Over the past decade, journalists have created in-depth interactive narratives to provide an alternative to the relentless 24-hour news cycle. Combining different media forms, such as text, audio, video, and data visualisation with the interactive possibilities of digital media, these narratives involve users in the narrative in new ways. In journalism studies, the convergence of different media forms in this manner has gained significant attention. However, interactivity as part of this form has been left underappreciated. In this study, we scrutinise how navigational structure, expressed as navigational cues, shapes user agency in their individual explorations of the narrative. By approaching interactive narratives as story spaces with unique interactive architectures, in this article, we reconstruct the architecture of five Dutch interactive narratives using the walkthrough method. We find that the extensiveness of the interactive architectures can be described on a continuum between closed and open navigational structures that predetermine and thus shape users’ trajectories in diverse ways.
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Interactivity as part of journalistic narratives is a common practice in newsrooms around the world. Interactive journalistic narratives developed as a subgenre of online journalism in the decade following Snow Fall: The Avalanche of Tunnel Creek (The New York Times, 2012) after which news organisations started to engage in interactive and multimedia storytelling. This complex journalistic genre involves a significant investment of time and money. It encompasses extensive research and engaging online storytelling, which both require advanced technological and journalistic skills. This thesis focuses on interactive journalistic narratives in the Netherlands. Using innovative qualitative research methods, this PhD research explores the consequences of interactivity for the narrative, the production process, and the user experience. The results reveal a tension between the promises of interactivity and the practical application thereof. Creators of interactive narratives hope to engage their audiences with interactive elements woven into their stories. This is part of the changing relationship between journalists and their audience. The results of this thesis indicate that journalists reimagine this relationship in a traditional way, meaning the audience is seen as a recipient of journalistic stories. However, creators deliberately use interactive elements in their journalistic storytelling to engage audiences. With moderate success it seems as the results of the audience study suggest; users reported an increased sense of involvement with the narratives when interactive options allowed them to personalise the story
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This article provides a nano (hyperlocal) view of climate change mitigation by viewing regenerative organizing through the eyes (as well as bodies and senses, etc.) of the households engaged in community-based energy projects. By showing what humans make up for in the largely absent relationship between nature and technology in these projects, we envision an incremental extension of the literature on community-based energy. The radically different contribution we aim to make is a tripartite imbrication that brings in natural agency alongside the human and the technical but specifies precisely how nano (smaller than micro) embodied practices afford mis- and realignments. https://doi.org/10.1177/1086026619886841 LinkedIn: https://www.linkedin.com/in/helenkopnina/
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Promotor : Prof. dr. S. Brinkkemper In recent years the focus on business process improvement has greatly increased in industry as well as in public and health institutions. Information systems and especially Business Process Management (BPM) systems are essential to achieve this. Despite success and opportunities for organizations that innovate with BPM applications there are also many failures of implementations caused by both technical and non-technical problems. In many instances it appears that user participation and user involvement are critical to the success of implementation. To overcome the many problems this thesis reports on research that focused on the improvement of the user participation practice. Therefore the main research question in this PhD thesis is: How can user participation in BPM implementation be successful?
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Purpose: The aims of this study were to investigate how a variety of research methods is commonly employed to study technology and practitioner cognition. User-interface issues with infusion pumps were selected as a case because of its relevance to patient safety. Methods: Starting from a Cognitive Systems Engineering perspective, we developed an Impact Flow Diagram showing the relationship of computer technology, cognition, practitioner behavior, and system failure in the area of medical infusion devices. We subsequently conducted a systematic literature review on user-interface issues with infusion pumps, categorized the studies in terms of methods employed, and noted the usability problems found with particular methods. Next, we assigned usability problems and related methods to the levels in the Impact Flow Diagram. Results: Most study methods used to find user interface issues with infusion pumps focused on observable behavior rather than on how artifacts shape cognition and collaboration. A concerted and theorydriven application of these methods when testing infusion pumps is lacking in the literature. Detailed analysis of one case study provided an illustration of how to apply the Impact Flow Diagram, as well as how the scope of analysis may be broadened to include organizational and regulatory factors. Conclusion: Research methods to uncover use problems with technology may be used in many ways, with many different foci. We advocate the adoption of an Impact Flow Diagram perspective rather than merely focusing on usability issues in isolation. Truly advancing patient safety requires the systematic adoption of a systems perspective viewing people and technology as an ensemble, also in the design of medical device technology.
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Symposium ESWRA - ECSWR 2016: empirical ethics in social work. Objective: ethical aspects of social work (esp. at home) Structure: cooperation of the research group of UAS Utrecht Netherlands with six regional welfare organizations Method: practice based ethics research Focus on professional practice: learning from moral experiences in frontline practice (cf. Van Doorn, 2008) Hybrid approach: combining theoretical resources and professional practice (cf. Banks & Gallagher, 2009) Mixed methods: desk research, interviews, best practice units (BPU), development of ethical tools
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Under what conditions is end-user training (EUT) as part of the implementation of a business process management (BPM) system successful? This question is addressed in this paper. Based on the literature on EUT and implementation success, we first argue that user involvement with, and attitude towards, a BPM system, both have a conditional effect on the relationship between EUT and the implementation success of the system. Secondly, we investigated this expectation empirically, by measuring the practice of EUT as perceived by end-users. Using a mixed method approach, survey data was collected from 143 end-users of a BPM system in a large Dutch social insurance organisation, and by 49 additional semi-structured interviews. Regression analysis of the survey data shows that attitude variables indeed have a significant moderating influence on implementation success. In addition, the interviews revealed that specific attention must be paid to the arrangements for EUT when deploying BPM systems in this type of organisations. Arguments are given for a more comprehensive way of measuring and optimising EUT during the implementation of information systems/information technology in organisations.
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Over the past years, innovative technologies (such as Virtual Reality (VR), Augmented Reality (AR) and Mixed Reality (MR)) have become more common within news organizations. These technologies allow users to immerse themselves in a virtual world. With these types of productions, the journalist tries to engage and involve the user by introducing emotional styles, often to create empathy. This does not only demand new technological skills, but also challenges the way journalist allow emotions in journalistic productions, and what role they take in relation to the story and the user. Through fifteen in-depth interviews with immersive producers and experts in renowned news organizations across the globe, this paper examines both the motivations of journalists who produce immersive stories, and how they seek to balance traditional journalistic norms and emotionality in them. The results show that journalists believe that emotions and facts can be compatible with journalistic production. Yet, they struggle with their role in relation to the user. Immersive journalism obliges journalists to carefully reconsider their relationship with their public. In sum, this study illuminates an ongoing professional debate on the role of emotionality, user agency, and journalistic control and autonomy.
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Background: Adequate self-management skills are of great importance for patients with chronic obstructive pulmonary disease (COPD) to reduce the impact of COPD exacerbations. Using mobile health (mHealth) to support exacerbation-related self-management could be promising in engaging patients in their own health and changing health behaviors. However, there is limited knowledge on how to design mHealth interventions that are effective, meet the needs of end users, and are perceived as useful. By following an iterative user-centered design (UCD) process, an evidence-driven and usable mHealth intervention was developed to enhance exacerbation-related self-management in patients with COPD. Objective: This study aimed to describe in detail the full UCD and development process of an evidence-driven and usable mHealth intervention to enhance exacerbation-related self-management in patients with COPD. Methods: The UCD process consisted of four iterative phases: (1) background analysis and design conceptualization, (2) alpha usability testing, (3) iterative software development, and (4) field usability testing. Patients with COPD, health care providers, COPD experts, designers, software developers, and a behavioral scientist were involved throughout the design and development process. The intervention was developed using the behavior change wheel (BCW), a theoretically based approach for designing behavior change interventions, and logic modeling was used to map out the potential working mechanism of the intervention. Furthermore, the principles of design thinking were used for the creative design of the intervention. Qualitative and quantitative research methods were used throughout the design and development process. Results: The background analysis and design conceptualization phase resulted in final guiding principles for the intervention, a logic model to underpin the working mechanism of the intervention, and design requirements. Usability requirements were obtained from the usability testing phases. The iterative software development resulted in an evidence-driven and usable mHealth intervention—Copilot, a mobile app consisting of a symptom-monitoring module, and a personalized COPD action plan. Conclusions: By following a UCD process, an mHealth intervention was developed that meets the needs and preferences of patients with COPD, is likely to be used by patients with COPD, and has a high potential to be effective in reducing exacerbation impact. This extensive report of the intervention development process contributes to more transparency in the development of complex interventions in health care and can be used by researchers and designers as guidance for the development of future mHealth interventions.
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The authors of this article offered training aimed at strengthening the ethical agency of 15 social workers of three Dutch welfare organisations. At the same time, we conducted research into the ethical impact of the training, making use of an adaptation of the Most Significant Change approach (MSC). The participants wrote stories about the most significant change they experienced as a result of the training which we subsequently discussed with care recipients, care providers, and operational care managers. The MSC-stories revealed that the training was significant for the participants, especially to (re)connect with themselves, and with others, as well as to slow down and engage in collective ethics work. At the same time, the learning processes and the learning outcomes diverged, due to individual differences in professional motivation and working conditions. Most MSC-stories show that the training was significant because it helped the social workers to deal ethically with a specific working condition that they experienced somehow as problematic, mostly because it was at odds with their professional motivation. The stakeholders preferred MSC-stories that focus on the impact on professionals as employees, on their relation with service users or on the actual delivered care.
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