Mapping Microplastics was a first exploratory workshop (part of the Entrepreneurship Program at HvA) with researchers and entrepreneurs to map how the public discourse on microplastics develops on Twitter.The preparation of this workshop followed a hybrid approach in three steps: preliminary mapping, joint interpretation and annotation, map redesign and feedback. The preliminary mapping was performed by designing a query to collect tweets around the topic of Microplastics. To perform the data collection and preliminary analysis we used TCAT (Twitter Capturing and Analysis Toolset), a tool developed by the Digital Methods Initiative at the University of Amsterdam. A set of four maps was designed to address different sub questions through different visual models: networks of hashtags and users, image grids organized by time and frequency, alluvial diagrams and lists of most interacted with tweets. These maps were used in a joint interpretative hybrid session: the visual material was printed and sent to each partner. With the facilitation of designers and researchers, entrepreneurs annotated the printed maps in parallel online sessions.
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With artificial intelligence (AI) systems entering our working and leisure environments with increasing adaptation and learning capabilities, new opportunities arise for developing hybrid (human-AI) intelligence (HI) systems, comprising new ways of collaboration. However, there is not yet a structured way of specifying design solutions of collaboration for hybrid intelligence (HI) systems and there is a lack of best practices shared across application domains. We address this gap by investigating the generalization of specific design solutions into design patterns that can be shared and applied in different contexts. We present a human-centered bottom-up approach for the specification of design solutions and their abstraction into team design patterns. We apply the proposed approach for 4 concrete HI use cases and show the successful extraction of team design patterns that are generalizable, providing re-usable design components across various domains. This work advances previous research on team design patterns and designing applications of HI systems.
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Artificial Intelligence (AI) is increasingly shaping the way we work, live, and interact, leading to significant developments across various sectors of industry, including media, finance, business services, retail and education. In recent years, numerous high-level principles and guidelines for ‘responsible’ or ‘ethical’ AI have been formulated. However, these theoretical efforts often fall short when it comes to addressing the practical challenges of implementing AI in real-world contexts: Responsible Applied AI. The one-day workshop on Responsible Applied Artificial InTelligence (RAAIT) at HHAI 2024: Hybrid Human AI Systems for the Social Good in Malmö, Sweden, brought together researchers studying various dimensions of Responsible AI in practice.This was the second RAAIT workshop, following the first edition at the 2023 European Conference on Artificial Intelligence (ECAI) in Krakow, Poland.
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The potential for Artificial Intelligence is widely proclaimed. Yet, in everyday educational settings the use of this technology is limited. Particularly, if we consider smart systems that actually interact with learners in a knowledgeable way and as such support the learning process. It illustrates the fact that teaching professionally is a complex challenge that is beyond the capabilities of current autonomous robots. On the other hand, dedicated forms of Artificial Intelligence can be very good at certain things. For example, computers are excellent chess players and automated route planners easily outperform humans. To deploy this potential, experts argue for a hybrid approach in which humans and smart systems collaboratively accomplish goals. How to realize this for education? What does it entail in practice? In this contribution, we investigate the idea of a hybrid approach in secondary education. As a case-study, we focus on learners acquiring systems thinking skills and our recently for this purpose developed pedagogical approach. Particularly, we discuss the kind of Artificial Intelligence that is needed in this situation, as well as which tasks the software can perform well and which tasks are better, or necessarily, left with the teacher.
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This is the last of a series of posts that belong to a research aimed at automated production of an audiobook within the Hybrid Publishing Work!ow.
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This paper introduces a creative approach aimed at empowering desk-bound occupational groups to address the issue of physical inactivity at workplaces. The approach involves a gamified toolkit called Workplace Vitality Mapping (WVM) (see Figure 1) designed to encourage self-reflection in sedentary contexts and foster the envision of physical vitality scenarios. This hybrid toolkit comprises two main components: A Card Game (on-site) for context reflection and a Co-design Canvas (Online) for co-designing vitality solutions. Through the card games, participants reflect on key sedentary contexts, contemplating their preferable physical vitality scenarios with relevant requirements. The co-design canvas facilitates the collaborative construction and discussion of vitality scenarios’ development. The perceptions and interactions of the proposed toolkit from the target group were studied and observed through a hybrid workshop, which demonstrated promising results in terms of promoting participants’ engagement experience in contextual reflections and deepening their systemic understanding to tackle the physical inactivity issue. As physical inactivity becomes an increasingly pressing concern, this approach offers a promising participatory way for gaining empathetic insights toward community-level solutions.
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Using hybrid toys to deliver physical therapy is an innovative way to engage children in personalised healthcare. However, there is an urgency to understand children’s needs in their digital-physical play experience, to effectively design these toys. The aims of this explorative study were to identify the needs of children in their play experience and to examine co-creation workshops as a mean to do that. Ten children and thirteen observers participated. Participants were asked to reflect on what they like most about play, while building a hybrid toy and discussing the rationale behind their actions. The statements were written down by the observers and analysed via concept mapping and network analysis to categorise them. Finally, the children filled in a questionnaire after the session to assess the acceptance of the workshop. We have found that the identified needs can refer to different aspects from psychological to practical functionality, providing a wide panorama of requirements. The results of the questionnaire show that children enjoyed the topic, the use of technology, and the process of co-creation. The combination of co-creation with concept mapping allows us to collect and categorise the identified needs to further develop future designs.
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Nomination Best Research & Practice Project Award at the EAPRIL conference, Jyväskylä, Finland. Hybrid forms of learning environments in vocational education are central to the two projects of this application: a design-oriented, applied research project from the Centre for Expertise in Vocational Education (ecbo-project) and an educational innovation/practitioner-research project (hpboproject). A PhD-research project is closely related.
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Vocational education and training (VET) plays a central role in preparing young people for work, developing adequate skills and responding to the labour-market needs of the economy. The transition learners are required to make from education to the workplace is a complex, and often problematic, process (Tynjälä, Välimaa, & Sarja, 2003). Studies show a gap between what is learned and what is required of competent professionals in an ever more complex world (Baartman & De Bruijn, 2011). The integration of students? learning experiences across academic and practice settings is currently of considerable interest within the educational sectors in a number of countries (Billett, 2011), among which the Netherlands. The last decade Dutch VET institutes haven been experimenting to design learning environments that cross the traditional school boundaries into working life. Zitter (2010) introduced the term hybrid learning environments . "A learning environment can be considered as a hybrid learning environment? When different formal and informal elements are woven together into coherent programmes of learning and into single learning environments, rather than a programme that combines different components with the aim of offering a more enticing menu of learning for the students" (Zitter & Hoeve, 2012 in OECD, 2013, pp. 138).
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De afgelopen negen maanden zijn met elkaar gegroeid naar blended, hybride en online onderwijs met ook zo’n 30% op campus. Digitaal kan er veel meer dan we dachten, maar we missen de ‘chemie en het kletsen’ in de klas, blijkt uit ons onderzoek. Men zegt: ‘Voor echt goed onderwijs moet je elkaar zien, elkaar ontmoeten'. In deze interactieve workshop vinden we woorden voor wat we dan missen op het gebied van ‘community in de klas’ en verkennen hoe we dat toch kunnen verkrijgen. Na afloop van de workshop hebben deelnemers een idee of en hoe je community kan creëren in de (post) corona klas.
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