Behaviour Change Support Systems (BCSS), already running for the 10th time at Persuasive Technology, is a workshop that builds around the concept of systems that are specifically designed to help and support behaviour change in individuals or groups. The highly multi-disciplinary nature of designing and implementing behaviour change strategies and systems for the strategies has been in the forefront of this workshop from the very beginning. The persuasive technology field is becoming a linking pin connecting natural and social sciences, requiring a holistic view on persuasive technologies, as well as multi-disciplinary approach for design, implementation, and evaluation. So far, the capacities of technologies to change behaviours and to continuously monitor the progress and effects of interventions are not being used to its full potential. The use of technologies as persuaders may shed a new light on the interaction process of persuasion, influencing attitudes and behaviours. Yet, although human- computer interaction is social in nature and people often do see computers as social actors, it is still unknown how these interactions re-shape attitude, beliefs, and emotions, or how they change behaviour, and what the drawbacks are for persuasion via technologies. Humans re-shape technology, changing their goals during usage. This means that persuasion is not a static ad hoc event but an ongoing process. Technology has the capacity to create smart (virtual) persuasive environments that provide simultaneously multimodal cues and psycho-physiological feedback for personal change by strengthening emotional, social, and physical presence. An array of persuasive applications has been developed over the past decade with an aim to induce desirable behaviour change. Persuasive applications have shown promising results in motivating and supporting people to change or adopt new behaviours and attitudes in various domains such as health and wellbeing, sustainable energy, education, and marketing. This workshop aims at connecting multidisciplinary researchers, practitioners and experts from a variety of scientific domains, such as information sciences, human-computer interaction, industrial design, psychology and medicine. This interactive workshop will act as a forum where experts from multiple disciplines can present their work, and can discuss and debate the pillars for persuasive technology.
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De workshop heeft als doel awareness te creëren rondom metadata bij iedereen die betrokken is bij projecten waarin met data gewerkt wordt. Dit betreft zowel de onderzoeker als de datasteward en onderzoeksondersteuner.
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Robotic services, which have started to appear in urbanenvironments, are going to transform our society.Designers of these robots are not only required tomeet technical and legal challenges, but also addressthe potential social, political, and ethical consequencesof their design choices. In this paper, we present aworkshop format with its related tools intendedfor enabling speculation about such possible futuresand fostering reflection on potential socio-ethicalimplications that might support/oppose these futures.We report the results and discussion of one particularworkshop case, in which the implementation of twoparticular robotic services for a city was envisionedand questioned, i.e., surveillance and delivery of goods.By discussing the results, we illustrate how such aworkshop format might be beneficial for setting theagenda for a more conscious design of urban robots andorienting future research towards meaningful themesrelated to the emerging coexistence scenarios betweencitizens and robots.
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Met de twee workshoptemplates kan er binnen andere bedrijven een vergelijkbaar actieonderzoek worden uitgevoerd. De workshoptemplates moeten worden aangepast aan de context en de vraag van de bedrijven. Op deze manier kan het ontwikkelen van een actieve leercultuur worden bevorderd bij andere bedrijven in de sector. Workshoptemplate 1 biedt een format om de vraagarticulatie van een bedrijf te onderzoeken. Workshoptemplate 2 biedt een format voor het ontwerpen van een leerarrangement.
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This work explores the potential of doing collaborative data physicalization for discussing (un)sustainable practices. For this purpose, it draws on experiences from several data physicalization workshops during the period of 2018-2022, conducted in Amsterdam, The Netherlands, which were available to mostly inexpert groups of people, including almost a hundred primary school students. This paper particularly focuses on a recent held dataphys workshop with over 20 adult participants, such as including international students and climate activists. Based on learner reports (self-assessment questionnaires) (N=20), and observations, it was found that the process of making data physicalizations in workshop and educational settings can be beneficial for engaging in collaborative creative and critical discussion of (un)sustainable practices. Particularly, the participants positively indicated to have learned from the dataphys workshop on a 5-point Likert scale and agreed that it enabled (1) critical thinking, (2) data understanding, (3) creativity, (4) collaboration, and (5) awareness of (un)sustainable practices. This paper presents the workshop format, including ingredients such as live cartoon capturing, and challenges in realizing such value in the context of sustainability, such as including a wider public, the conscious use of data and materials, and discussable effective outcomes.
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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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The growing availability of data offers plenty of opportunities for data driven innovation of business models for SMEs like interactive media companies. However, SMEs lack the knowledge and processes to translate data into attractive propositions and design viable data-driven business models. In this paper we develop and evaluate a practical method for designing data driven business models (DDBM) in the context of interactive media companies. The development follows a design science research approach. The main result is a step-by-step approach for designing DDBM, supported by pattern cards and game boards. Steps consider required data sources and data activities, actors and value network, revenue model and implementation aspects. Preliminary evaluation shows that the method works as a discussion tool to uncover assumptions and make assessments to create a substantiated data driven business model.
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We present a number of methodological recommendations concerning the online evaluation of avatars for text-to-sign translation, focusing on the structure, format and length of the questionnaire, as well as methods for eliciting and faithfully transcribing responses.
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The Dutch research project “Wijs met techniek” (Tech-Wise) explores ethics education from a tool-based, practical perspective. Especially if and how practical tools for ethical deliberation on the impact of technology can be helpful in ethics education for engineering students. The approach is first intended as a variation on theories in ethics and technology. Secondly, the approach uses a focus on the impact of technology as a way toward ethical deliberation. Both characteristics are intended to better appeal to engineering students. In the project we cover three levels of higher education: a University, a University of Applied Sciences and a School for Vocational Training. Together we are developing and testing a suite of activating working methods that can be tailored to various engineering programmes. A first result of this is the simple workshop format “ethics for engineers”, consisting of five steps with four effective ingredients. In this paper we present the general format of this workshop and dive in particular into a specific instance of the workshop called “Wonderberries”. The experiences from the workshop show that with a carefully chosen combination of engaging orientation, a specific ‘technology’ and a concrete design exercise the ethical questions and subsequent deliberation and reflection can be very rich.
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