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101.
Relational Services 总被引:1,自引:0,他引:1
Recent research projects have looked for social innovations, i.e., people creating solutions outside the mainstream patterns of production and consumption. An analysis of these innovations
indicates the emergence of a particular kind of service configuration—defined here as relational services—which requires intensive interpersonal relations to operate. Based on a comparative analysis between standard and relational services, we propose to the Service Design discipline an interpretative framework able to reinforce its ability to deal with
the interpersonal relational qualities in services, indicating how these qualities can be understood and favored by design
activities, as well as the limits of this design intervention. Martin Buber’s conceptual framework is presented as the main
interpretative basis. Buber describes two ways of interacting (“I-Thou” and “I-It”). Relational services are those most favoring “I-Thou” interpersonal encounters.
相似文献
Ezio ManziniEmail: |
102.
Giorgio De Michelis Marco Loregian Claudio Moderini 《Knowledge, Technology, and Policy》2009,22(1):71-78
Background In the last 30 years, there has been little innovation in workstations. The desktop metaphor has become the standard user
interface, with its pros (e.g., ease of learning) and cons (e.g., interaction constraints for skilled users, lack of context
awareness).
Objectives In this paper, we present itsme, an Italian initiative to design the next-generation workstation. Interaction design is the basis of the project, as well
as the involvement of a wide community of contributing users.
Results The early design phases of the project led to the definition of a new metaphor for personal computing, based on stories and
venues. The metaphor is being adopted for the development of a novel front-end for the Linux operating system, aimed at fulfilling
the needs and desires of knowledge workers.
相似文献
Claudio ModeriniEmail: URL: http://www.itsme.it |
103.
Building a Better WarBot: Ethical Issues in the Design of Unmanned Systems for Military Applications
Robert Sparrow 《Science and engineering ethics》2009,15(2):169-187
Unmanned systems in military applications will often play a role in determining the success or failure of combat missions
and thus in determining who lives and dies in times of war. Designers of UMS must therefore consider ethical, as well as operational,
requirements and limits when developing UMS. I group the ethical issues involved in UMS design under two broad headings, Building
Safe Systems and Designing for the Law of Armed Conflict, and identify and discuss a number of issues under each of these
headings. As well as identifying issues, I offer some analysis of their implications and how they might be addressed.
相似文献
Robert SparrowEmail: |
104.
The current paper explores choice among alternatives that can be classified into distinct classes. All the members of a particular class were ‘replicated alternatives’: they promised the same payoff distribution. Information to decision makers was limited to feedback concerning the realized (obtained and foregone) payoffs. Experiment 1 demonstrates that increasing the number of replicated alternatives creates confusion (which facilitates random choice) and changes the implications of the tendency to chase recent returns (i.e., select the alternative with the best recent outcomes). This effect, termed ‘confused chasing,’ facilitates risk seeking even when this behavior impairs expected earnings. Experiment 2 reveals that increasing the number of replicated alternatives can reduce (but does not eliminate) the tendency to underweight rare events. Experiment 3 shows that the relative importance of chasing and confusion is sensitive to the likelihood of realizing lower payoffs than the forgone payoffs. The main results are summarized with a simple model assuming that payoff sensitivity decreases with experienced regret. Copyright © 2006 John Wiley & Sons, Ltd. 相似文献
105.
Daniel Fallman 《Knowledge, Technology, and Policy》2007,20(3):193-200
Human–computer interaction (HCI) is the discipline concerned with the design, evaluation, and implementation of interactive
computing systems. Unlike many empirical sciences, HCI researchers do not typically solely study existing technologies, styles
of interaction, or interface solutions. On the contrary, one of the core activities in contemporary HCI is to design new technologies
– in the form of software and hardware prototypes – that act as vehicles through which HCI researchers’ ideas materialize
and take on concrete form. Despite this situation, there is a very modest discussion in the discipline on the role of design
as an activity in the research process; whether or not HCI could in fact be better understood as a design discipline than
as an empirical science; and if, and if so how, the design element in HCI goes with its empirical claims.
This paper is specifically about the element of design as currently manifest in HCI research. We dig deeper into HCI as a
design discipline by suggesting, analyzing, and discussing what appear to be tensions between two competing traditions in
the relationship between design and research. 相似文献
106.
Arno G. Wouters 《Erkenntnis》2007,67(1):65-80
This paper is concerned with reasonings that purport to explain why certain organisms have certain traits by showing that
their actual design is better than contrasting designs. Biologists call such reasonings ‘functional explanations’. To avoid
confusion with other uses of that phrase, I call them ‘design explanations’. This paper discusses the structure of design
explanations and how they contribute to scientific understanding. Design explanations are contrastive and often compare real
organisms to hypothetical organisms that cannot possibly exist. They are not causal but appeal to functional dependencies
between an organism’s different traits. These explanations point out that because an organism has certain traits (e.g., it
lives on land), it cannot be alive if the trait to be explained (e.g., having lungs) were replaced by a specified alternative
(e.g., having gills). They can be understood from a mechanistic point of view as revealing the constraints on what mechanisms
can be alive.
相似文献
Arno G. WoutersEmail: |
107.
108.
XU Zhaoqing 《Frontiers of Philosophy in China》2015,10(2):298
As a byproduct of solving the surprise-exam paradox, Saul Kripke formulates a “dogmatism paradox” which seems to show that knowledge entails dogmatism. In this paper, the author analyzes the nature of the dogmatism paradox from a logical dynamical perspective. The author suggests that the dogmatism paradox is better understood as a paradox of knowledge attribution rather than of knowledge. Therefore, the dogmatism paradox could be solved without sacrificing the principle of epistemic closure. Based on a famous version of relevant alternatives theory, the author formalizes a logic of knowledge attribution in the style of logical dynamics, namely, public retraction logic, and analyzes how knowledge attributions are retracted with the expansion of relevant alternatives. 相似文献
109.
Drawing on recent work in emotional and cultural geography, the author brings Derrida's concept of hauntology into communication with thinking about atmospheres. The research deployed a mixed-method approach including audio documentation, observation, focus groups and interviews to look at the use of spectrality in the making of atmospheres associated with A Knight's Peril, an interactive game played at Bodiam Castle in the South East of England. The paper argues that the figure of the ghost is a useful heuristic towards understanding how designers conjure and exploit the emotional and affective power of atmospheres. At Bodiam, these techniques are deployed in an attempt to facilitate new understandings of the past. 相似文献
110.
The Spreading of Alternatives: Is it the Perceived Choice or Actual Choice that Changes our Preference? 下载免费PDF全文
After making a difficult choice, the preference rating of a chosen alternative tends to increase, and the rating of the rejected one tends to decrease. Such a change of preference is called spreading of alternatives. It is unclear whether it is the choice itself, or the choice one believes one has made that leads to preference change. Using a facial attractiveness task, we addressed this question by setting up an experiment to measure how the actual choice and perceived choice changed the preference. In the current study, participants first rated the attractiveness of female faces, and then made a choice between two faces that they had rated the same, after which, they re‐rated the female faces. Notably, in the re‐rating session, participants were given either veridical, false, or no feedback about their prior choice. This way, we were able to measure the functions of actual choice and perceived choice in rating changes. Results showed that both actual action and perceived action exert significant influence in shaping preference. The veridical feedback enhanced the spreading of alternatives effect whereas the false feedback weakened this effect, indicating that preference can be modulated by explicit manipulation. Copyright © 2016 John Wiley & Sons, Ltd. 相似文献