and aspects that are used by designers in the design process. Therefore, it is important to conduct research that examines the design thinking style and creates a good understanding of it. During the studies conducted in this research in the field of design thinking, the necessity of addressing the theories of thinkers in this field about the intrinsic aspects of design has been realized. The purpose of this research is to achieve the most important intrinsic and internal aspects of design that are considered by prominent researchers in the field of design thinking, which is descriptive and based on studies and studies conducted in the research and writings of these five prominent designers in the field of design thinking. They have mostly worked in this field and the book of design encyclopedia has been done with a qualitative approach and has been done by desk-based study. After a preliminary study of the text of the researches and writings of the selected researchers, and achieving the intrinsic and internal aspects of the design expressed by them, this study examines the level of attention of each researcher that has paid to this aspect. Therefore, from this perspective, it is a kind of theoretical study and content analysis and is based on the study and inference of topics from data. The results show that researchers have pointed to seventeen inherent aspects of design in their studies, of which Brian Lawson and Nigel Cross have done the most. Also, the most attention of researchers has been paid to the intrinsic aspects of “creativity” and “sketch”, respectively, and the least attention of researchers has been paid to the intrinsic aspects of “sudden mental insight” and “schema”. Most researchers have dealt with the aspects of “creativity”, “discovery or discovery”, “intuition” and “unconscious”, respectively, which show the importance of these aspects. Finally, this research is a step to start future studies in order to achieve the way of thinking of designers and provide the best model of design thinking based on the intrinsic and internal aspects of design. Based on the findings of the present study, the question arises: To what extent do they create the product according to the inherent aspects of the design? And whether it is possible to provide a suitable model for the design process according to the most important internal and intrinsic aspects of design for the work creation process? Also, in the continuation of the present study, it is possible to study the in-depth position regarding the content used in each of these intrinsic and internal aspects along with environmental influences and personality traits and use factor analysis methods to expand the results as much as possible.
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The prevalence of internet and smartphone usage has significantly impacted the way people communicate, with online technologies like emails, instant messaging etc. However, older generations may be unfamiliar with these newer forms of communication, leading to a generation gap. As the elderly population continues to grow, it's important to consider how to design products and services that bridge this gap. This paper has following objectives - To design an artefact that can help close the intergenerational gap, To evaluate this artefact, To assess and adapt the techniques used in designing the service. The adoption of technology by older adults is influenced by their personal characteristics, such as prior experience and context, as well as the features of the technology itself. While designing technology that is adapted to the needs of older users is important, it is not sufficient to guarantee adoption. To ensure that the technology is suitable for the user, it is necessary to involve them in the design process through participatory design. Building an appropriate context for adoption also plays a crucial role in increasing the chances of acceptance and adoption of technology, such as providing access to support. The perceived usefulness of technology influences elderly technological adoption. It is promising that the users in the study understood the purpose of the device and perceived its benefits. However, it can be challenging for them to perceive benefits despite understanding the usefulness of the technology. The pictures at the centre of the device and service helped the elderly understand the device's use. It appears that the device's simplicity and lack of complexity helped the elderly overcome their fear of technology, despite academic claim that high anxiety is a significant barrier to technological adoption. Participatory Design helped to meet the ergonomic guidelines, with the exception of the pop-up menu bar. However, the biggest lesson learned from the tests was that service design tools were applied without adaptation for elderly users. The study can help tremendously in the ongoing trend of IOT based communication services and help elderly to be able to take part actively.
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My research aims to test how the participatory co-creation methodology can help to solve different urban issues, and wants to show some practicalities to organisers about how to set up a Urban Living Lab to involve stakeholders in a co-creation process. This research involved both the study of the state of the art, but also some practical work to experience which are the positive results and found criticalities. The study of the state of the art gave me a more complete comprehension of the situation in which my research is framed, and it included: the Scandinavian ‘cooperative design’ in the ‘60s; De Carlo participatory design of the Terni project; the concept of ‘Participatory design’ in the USA during the ‘70s; Siza and the SAAL process in the ‘70s; the ‘User-centred design’ concept by Donald Dorman in the ‘80s; the idea of ‘Participatory budgeting’ in Portugal from the 2000 on. The methodology has been that of ‘practice-led’. In my work, I applied the co-creation methodology in different urban environments to: check which practices can be considered good or bad; cross data collected from the state of the art and the field research; compare collected data. The research I have done focused on an European Research Project, funded under the JPI Urban Europe, called LOOPER (Learning Loops in the Public Realm) which applies the learning loop to the co-design process. A comparison background case was used as well: the planning of the City of Sports in San Donà di Piave (Italy). This research has the ambition of creating a new way of decision-making which brings together all stakeholders, including policymakers, that iteratively learn how to address urban challenges. This then results in an implemented co-design process since stakeholders in the end are called to evaluate what they have done. Future implementations of my research would allow the creation of a complete set of guidelines that can be used to solve different urban issues, by triggering the co-creation methodology applied within Urban Living Labs.
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Dual task performance is one of the most frequently used paradigm in the evaluation of coping with concurrent task demands. The Breakfast Task experimented in this paper, was originally developed as a general indicator of coping ability with high demand executive control and attention management requirements. It is a computer-based simulation, in which the performer is required to cook several food items while concurrently setting table for guests. The task was employed in different studies, to compare young to old adults, monolinguals to bilinguals, influence of Parkinson disease and brain injury. However, in a closer examination, it is a dual task setting, in which cooking reflects coping with imposed load while table setting is an indicator of strategy free, voluntary invested effort. Models of workload did not examine the impact of such asymmetric flexibility on concurrent performance. Three experiments with elaborated versions of the breakfast task, show that the difference between the tasks affects concurrent performance formats in response to manipulations of task difficulty, priority change and practice. These results and their implications are discussed in reference to limited capacity, resource and executive control models of multitasking and task load.
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In recent years there has been an increasing trend for autonomous vehicles (AV) to feature an external human-machine interface (eHMI). This study investigates the usability issues of an eHMI composed of light bands and displays that need to communicate with multiple types of road users and how designers intend to map all this and cover all these needs in one user interface design. In the first experiment, a physical prototype was built in a conventional car and shown to 18 participants. In the second experiment, the same eHMI concept, with improvements made from the first usability test, was shown to 500 participants in a digital prototype. In both tests, the usability of eHMIs, as well as the overall acceptance level of AVs before and after reviewing the eHMI concept, were evaluated. The results indicate that our eHMI designs positively influenced overall acceptance because they have clearer driving information and sense the visibility of the AV system. In close traffic negotiations when AVs communicate on the basis of what they sense and perceive, people felt uncomfortable with AVs perceiving them, which will be an increasingly important issue in the design conversation between fully autonomous AVs and general road users.
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In this publication we present the requirements and design of a novel crossmedia online platform by the example of the course of study called “Multimedia Production” (MMP). We show some of our new ideas on how to design and realize a multimedia online platform of the future for study paths. Therefore we explain some theoretical assumptions and found them on our practical experiences. The design study we produced based on the results of our requirements analysis. We extracted some principles and techniques relevant to online platforms in general. Thereby we present the methods used during the requirements analysis and show how we came to our conclusion by evaluating and interpreting the results. In the outlook we present current trends in the research of human-computer interaction and three design solutions of our crossmedia online platform, each meeting the concerns of a different theory and its assumptions.
Thesis
Nous questionnons la prise en compte des affects et leur corporéité dans les pratiques du design dans les projets d’innovation. En premier lieu, nous observons des pratiques de designers (par des entretiens, des observations et une enquête en ligne). Deuxièmement, nous analysons ces pratiques intégrées dans les projets d’innovations (par des entretiens et des observations). Troisièmement, nous analysons des projets d’innovations en les resituant dans leur contexte sociétal (à partir de réflexions théoriques guidées par la Théorie Critique). Nous identifions le design en tant que concrétisation sémiotique par un dialogue tacite entre des structures psycho-somato-affectives impliquées dans les processus de conception. Nous montrons, comment les affects et leur inscription corporelle jouent un rôle implicite dans les pratiques du design. Le design et les affects sont opérationnalisés par les porteurs de projets pour mieux parler aux utilisateurs, ce que signifie un avantage économique. En situant ces opérationnalisations du design et des affects dans leurs contextes modernes, nous voyons qu’elles expriment les ambiguïtés inhérentes au progrès. Nous concluons en indiquant des conséquences et des perspectives pour les agences d’innovation.
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Human-Computer Interaction (HCI) is a complex communication phenomenon involving human beings and computer systems that gained large attention from industry and academia with the advent of new types of interactive systems (mobile applications, smart cities, smart homes, ubiquitous systems and so on). Despite of its importance, there is still a lack of formal and explicit representations of what the HCI phenomenon is. In this paper, we intend to clarify the main notions involved in the HCI phenomenon, by establishing an explicit conceptualization of it. To do so, we need to understand what interactive computer systems are, which types of actions users perform when interacting with an interactive computer system, and finally what human–computer interaction itself is. The conceptualization is presented as a core reference ontology, called HCIO (HCI Ontology), which is grounded in the Unified Foundational Ontology (UFO). HCIO was evaluated using ontology verification and validation techniques and has been used as core ontology of an HCI ontology network.
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Libro en formato electrónico: https://editorial.uptc.edu.co/gpd-estudios-sobre-educacion-en-tecnologia-y-desarrollo-del-pensamiento-tecnologico-9789586605717.html Esta obra corresponde a una iniciativa interinstitucional e inter facultades entre los Grupos de Investigación Ciencia y Educación en Tecnología e Informática —CETIN— y Research in Science, Education and Technology —RESET— de la Universidad Pedagógica y Tecnológica de Colombia (UPTC), sedes Tunja y Duitama respectivamente, y EPISTEME, grupo de investigación en Cognición y Educación de la Universidad Pedagógica Nacional (UPN), representantes de las Licenciaturas en Informática (UPTC-Tunja), Tecnología (UPTC-Duitama) y en Diseño Tecnológico (UPN). Responde a las dinámicas de cooperación y cohesión en la que se viene trabajando desde el 2003 en el marco de la Red Nacional de Programas Educativos en Tecnología e Informática de Colombia (Red Repetic) y que se consolidaron en el Convenio Marco Interinstitucional firmado en 2016. Igualmente, hacen parte constitutiva de la génesis y resultados del proyecto de investigación: Pensamiento tecnológico a través de la robótica educativa en educación básica (SGI 2880), inscrito en la Dirección de Investigaciones de la UPTC. Este trabajo expone los resultados de investigaciones que los grupos CETIN, RESET y EPISTEME adelantan conjuntamente y que en el año 2018 dieron como resultado la publicación del libro “Propuestas didácticas para el aprendizaje en Tecnología e Informática” (Editorial de la UPTC). Este nuevo libro continúa la senda de cooperación y desarrollo interinstitucional. Es así que los escritos compilados son producto de los proyectos que de forma preliminar y paralela sobre educación en tecnología y desarrollo del pensamiento tecnológico, han permitido consolidar los núcleos ontológico, epistemológico y didáctico del área de Tecnología e Informática en Colombia, fortaleciendo el objeto de estudio y desarrollo de las Licenciaturas en Informática, Licenciatura en Tecnología y Diseño Tecnológico, y favorece los procesos de acreditación de alta calidad, tanto de los programas como de las universidades. El libro parte de dos premisas fundamentales, la primera es que: (…) la educación en tecnología se asume como el proceso permanente y continuo de adquisición y transformación de los conocimientos, valores y destrezas inherentes al diseño y producción de artefactos, procedimientos y sistemas tecnológicos. Apunta a preparar a las personas en la comprensión, uso y aplicación racional de la tecnología para la satisfacción de las necesidades individuales y sociales (MEN, 1992, p. 36) La segunda es que el pensamiento tecnológico es: La actividad mental de orden estructural, funcional y dinámico que, por un lado, define una forma particular e intencional de ver, abordar, operar e intervenir la realidad (percibible e inteligible) en que el ser humano se desenvuelve, y por el otro, un modo creativo de adquirir, representar, aprender, articular y/o modificar los saberes y objetos de conocimiento que subyacen a esta realidad, con el fin de construir cuerpos estables de conocimiento tecnológico que le permiten [al hombre] solucionar problemas, satisfacer necesidades y/o resolver deseos que surgen de su relación técnico-instrumental con los contextos de actuación (natural, artificial, personal y epistémico) y que mejoran la calidad de vida social e individual al transformarla. (Merchán Basabe., 2018a, p. 15) En consecuencia, se presenta lo indagado sobre la naturaleza de ambos conceptos en tres grandes campos: la cognición, el uso de medios tecnológicos y sus relaciones interdisciplinares, los cuales aproximan a una concepción de educación, de tecnología y de pensamiento que se invita a revisar, juzgar e incluso recontextualizar en cuanto, entendemos, son germinales y requieren ser replicados con otras poblaciones y en otros niveles escolares, con nuevos medios e incluso, en otras áreas, y por ende, sus posibilidades de aplicación son inagotables. En este sentido, unen la voluntad por dilucidar qué es y cómo se construye el pensamiento tecnológico, y cómo esto repercute en el desarrollo didáctico del área de Tecnología e Informática en la escuela. Así, el primer capítulo presenta los avances de la tesis doctoral ¿Qué es y cómo se desarrolla el pensamiento tecnológico? Ejecutada por Merchán en el marco del Doctorado Interinstitucional de Educación de la Universidad Pedagógica Nacional, en convenio con las universidades Distrital y del Valle. Allí retoma el concepto de pensamiento tecnológico expuesto en 2018 y, desde el cruce categorial de diversos conceptos emitidos por autores de la filosofía de la tecnología, psicología cognitiva, pedagogía y didáctica de la tecnología y diseño industrial, lo amplía profundizando en sus componentes estructural, funcional y dinámico y los elementos constitutivos de cada uno, presentando el Modelo de Representación Mental de la Actividad Tecnológica —REMAT— de carácter epistemológico, y el Modelo Didáctico General FEA para el desarrollo del pensamiento tecnológico. El capítulo ilustra brevemente el uso didáctico de ambos modelos. En el segundo capítulo, Suárez y Leguizamón, dan cuenta de los resultados de la investigación Aprendizaje basado en retos como estrategia metodológica para el área de Tecnología del grupo CETIN, en donde describen la implementación de esta estrategia con el fin de identificar la incidencia que tiene en los roles que asumen los estudiantes cuando trabajan en el área de Tecnología y el componente solución de problemas con tecnología de las orientaciones generales para la educación en tecnología (MEN, 2008). La investigación genera un modelo de pensamiento en donde hace relevancia al aprendizaje activo y vivencial y transforma el rol del estudiante de un agente pasivo a un productor de conocimiento. Becerra, Ortiz y Sigua en su estudio: Recurso educativo digital sobre operadores eléctricos para el fortalecimiento del pensamiento tecnológico en los atributos causa-efecto y análisis-síntesis, evidencian que el uso de recursos educativos digitales sobre operadores eléctricos, favorece el desarrollo del pensamiento tecnológico, las capacidades para analizar y sintetizar, así como establecer las causas de un problema e identificar los efectos de las posibles soluciones, demostrando que las oportunidades que brinda la tecnología e informática para la capacidad de innovación, adaptación y el aprovechamiento de los recursos tecnológicos constituye el factor principal del desarrollo económico, social, cultural y educativo de Colombia. A continuación, Sandoval y Vargas, en el capítulo cuatro, describen la experiencia de docentes, estudiantes e instituciones que responsablemente exploran el mundo de la robótica para generar cambios en la sociedad, así se describe la creación del servidor multifuncional SEERBOT como apoyo para la movilidad de la población con discapacidad visual; en segundo lugar, se muestra una unidad didáctica sobre enseñanza de la robótica, y en tercer lugar, se presenta la importancia de la creación de un semillero de robótica en secundaria, con el fin de reafirmar el compromiso de las comunidades educativas al proponer la robótica como parte importante del desarrollo del pensamiento tecnológico y computacional en niños y jóvenes de básica y media. En la misma línea, Sastoque y Torres, en el capítulo quinto, presentan los resultados de su investigación: Estimulación cognitiva para la inhibición de respuestas automáticas por medio de TIC, contribución a la producción de conocimiento teórico en el campo de la psicología y la tecnología, en donde se indagó el proceso de inhibición de respuestas automáticas con el fin de mejorar la atención selectiva en estudiantes de educación media a través del uso de un OVA (Objetivo Virtual de Aprendizaje), el paradigma Stroop antes y después del entrenamiento Go/NoGo. Los resultados fueron verificados empleando la tecnología electroencefalográfica (EEG) en el área 46 del mapa de Brodmann. Los hallazgos alientan a profundizar sus aplicaciones en otras poblaciones tales como personas con discapacidad motora profunda. Los capítulos seis y siete presentan dos estudios sobre las relaciones tecnología y lenguaje. En el primero, Ortiz, Ferla y Pineda, presentan los resultados del estudio: Material educativo digital sobre el proceso tecnológico para fortalecer la competencia argumentativa, realizado con estudiantes de grado octavo, en el que se analiza el nivel de eficacia que tiene un material educativo digital sobre las fases del proceso tecnológico y el fortalecimiento de la competencia argumentativa, en tanto, esta última refleja la capacidad de organización del pensamiento y la postura crítica y reflexiva frente a situaciones cotidianas, y se relaciona con la capacidad de pensar tecnológicamente como eje articulador de cualquier área de conocimiento. Merchán por su parte, en el capítulo siete, expone el uso del análisis de un protocolo verbal para caracterizar la ruta cognitiva y flujo de acciones que realiza un experto en lengua castellana para resolver un problema de revisión, evaluación y calificación de un texto escrito elaborado por un aprendiz del mismo campo y, posteriormente, representarlo computacionalmente en un diagrama de flujo que soporta el diseño de un software. El capítulo octavo da cuenta de los resultados del estudio: Desarrollo de la noción de identidad cultural a través del uso pedagógico del AVA “Aprende del campo” ejecutado por López y Merchán en que se demuestra que aquellos niños de tercer grado que interactuaron con el AVA en mención, incrementaron su conocimiento acerca de diferentes prácticas tecnológicas agropecuarias propias de la identidad cultural “gachancipeñas” dando con ello, también, cumplimiento a uno de fines de la educación propuestos en la Ley General de Educación colombiana (Ley 115, 1994, Art. 5) la construcción de la unidad e identidad nacional, escenario que no debe ser ajeno al área de Tecnología e Informática, razón por la que nos preguntamos ¿La manera en que el AVA aprende del campo favorece la comprensión crítica de la cultura y la noción de identidad cultural? El capítulo final recoge los resultados del estudio de caso flipped classroom o modelo emergente aula invertida. En este sentido, Mejía y Saavedra estimulan la participación de los estudiantes en la adquisición de competencias tecnológicas y pensamiento digital a través de materiales auténticos. Los resultados obtenidos señalan las posibilidades de articulación de esta estrategia a diversas asignaturas de la Licenciatura en Tecnología de la UPTC, con resultados alentadores para la promoción de la participación y comprensión de los estudiantes durante el desarrollo de los contenidos disciplinares. Así mismo, los autores reportan un incremento en la motivación, el pensamiento crítico, la autonomía y el compromiso del proceso de formación. Los autores de cada uno de los capítulos, fueron libres de determinar la organización de sus textos, y la manera de expresar los hallazgos y resultados de las indagaciones abordadas. Se buscó tener un hilo conductor que corresponde a la temática objeto de estudio y hacer visible cómo desde las distintas aristas se ha venido avanzando en la construcción de conocimiento, tanto a través del proyecto de investigación que concentra las ideas preliminares y paralelas que se viene construyendo, como a través de la dinámica de desarrollar proyectos conjuntos con otros grupos de investigación. Para cerrar, confiamos en que este texto contribuya a las discusiones propias y necesarias del área de Tecnología e Informática en Colombia, aporte a la construcción de una teoría consistente del pensamiento tecnológico y de la educación en tecnología, a la definición de líneas y trabajos de investigación en pregrado y postgrado bajo la tutela de los grupos de investigación autores de este libro. Este es el modo en que los programas de alta calidad, Licenciatura en Informática (UPTC-Tunja), Licenciatura en Tecnología (UPTC-Duitama) y Licenciatura en Diseño Tecnológico (UPN), miembros activos de la Red Repetic, contribuyen a la formación de docentes del área de Tecnología e Informática para Colombia y a las discusiones sobre educación en tecnología y pensamiento tecnológico en el mundo.
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