The concept of intermediate-level knowledge is increasingly used in interaction design research and media architecture. Recently it has been proposed that intermediate-level knowledge is better actionable to designers when it is conveyed on multiple levels of abstraction. This paper shares an approach-in-the-making to generate and disseminate knowledge in line with this proposition. We describe an ongoing exploratory case in which the aim is to generate actionable insights with regards to promoting neighborhood resilience through media architecture. In our approach we explicate knowledge on three levels of abstraction: design examples (most concrete), a framework (most abstract) and design strategies (in between design examples and framework). We discuss how the roles of these levels of abstraction are distinct when either generating or disseminating knowledge. We conclude our paper by looking ahead. As our research team will start to engage with partners in social design, architecture and urban planning, we will explore how our multi-level approach to intermediate-level knowledge is fruitful in generating actionable insights for a more interdisciplinary audience.
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The numerous grand challenges around us demand new approaches to build alternative sustainable futures collectively. Whereas these so-called co-design processes are becoming more mainstream, many multi-stakeholder coalitions lack practical guidance in these dynamic and systemic challenges based on entangled relationships, interactions, and experiences between stakeholders and their environments. Although scholars and practitioners convey a lot of co-design theories and methods, there does not seem to be a practical instrument beyond methods that supports new coalitions with an overview of a co-design process to come and in making shared and fundamental co-design decisions. Therefore, this paper proposes the empathic Co-Design Canvas as a new intermediate-level knowledge product existing of eight co-design decision cards, which together make up the Canvas as a whole. The Canvas is based on an existing theoretical framework defined by Lee et al. (2018), an empirical case study, and a diversity of experiences in education and practice. It aims at supporting multi-stakeholder coalitions to flexibly plan, conduct, and evaluate a co-design process. Moreover, the Canvas encourages coalitions to not only discuss the problematic context, a common purpose, envisioned impact, concrete results, and each other’s interests and knowledge, but also power, which can create trust, a more equal level playing field and empathy, and help manage expectations, which is greatly needed to overcome today’s grand challenges.
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The sources of productivity have always been the main subject of economic debate because they are the main determinants of profitability and competitiveness. In order to improve productivity we should be able to identify the sources of productivity. This article presents a method for measuring the sources of knowledge productivity in order to give direction to knowledge management initiatives. The method is based on a theoretical framework which combines two different perspectives (economic and process) on knowledge productivity. This article presents the methodological and theoretical framework, the initial design of the method and the results of the first two case studies. The relevance of this article is that it combines the concepts of knowledge management and intellectual capital measurement in the relatively new concept of knowledge productivity.
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A case study and method development research of online simulation gaming to enhance youth care knowlegde exchange. Youth care professionals affirm that the application used has enough relevance as an additional tool for knowledge construction about complex cases. They state that the usability of the application is suitable, however some remarks are given to adapt the virtual environment to the special needs of youth care knowledge exchange. The method of online simulation gaming appears to be useful to improve network competences and to explore the hidden professional capacities of the participant as to the construction of situational cognition, discourse participation and the accountability of intervention choices.
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Extending the lifespan of products can be approached in several ways. One promising way is to give users a greater sense of ownership of the products that are used. In the context of Product Service Systems (PSS), products are often used temporarily, shared with others, and offered through a technology-mediated environment. Not much is known about psychological ownership in this context. To evaluate psychological ownership affordances as an intermediate knowledge tool in the context of PSS, we started a case study focused on a bicycle sharing service of The Student Hotel (TSH). The central question was how a design approach, based on psychological ownership, can help to redesign the bicycle-service of TSH to contribute to extended lifespans of the bicycles. This resulted in ten exemplary designs as project outcomes and two implemented design interventions in a TSH branch. All project members and stakeholders (app supplier X-bike and Roetz-bikes mechanics) and students of Eindhoven University of Technology (TU/e) and Utrecht University of Applied Sciences (HU) (n=42) were interviewed on process efficiency, process quality and design quality at the end of the collaboration. We performed a qualitative analysis to identify when and how the team members applied the design tool, how these obstructed or supported the design process, and if the team members show shared understanding of the behavioral and/or social consequences of their decisions. The results show both top-down and bottom-up insights, leading to four suggestions for adapting the existing model as an intermediate knowledge tool: (1) being more goal-oriented, (2) consider a hierarchy of affordances, (3) consider to add a new affordance and (4) recognize a more active role of the service provider.
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We present a novel architecture for an AI system that allows a priori knowledge to combine with deep learning. In traditional neural networks, all available data is pooled at the input layer. Our alternative neural network is constructed so that partial representations (invariants) are learned in the intermediate layers, which can then be combined with a priori knowledge or with other predictive analyses of the same data. This leads to smaller training datasets due to more efficient learning. In addition, because this architecture allows inclusion of a priori knowledge and interpretable predictive models, the interpretability of the entire system increases while the data can still be used in a black box neural network. Our system makes use of networks of neurons rather than single neurons to enable the representation of approximations (invariants) of the output.
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In programmatic assessment (PA), an arrangement of different assessment methods is deliberately designed across the entire curriculum, combined and planned to support both robust decision-making and student learning. In health sciences education, evidence about the merits and pitfalls of PA is emerging. Although there is consensus about the theoretical principles of PA, programs make diverse design choices based on these principles to implement PA in practice, fitting their own contexts. We therefore need a better understanding of how the PA principles are implemented across contexts—within and beyond health sciences education. In this study, interviews were conducted with teachers/curriculum designers representing nine different programs in diverse professional domains. Research questions focused on: (1) design choices made, (2) whether these design choices adhere to PA principles, (3) student and teacher experiences in practice, and (4) context-specific differences between the programs. A wide range of design choices were reported, largely adhering to PA principles but differing across cases due to contextual alignment. Design choices reported by almost all programs include a backbone of learning outcomes, data-points connected to this backbone in a longitudinal design allowing uptake of feedback, intermediate reflective meetings, and decision-making based on a multitude of data-points made by a committee and involving multi-stage procedures. Contextual design choices were made aligning the design to the professional domain and practical feasibility. Further research is needed in particular with regard to intermediate-stakes decisions.
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To improve people’s lives, human-computer interaction researchers are increasingly designing technological solutions based on behavior change theory, such as social comparison theory (SCT). However, how researchers operationalize such a theory as a design remains largely unclear. One way to clarify this methodological step is to clearly state which functional elements of a design are aimed at operationalizing a specific behavior change theory construct to evaluate if such aims were successful. In this article, we investigate how the operationalization of functional elements of theories and designs can be more easily conveyed. First, we present a scoping review of the literature to determine the state of operationalizations of SCT as behavior change designs. Second, we introduce a new tool to facilitate the operationalization process. We term the tool blueprints. A blueprint explicates essential functional elements of a behavior change theory by describing it in relation to necessary and sufficient building blocks incorporated in a design. We describe the process of developing a blueprint for SCT. Last, we illustrate how the blueprint can be used during the design refinement and reflection process.
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Worldwide there is a lack of well-educated and experienced information security specialists. The first step to address this issue is arranging enough people with a well-known and acceptable basic level of information security competences. However, there might be a lot of information security education and training, but there is anything but a well-defined outflow level with a known and acceptable basic level of information security competences. There exists a chaotic situation in respect of the qualification of information security professionals, with the emergence of a large number of difficult to compare certificates and job titles. Apparently the information security field requires uniform qualifications that are internationally recognized. Such qualifications could be an excellent way of unambiguously clarifying the knowledge and skills of information security professionals. Furthermore it gives educational institutions a framework which facilitates the development of appropriate information security education and training.
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Calls for transformative change and participatory modes of knowledge production demand researchers to assume new roles. This paper synthesizes the literature on knowledge co-production and researcher roles to explore challenges for researchers involved in transdisciplinary environmental management projects. Our research methods combine a scoping review and reflections on personal experiences with three transdisciplinary projects. To conceptualize researcher roles in transdisciplinary knowledge co-production, we distinguish between three spaces: knowledge, formal policy, and stakeholder. Knowledge co-production requires collaboration between actors from different spaces and integration of diverse knowledge sources and types. Depending on whether researchers adopt knowledge-oriented, change-oriented or intermediating roles, they will experience different challenges. When researchers combine knowledge development with change-oriented and/or intermediating roles, they encounter new challenges, such as, maintaining independence or objectivity. To assist researchers in transdisciplinary projects, we conclude with a checklist of four elements to reflect upon: orientation, norms and values, expectations and resources.
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