Research into automatic text simplification aims to promote access to information for all members of society. To facilitate generalizability, simplification research often abstracts away from specific use cases, and targets a prototypical reader and an underspecified content creator. In this paper, we consider a real-world use case – simplification technology for use in Dutch municipalities – and identify the needs of the content creators and the target audiences in this scenario. The stakeholders envision a system that (a) assists the human writer without taking over the task; (b) provides diverse outputs, tailored for specific target audiences; and (c) explains the suggestions that it outputs. These requirements call for technology that is characterized by modularity, explainability, and variability. We argue that these are important research directions that require further exploration
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Robots are increasingly used in a variety of work environments, but surprisingly little attention has been paid to how robots change work. In this comparative case study, we explore how robotization changed the work design of order pickers and order packers in eight logistic warehouses. We found that all warehouses robotized tasks based on technological functionality to increase efficiency, which sometimes created jobs consisting of ‘left-over tasks’. Only two warehouses used a bottom-up approach, where employees were involved in the implementation and quality of work was considered important. Although the other warehouses did not, sometimes their work design still benefitted from robotization. The positive effects we identified are reduced physical and cognitive demands and opportunities for upskilling. Warehouses that lack attention to the quality of work may risk ending up with the negative effects for employees, such as simplification and intensification of work, and reduced autonomy. We propose that understanding the consequences of robots on work design supports HR professionals to help managing this transition by both giving relevant input on a strategic level about the importance of work design and advocating for employees and their involvement.
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Closing the loop of products and materials in Product Service Systems (PSS) can be approached by designers in several ways. One promising strategy is to invoke a greater sense of ownership of the products and materials that are used within a PSS. To develop and evaluate a design tool in the context of PSS, our case study focused on a bicycle sharing service. The central question was whether and how designers can be supported with a design tool, based on psychological ownership, to involve users in closing the loop activities. We developed a PSS design tool based on psychological ownership literature and implemented it in a range of design iterations. This resulted in ten design proposals and two implemented design interventions. To evaluate the design tool, 42 project members were interviewed about their design process. The design interventions were evaluated through site visits, an interview with the bicycle repairer responsible, and nine users of the bicycle service. We conclude that a psychological ownership-based design tool shows potential to contribute to closing the resource loop by allowing end users and service provider of PSS to collaborate on repair and maintenance activities. Our evaluation resulted in suggestions for revising the psychological ownership design tool, including adding ‘Giving Feedback’ to the list of affordances, prioritizing ‘Enabling’ and ‘Simplification’ over others and recognize a reciprocal relationship between service provider and service user when closing the loop activities.
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We applaud many of the sentiments put forward by Cohen et al in their critique of language and logic in pain medicine. 8 Pleas to avoid conflation between nociception and pain are not new - “The mislabelling of nociceptors as pain fibres was not an elegant simplification but a most unfortunate trivialisation of pain”29 ; “.. we don't actually have ‘pain receptors’, or ‘pain nerves’ or ‘pain pathways’ or ‘pain centres.’”4 We are among those who see such conflation as contrasting with contemporary understandings of ‘how pain works’ and undermining evidence-based treatment approaches.
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The purpose of the research we undertook for this Conference Paper was to investigate whether marketing campaigns for specific types of drinks could be directed towards age cohorts rather than towards intercultural differences between countries. We developed consumer profiles based on drinking motives and drinking behavior by age cohorts. We hypothesized that differences between countries in the youngest age groups are smaller than in the older age groups, where country specific tradition and culture still plays a more prominent role. We, therefore tested, from the data obtained by the COnsumer BEhaviouR Erasmus Network (COBEREN), the hypothesis that the extent to which the age specific profiles differ between countries increases with age. The results confirm our hypothesis that the extent to which drinking motives differ between countries increases with age. Our results suggest that marketing campaigns which are directed towards drinking motives, could best be tailored by age cohort, in particular when it concerns age group 18-37 and more particular for beer, spirits and especially premix drinks. Marketing campaigns for non-alcoholic beverages should be made specific for the British countries and the Western countries, but even more effectively be made specific for the age cohort 18-37.
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The aim of this research is to explore the potential of Mixed Reality (MR) technologies for Operator Support in order to progress towards Industry 4.0 (I4.0) particularly for SMEs. Through a series of interventions and interviews conducted with local SMEs, potential use cases and their drawbacks have been identified. From this, insights were derived that serve as a starting point for conducting further experiments with MR technology in the smart manufacturing laboratory at the THUAS in Delft. The intervention consisted of a free form workshop in which the participants get ‘tinkering’ time to explore MR in their own work environment. The various levels of awareness were assessed in three stages: during an introductory interview, and after an instruction meeting and some ‘tinkering’. The study took place in the period from January 2022 to July 2022 with 10 local SMEs in the Netherlands. The results show that for all SMEs the awareness and understanding increased. The use cases identified by operators themselves concerned Quality Control, Diagnostics, Instruction, Specification and Improvement of Operations. Drawbacks foreseen related to Ergonomic Concerns, Resistance from operators, Technical considerations, Unavailability of MR device and an insufficient digital infrastructure to support MR in full extent. The use case most promising to the participants was further developed into a physical prototype for an ‘assisted assembly cell’ by which the aspects of ergonomics and the mentioned technical considerations could be analysed.
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This paper presents the results of an exercise to assess the effects of metaphors on knowledge management. Knowledge is an abstract phenomenon with no direct referent in the real world. To think and talk about knowledge we use conceptual metaphors. The exercise shows that these metaphors greatly influence the problems we identify related to knowledge in organizations and the type of knowledge management solutions we propose. The knowledge as water metaphor used in this exercise – which reflects the dominant way of thinking in Western knowledge management literature – leads to the thingification of knowledge, resulting in a discourse about ways to formalize, manage and control knowledge. This discourse primarily serves the interests of management. In contrast, the knowledge as love metaphor used in this exercise – which reflects more an Asian way of thinking about knowledge – shifts the discourse from the topic of knowledge as a thing to the underlying preconditions for good knowledge work. These conditions include the facilitation of knowledge professionals, the quality of the relationships in the organization, and the quality of the organizational culture. This discourse is aimed at humanizing the organization instead of formalizing it and is more in the interest of employees.
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Business rules play a critical role during decision making when executing business processes. Existing modelling techniques for business rules offer modellers guidelines on how to create models that are consistent, complete and syntactically correct. However, modelling guidelines that address manageability in terms of anomalies such as insertion, update and deletion are not widely available. This paper presents a normalisation procedure that provides guidelines for managing and organising business rules. The procedure is evaluated by means of an experiment based on existing case study material. Results show that the procedure is useful for minimising insertion and deletion anomalies.
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Whitepaper: The use of AI is on the rise in the financial sector. Utilizing machine learning algorithms to make decisions and predictions based on the available data can be highly valuable. AI offers benefits to both financial service providers and its customers by improving service and reducing costs. Examples of AI use cases in the financial sector are: identity verification in client onboarding, transaction data analysis, fraud detection in claims management, anti-money laundering monitoring, price differentiation in car insurance, automated analysis of legal documents, and the processing of loan applications.
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Our society faces many challenges, necessitating collaborative efforts among multiple stakeholders. Our students learn this in living labs. This paper explores preliminary research on introducing co-design to novices. We introduce a case study exploring how design educators can support students in developing co-design competencies. Central to this study is our Co-Design Canvas, introduced as a pivotal tool for fostering open dialogue among diverse stakeholders. This stimulates collaboration through effective teamwork and empathic formation. The research questions aim to discover effective methods for introducing the Co-Design Canvas to living lab students, and to identify the necessary prior knowledge and expertise for both novices and educators to effectively engage with and teach the Co-Design Canvas. The paper advocates for a pedagogical shift to effectively engage students in multi-stakeholder challenges. Through a series of workshops, the Co-Design Canvas was introduced to novices. We found that this required a significant cognitive stretch for staff and students. The paper concludes by presenting a, for now, final workshop format consisting of assignments that supports introducing the Canvas and thereby co design to societal impact design novices. This program better prepares students and coaches for multi stakeholder challenges within living labs.
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