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1.
As part of a programme to investigate the requirements for computer-based detection aids in the NHS breast screening programme, we have been studying how the work of mammogram reading is done within different screening centres. Our findings show how various interactional practices have been evolved in order to help maintain readers’ performance within acceptable levels. In this paper, we investigate one of these in detail, the use of annotations on screening reporting forms, and we consider their role in managing readers’ performance. Finally, we consider the implications of such practices for the design of computer-based systems and tools for breast screening.  相似文献   

2.
Network Community Design: A Social-Technical Design Circle   总被引:1,自引:0,他引:1  
Network communities are especially interesting and useful settings in which to look closely at the co-evolution of technology and social practice, to begin to understand how to explore the full space of design options and implications. In a network community we have a magnified view of the interactions between social practice and technical mechanisms, since boundaries between designers and users are blurred and co-evolution here is unusually responsive to user experience. This paper is a reflection on how we have worked with social and technical design elements in Pueblo, a school-centered network community supported by a MOO (an Internet-accessible, text-based virtual world). Four examples from Pueblo illustrate different ways of exploring the design space. The examples show how designers can rely on social practice to simplify a technical implementation, how they can design technical mechanisms to work toward a desirable social goal, how similar technical implementations can have different social effects, and how social and technical mechanisms co-evolve. We point to complexities of the design process and emphasize the contributions of mediators in addressing communication breakdowns among a diverse group of designers.  相似文献   

3.
This paper concerns methods and techniques for analysis and assessment of human factors in automated plant. A well-known theory is reviewed and an engineering approach is devised for retrospective accident evaluations and prospective studies. The lessons learnt from a serious accident for the safety assessment of a real plant are discussed in detail. The relevance of the human contribution to the accident and the likely improvements identified by the application of the method confirm the importance and advantages of performing accurate human factors analyses for design and safety of technological systems.  相似文献   

4.
Ellen Olbertz 《AI & Society》2002,16(3):224-242
All economic processes are increasingly being networked across the globe. This economic globalisation has become possible through the globalisation of information and communication technology networks. In view of such growing globalisation of economic processes, the region and its enterprises can only sustain competitiveness on the basis of continuous innovation processes, i.e., through continuous learning. The question, however, is which kind of economic framework – established by regional or transregional politics – is needed to support such innovation and learning processes in the region. In this paper, some aspects of this framework and its structural change processes are described, leading to the strategy to implement the concept of a Learning Region. The Learning Region is characterised in that it recognises its own needs for change and to accept these challenges, leading to its own learning processes within its cooperative networks.  相似文献   

5.
Pratibha Jolly 《AI & Society》2002,16(1-2):148-162
We describe our attempts at curriculum development at the undergraduate level working within the constraints of a large traditional university system. Curriculum reform is described as a three-step process of product innovation, accommodation and assimilation. In a dual-pronged strategy, students are constructively engaged, first, in investigative projects and assigned specific tasks, giving them a flavour of creative research, and, second, in development of curricular products. The process of transfer of pedagogic innovations into the formal classroom is enhanced by a teacher training programme that aims to provide experiential learning of research-based innovative teaching practices, catalyse a process of reflection through classroom research and establish a collaborative network of teachers.  相似文献   

6.
7.
The work described in this paper is focused on an approach for implementing in real working contexts the guidelines of user-centred design contained in formal standards and in many research studies. The application concerns the EUCLIDE project (enhanced human–machine interface for on vehicle integrated driving support system), which aimed at developing a driving support system to avoid collisions with obstacles in reduced visibility conditions. The design of the system followed a user-centred approach which started by identifying the model of cognition to be applied throughout the whole design process. The definition of the warning strategies of the system was firstly analysed with the aim to achieve the highest balance between a totally supportive system and a non-disturbing system. Then an initial set of design solutions for the human–machine interface was tested in a static driving simulator. A second set of possible interfaces was evaluated in a dynamic simulator before developing a final design. This solution was implemented in two real vehicles and tested in real traffic situations. This paper describes the whole design process and concentrates on the final step of “in-vehicle” integration process. The road tests performed at the end of the whole process are discussed in detail focusing on the safety implications associated with the design solution finally selected and implemented.
P. C. CacciabueEmail:
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8.
Landscapes of Practice: Bricolage as a Method for Situated Design   总被引:1,自引:0,他引:1  
This paper proposes a `bricolage' approach to designing systems forcooperative work. This involves users, participatory designers andethnographers in a continuing cycle of design and revised work practice,often in settings where resources are limited and short-term results arerequired. If exploits the flood to market of hardware, software and services.The approach is illustrated with results from a project with a practice oflandscape architects. Their work is analysed in terms of communities ofpractice and actor networks. These perspectives help to identify the`socilities' of people and technologies and of the relationships betweenthem. They help to distinguish different forms of cooperation with differingsupport needs, opportunities and vulnerabilities. They inform the designof technical support, the assessment of outcomes, and the design of furthersolutions, in a cycle of `situated experimentation'.  相似文献   

9.
This paper describes the evaluation of a natural language dialog-based navigation system (HappyAssistant) that helps users access e-commerce sites to find relevant information about products and services. The prototype system leverages technologies in natural language processing and human-computer interaction to create a faster and more intuitive way of interacting with websites, especially for less experienced users. The result of a comparative study shows that users prefer the natural language-enabled navigation two to one over the menu driven navigation. In addition, the study confirmed the efficiency of using natural language dialog in terms of the number of clicks and the amount of time required to obtain the relevant information. In the case study, as compared to the menu driven system, the average number of clicks used in the natural language system was reduced by 63.2% and the average time was reduced by 33.3%.  相似文献   

10.
There is considerable interest within the Human Computer Interaction (HCI) community in the use of media spaces to enhance awareness and interaction between workers in offices or other spatially distributed environments. In addition to the technical challenges of providing reliable and efficient audio-visual communication, there are important social questions, in particular how users are able to control access to their personal environments, and how to advise other users about their level of availability. Within AMODEUS-21, an ESPRIT Basic Research Action concerned with the development, transfer and assessment of techniques for modelling human-computer interaction, a prototype media space has been analysed by various user and system oriented modelling techniques. This paper describes how formal specification can be used to express requirements on the interfaces needed to control access and availability in a media space. Beyond its obvious use in clarifying the subtle relationship between these concerns, the paper describes how the specification assists in assessing design options originating from other modelling disciplines. Received August 1996 / Accepted in revised form April 1999  相似文献   

11.
Are game and entertainment systems different than work-oriented systems? What drives the user's experience in a collaborative game? To answer these questions, we performed a participant-observation study of a combat MUD, a game similar to Dungeons and Dragons. Our interest is in how this social world is arranged and managed (rather than, for example, in how participants form or display individual identities). The study explores the social arrangements and activities that give meaning and structure to the participants. We found that conflict and cooperation were the dominant social activities on this MUD, much more so than sociability. The game's management played a critical function in maintaining and promoting these activities. Moreover, novelty and entertainment were important for the design of both the system features and the sociality itself.  相似文献   

12.
Reminiscence is an important aspect in our life. It preserves precious memories, allows us to form our own identities and encourages us to accept the past. Our work takes the advantage of modern sensor technologies to support reminiscence, enabling self‐monitoring of personal activities and individual movement in space and time on a daily basis. This paper presents MyEvents, a web‐based personal visual analytics platform designed for non‐computing experts, that allows for the collection of long‐term location and movement data and the generation of event mementos. Our research is focused on two prominent goals in event reminiscence: (1) selection subjectivity and human involvement in the process of self‐knowledge discovery and memento creation; and (2) the enhancement of event familiarity by presenting target events and their related information for optimal memory recall and reminiscence. A novel multi‐significance event ranking model is proposed to determine significant events in the personal history according to user preferences for event category, frequency and regularity. The evaluation results show that MyEvents effectively fulfils the reminiscence goals and tasks.  相似文献   

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