Virtual reality (VR) has enjoyed a steep growth in awareness in society in recent years and is considered a promising tool for the design and enhancement of experiences. However, as research and use cases in the hospitality context are expanding rapidly, it is crucial to define a clearer research direction that aligns the number of scattered studies across various fields. It is time to overcome the boundaries of the technological dimension and explore methods for purposeful VR design. This research note calls for more user-centric VR studies and developments to define the future direction of VR implementations in the hospitality and tourism industry. To achieve this, the authors recommend the use of design methodology with a focus on the first steps in the design process to clearly identify and understand customers' needs and desires independent of VR technology.
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Explainable Artificial Intelligence (XAI) aims to provide insights into the inner workings and the outputs of AI systems. Recently, there’s been growing recognition that explainability is inherently human-centric, tied to how people perceive explanations. Despite this, there is no consensus in the research community on whether user evaluation is crucial in XAI, and if so, what exactly needs to be evaluated and how. This systematic literature review addresses this gap by providing a detailed overview of the current state of affairs in human-centered XAI evaluation. We reviewed 73 papers across various domains where XAI was evaluated with users. These studies assessed what makes an explanation “good” from a user’s perspective, i.e., what makes an explanation meaningful to a user of an AI system. We identified 30 components of meaningful explanations that were evaluated in the reviewed papers and categorized them into a taxonomy of human-centered XAI evaluation, based on: (a) the contextualized quality of the explanation, (b) the contribution of the explanation to human-AI interaction, and (c) the contribution of the explanation to human- AI performance. Our analysis also revealed a lack of standardization in the methodologies applied in XAI user studies, with only 19 of the 73 papers applying an evaluation framework used by at least one other study in the sample. These inconsistencies hinder cross-study comparisons and broader insights. Our findings contribute to understanding what makes explanations meaningful to users and how to measure this, guiding the XAI community toward a more unified approach in human-centered explainability.
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(Digitaal) Bewegen op maat studie toolkitDe BAAT Co-Creatie-KIT is een toolkit voor behoefte-onderzoek naar (digitaal) bewegen op maat. Het bevat een fitness-band, een flyer met tips en tricks voor (digitaal) bewegen op maat en een speciaal ontworpen activiteiten dagboek 'One week in the life of'.Zie: http://www.digitallifecentre.nl/nieuws/out-now-studie-toolkit-voor-digitaal-bewegen-op-maat
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Augmented reality (AR) has moved into the spotlight of technological developments to enhance tourist experiences, presenting a need to develop meaningful AR applications. However, few studies so far have focused on requirements for a user-centric AR application design. The study aims to propose a method on translating psychological and behavioral indicators of users into relevant technical design elements for the development of mobile AR tourism applications in the context of urban heritage tourism. The research was conducted in three phases to generate a quality function deployment (QFD) model based on interviews, focus groups and questionnaires of international tourists and industry professionals. Key categories, content requirements, function requirements, and user resistance were defined for the identification of requirements. The outcomes of the study outline tourist requirements based on behavioral and psychological indicators and propose a method for translating them into technical design elements for tourist mobile AR applications.
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Wereldwijd schieten ze als paddenstoelen uit de grond: living labs. Deze ‘levende laboratoria’ zijn er in alle soorten en maten. Meestal wordt het lab gezien als een onderzoeks- en ontwikkelomgeving om een probleem met verschillende partijen op een innovatieve manier op te lossen. De thema’s van de labs variëren van het ontwerpen van de lichtste boot of de snelste (zonne)auto tot het opnieuw inrichten van een havengebied, halvering van koolstof-uitstoot van het goederenvervoer in steden, nieuwe zorgconcepten of het versterken van de lokale democratie. Wat iemand van het meedoen aan een living lab zou kunnen leren wordt uitgelegd aan de hand van een living lab waaraan de auteur zelf als deelnemer drie keer heeft meegedaan, Aalto Camp for Societal Innovation (ACSI).
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Tijdens deze openbare les presenteer ik u de visie en de ambitie van waaruit het lectoraat deze bijdrage wil leveren. Die ambitie is een uitwerking van de ambitie van het Kenniscentrum Innovatie en Business, waar expertise op het terrein van businessmodellen en ondernemerschap wordt ontwikkeld en uitgedragen.
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This paper introduces the Internet-of-Things (IoT) and describes its evolution from a concept proposed by Kevin Ashton in 1999 through its public emergence in 2005 in a United Nations ITU report entitled “The Internet of Things”, to the present day where IoT devices are available as off-the-shelf products from major manufacturers. Using a systematic study of public literature, the paper presents a five-phase categorisation of the development of the Internet-of-Things from its beginnings to the present day. Four mini case studies are included to illustrate some of the issues involved. Finally, the paper discusses some of the big issues facing future developers and marketers of Internet-of-Things based products ranging from artificial intelligence (AI) through to customer privacy and acceptance finishing with an optimistic assessment of the future of the Internet-of-Things.
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In cities worldwide, tools for citizen-centric local initiativesto facilitate collaboration and joint decision-making aredeployed as alternatives to the use of large corporatesocial media platforms such as Facebook. These communityplatforms often aim to empower users and enable civicparticipation in local (neighbourhood) developments, butnot without encountering their own issues. Some of theseplatforms struggle to find the best ways to feature hyper-local issues on their online platforms, such as loneliness ofthe elderly or the infrastructure of the local landscape. Othersmight succeed in developing an easy-to-use platform, butlack a solid, motivated and consistent user base that supportsthe community initiative.In this cahier, we explore how we can use digital, visualand participatory research methods to strengthen civicorganisations through improving their tools for citizenempowerment. Throughout the text, we will address boththe process (the methods for mapping and the workshopsfor participatory mapping), and the substance of theresearch (i.e., the outcomes of the mappings and the resultsof the annotation workshops with the civic organisations).Additionally, we will show and discuss student projects thatmade use of our research, as input for their design processes.
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Mobility hubs facilitate multimodal transport and have the potential to improve the accessibility and usability of new mobility services. However, in the context of increasing digitalisation, using mobility hubs requires digital literacy or even owning a smartphone. This constraint may result in the exclusion of current and potential users. Digital kiosks might prove to be a solution, as they can facilitate the use of the services found at mobility hubs. Nevertheless, knowledge of how digital kiosks may improve the experience of disadvantaged groups remains limited in the literature. As part of the SmartHubs project, a field test with a digital kiosk was conducted with 105 participants in Brussels (Belgium) and Rotterdam (The Netherlands) to investigate the intention to use it and its usability in the context of mobility hubs. This study adopted a mixed methods approach, combining participant observation and questionnaire surveys. Firstly, participants were asked to accomplish seven tasks with the digital kiosk while being observed by the researchers. Finally, assisted questionnaire surveys were conducted with the same participants, including close-ended, open-ended and socio-demographic questions. The results offer insights into the experience of the users of a digital kiosk in a mobility hub and the differences across specific social groups. These findings may be relevant for decision-makers and practitioners working in urban mobility on subjects such as mobility hubs and shared mobility, and for user interface developers concerned with the inclusivity of digital kiosks.
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The use of Augmented Reality (AR) in industry is growing rapidly, driven by benefits such as efficiency gains and ability to overcome physical boundaries. Existing studies stress the need to take stakeholder values into account in the design process. In this study the impact of AR on stakeholders' values is investigated by conducting focus groups and interviews, using value sensitive design as a framework. Significant impacts were found on the values of safety, accuracy, privacy, helpfulness and autonomy. Twenty practical design choices to mitigate potential negative impact emerged from the study.
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