Modern teaching methods aim to integrate active research parts executed by the students themselves to train their scientific skills, critical thinking and problem-solving skills, as well as collaboration and communication. We discuss lessons learned, benefits and barriers (especially) from Applied Statistics (3rd semester) and Social and Media Psychology (5th semester) courses in which student from computer science study programs had to accomplish a whole cycle of a research process including literature study, hypotheses generation, the setup of (online) experiments, data collection, analysis and documentation in conference posters. Using an instrument provided by Böttcher and Thiel (2018) we assessed the level of student’s individual perception of research skills.
Positive Psychology is a recent paradigm in the German psychology landscape focusing on people’s strengths and the role of belonging, optimism and well-being. In a rapidly changing digitalized world it is a promising approach for higher education (e.g. 21st century skills) and a relevant mind-set in facing future challenges for individuals, companies and society enhancing work performance, creativity and resilience. Despite a fundamental impact on individuals and society, computer science programs typically do not address such ideas. We present a concept and lessons learned from a Positive Psychology-enhanced course for students of a HCI-program mixing lectures and problem-based-projects with a company in order to promote concept-internationalization and self-efficacy.
Closing the gaps between theory and practice is demanding in University education settings. Mostly, societal challenges of specific groups are only theoretically addressed; e.g. direct contact between developers and users in user interface development is seldom. Time constraints and high coordination effort lets teachers refrain from getting involved in Service Learning. We present insights and results from two projects from a course on “Usability and User Experience in Intercultural Contexts” as a part of a HCI-study program. In course 1, students designed the prototype of a communication platform for a diverse group of female refugees in a participatory design process. In course 2, students involved Turkish migrants of different age groups in the design of a culturally sensitive health app helping migrants navigate the German health system.
The research motivation and economic interest in a new paradigm for Human-Computer Interaction (HCI) originate from the rise of Artificial Intelligence (AI) systems as well as their potential implementation at knowledge workplaces. This increasing interplay of so called Intelligent Cognitive Assistants (ICAs) and employees demonstrates a need for a new principal approach that incorporates specific and promising steps to create an interaction design in decision-making contexts. Aiming to address the stated need, this master thesis tests Shared Decision Making (SDM) as a new paradigm for HCI. SDM stems from the medical field and outlines a three-step method to improve decision-making by sharing preferences and agreeing on a choice. In this thesis, two pre-studies are carried out to prepare the main experiment. The first pre-study inspects via an online questionnaire job characteristics of knowledge workers to ensure an environmental fit for ICAs and identify inconvenient, routine tasks. The second pre-study is a workshop using the SeeMe-method that analyzes an archetypical decision process at knowledge workplaces. This allows inferences for software engineering aspects by taking individual needs into account. The main study experimentally assesses three central outcome measures of SDM in a Wizard-of-Oz design. In comparison to the control group without support, results indicate for SDM support in HCI significantly increased deliberation and higher satisfaction with the. Also, the intention to adhere to the choice made was not significantly reduced in the experimental group. Thus, the work offers a variety of research contributions and practice implications. In conclusion, the findings strongly recommend the implementation of SDM in HCI at knowledge workplaces.
Historically, the industrial revolution offered the chance to boost massively a nation’s industrial productivity. The question is whether the second machine age can also be a game-changer for working conditions. Hence, we deduce from theoretical foundations a new approach to designing human-computer interaction. Shared Decision Making (SDM) is an approach derived from the medical field that enables patients to participate actively in decision-making processes and leads to mutual agreement with the clinician on the treatment choice. For an organizational context, we suggest SDM as a conceptual framework to shape human-computer interaction due to its profound positive effects on patients’ well-being and its contribution to the individual’s cognitive decision-making processes.
This research project tests Shared Decision Making (SDM) as a new work-psychological paradigm for interactions between humans and Intelligent Cognitive Assistants (ICAs) in decision-making processes. The increasing interplay between employees and AI demonstrates a need for a new principal approach that incorporates specific and promising steps to create a master design of Human-Computer Interactions (HCIs) in decision-making contexts.
Historically, the industrial revolution offered the chance to massively boost the nation’s productivity. The question is whether the second machine age can be also a game-changer for working conditions. The human-artificial intelligence setting is highly relevant, for instance regarding the future importance of robo-advisors. Hence, we deduce from theoretical foundations a new approach to design the human-machine-interaction.
System design for well-being needs an appropriate tool to help designers to determine relevant requirements that can help human well-being to flourish. Personas come as a simple yet powerful tool in the early development stage of the user interface design. Considering well-being determinants in the early design process provide benefits for both the user and the development team. Therefore, in this short paper, we performed a literature study to provide a conceptual model of well-being in personas and propose positive design interventions in personas' creation process.
Available at: aisel.aisnet.org/bise/vol57/iss6/6