{"title":"Design during and for Pandemics","authors":"Vasiliki Mylonopoulou, Guido Giunti","doi":"10.55612/s-5002-050-001pfs","DOIUrl":"https://doi.org/10.55612/s-5002-050-001pfs","url":null,"abstract":"","PeriodicalId":44247,"journal":{"name":"Interaction Design and Architectures","volume":" ","pages":""},"PeriodicalIF":1.3,"publicationDate":"2021-12-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43731806","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
I. Helgason, Enrique Encinas, Ivica Mitrovic, M. Smyth
{"title":"Speculative and Critical Design: approaches and influences in education","authors":"I. Helgason, Enrique Encinas, Ivica Mitrovic, M. Smyth","doi":"10.55612/s-5002-051-001psi","DOIUrl":"https://doi.org/10.55612/s-5002-051-001psi","url":null,"abstract":"","PeriodicalId":44247,"journal":{"name":"Interaction Design and Architectures","volume":" ","pages":""},"PeriodicalIF":1.3,"publicationDate":"2021-12-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47509762","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Collaborative multimedia applications in technology","authors":"C. Collazos, F. Paz, H. Fardoun","doi":"10.55612/s-5002-049-001psi","DOIUrl":"https://doi.org/10.55612/s-5002-049-001psi","url":null,"abstract":"","PeriodicalId":44247,"journal":{"name":"Interaction Design and Architectures","volume":" ","pages":""},"PeriodicalIF":1.3,"publicationDate":"2021-09-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43625961","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Oscar Revelo Sánchez, César Alberto Collazos Ordóñez, Miguel Ángel Redondo Duque
{"title":"Group formation in collaborative learning contexts based on personality traits: An empirical study in initial Programming courses","authors":"Oscar Revelo Sánchez, César Alberto Collazos Ordóñez, Miguel Ángel Redondo Duque","doi":"10.55612/s-5002-049-002","DOIUrl":"https://doi.org/10.55612/s-5002-049-002","url":null,"abstract":"Considering that group formation is one of the key processes when developing activities in collaborative learning contexts, this paper aims to propose a technique based on an approach of genetic algorithms to achieve homogeneous groups, considering the students' personality traits as grouping criteria. For its validation, an experiment was designed with 132 first semesters engineering students, quantifying their personality traits through the “Big Five Inventory”, forming workgroups and developing a collaborative activity in initial Programming courses. The experiment made it possible to compare the results obtained by the students applying the proposed approach to those obtained through other group formation strategies. It was demonstrated through the experiment that the homogeneous groups generated by the proposed technique produce better academic results compared to the grouping technique by students’ preference, traditionally used by the teachers when developing a collaborative activity.","PeriodicalId":44247,"journal":{"name":"Interaction Design and Architectures","volume":" ","pages":""},"PeriodicalIF":1.3,"publicationDate":"2021-09-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46263131","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Callum Parker, Soojeong Yoo, Waldemar Jenek, Youngho Lee
{"title":"Augmenting Space: The role of immersive technologies in future cities","authors":"Callum Parker, Soojeong Yoo, Waldemar Jenek, Youngho Lee","doi":"10.55612/s-5002-048-001psi","DOIUrl":"https://doi.org/10.55612/s-5002-048-001psi","url":null,"abstract":"As digital technologies are advancing, contemporary interactions within cities are beginning to emerge. These interactions are commonly enabled through sensors to implicitly automate manual processes, such as turning on lights or walking up stairs. However, cities were not necessarily built from the ground up to be smart, rather they are gradually becoming smarter over time as technology becomes more extensible and embedded within them [1, 2]. These digital technologies create information layers that exist over the physical space, resulting in the space being filled with dynamically changing information, thus augmenting the space [3]. Augmented reality (AR) is one such technology that has recently seen a lot of development in this area and is only now starting to become more viable as hardware and computer vision algorithms have caught up. Films such as Minority Report (2002), Ghost in the Shell (2016), and Blade Runner (2017) have predicted AR’s future emergence in public spaces and cities [4, 5, 6]. These films featured AR advertising and information holograms in public spaces, enabled by smart contact lenses and holograms. Currently however, AR has been introduced to public spaces in a number of interesting ways. For instance, Pokemon GO became a global phenomenon which resulted in people physically playing the game in urban spaces and caused ripple effects on the physical spaces people were playing in [7, 8, 9]. Recent work has also shown that AR can have more engaging applications, in areas such as community engagement [10], personalised digital signage [11], in-situ visualisations [12], cultural heritage [13], and remote collaboration [14, 15]. On a consumer level, AR is most common on smartphones, particularly after the release of ARKit and ARCore improving the functionality. AR smart glasses are also becoming more accessible and bring with them the possibility of more natural integration of virtual content into our daily lives. For instance, the Microsoft Hololens contains an array of sensor technologies giving it a sense of depth which allows it to place objects naturally in physical space. It has been successfully applied by planners to visualise underlying parts of the city in-situ [16, 17]. While AR is becoming more advanced, accessible, and has demonstrated potential, more knowledge is needed around the key benefits it will bring to cities and how it will change our interactions with the urban environment. Additionally, the use of such technologies raises the question of how the virtual and physical spaces can co-exist creating an augmented space [3]. To address this gap in knowledge, this focus section builds on from our initial workshops [18] at Media Architecture Biennale (MAB) 2018 and IEEE International Symposium on Mixed and Augmented Reality (ISMAR) 2019 with the goal of bringing together researchers to explore the applications of AR and other immersive technologies, such as Virtual Reality (VR) and Mixed Reality (MR), within ","PeriodicalId":44247,"journal":{"name":"Interaction Design and Architectures","volume":" ","pages":""},"PeriodicalIF":1.3,"publicationDate":"2021-06-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45705000","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Complexity, Design and Culture: convergence for digital experiences","authors":"N. Guimarães","doi":"10.55612/s-5002-047-013","DOIUrl":"https://doi.org/10.55612/s-5002-047-013","url":null,"abstract":"The design of digital experiences, systems and sociotechnical solutions in the contemporary society is characterized by increasing complexity. More and more variables are present and unpredictable effects are observed. The complexity of systems calls for awareness and complex problem-solving ability. In this survey, design in general, and design of the user experience in particular, is placed in the scope of complexity. Moreover, the design reasoning and methods are sensitive to culturally determined factors and cognitive styles. This survey converges complexity and complex problem solving, design of the user experience and cultural variations, reviewing bodies of work to suggest and map interdependencies that will shape future challenges in systems design.","PeriodicalId":44247,"journal":{"name":"Interaction Design and Architectures","volume":" ","pages":""},"PeriodicalIF":1.3,"publicationDate":"2021-02-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47594065","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Distance learning during the early stages of the COVID-19 pandemic: Examining K-12 students’ and parents’ experiences and perspectives","authors":"Jenna Conan Simpson","doi":"10.55612/s-5002-046-002","DOIUrl":"https://doi.org/10.55612/s-5002-046-002","url":null,"abstract":"This study examines K-12 students and parents in the United States’ experiences and challenges during the sudden shift to distance learning during the spring of 2020. The study also aims to analyze what can be done to better educate students in the case of continued distance learning during the COVID-19 crisis and during future emergencies. The study was conducted with an online survey of K-12 students and parents in the United States, and both qualitative and quantitative data was collected. However, the results should be interpreted with caution, as it was a smaller study that is not a representative sample of the population. The study results show that a variety of strategies were utilized to teach students online, and that from the perspective of the participants both successful and unsuccessful methods were utilized.","PeriodicalId":44247,"journal":{"name":"Interaction Design and Architectures","volume":" ","pages":""},"PeriodicalIF":1.3,"publicationDate":"2020-11-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49586007","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
C. Giovannella, M. Dascalu, Gabriella Dodero, Ó. Mealha, M. Rehm
{"title":"Learning and learning ecosystems in the time of Covid-19","authors":"C. Giovannella, M. Dascalu, Gabriella Dodero, Ó. Mealha, M. Rehm","doi":"10.55612/s-5002-046-001psi","DOIUrl":"https://doi.org/10.55612/s-5002-046-001psi","url":null,"abstract":"","PeriodicalId":44247,"journal":{"name":"Interaction Design and Architectures","volume":" ","pages":""},"PeriodicalIF":1.3,"publicationDate":"2020-11-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47253872","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Ownership and Agency in the adoption of Open Educational Resources","authors":"Virginia Rodés-Paragarino, Adriana Gewerc-Barujel","doi":"10.55612/s-5002-045-003","DOIUrl":"https://doi.org/10.55612/s-5002-045-003","url":null,"abstract":"The widespread focus on ownership in the field of OER refers to the ownership of copyright, and the way to open sharing and publishing, as an intrinsic and defining characteristic. Based on a Grounded Theory study, along with Biographical Methods and Digital Ethnography, the article proposes moving from the perspective of OER as open content sharing, to a broader conceptualization that encompasses emotional ownership, ownership in of curriculum change, and teachers’ agency in the development of the curriculum as key factors for OER adoption.","PeriodicalId":44247,"journal":{"name":"Interaction Design and Architectures","volume":" ","pages":""},"PeriodicalIF":1.3,"publicationDate":"2020-08-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43414346","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}