Miracle-dz/UniFAR-FTUs huggingface dataset:
User Perspectives on Ethical Challenges in Human-AI Co-Creativity: A Design Fiction Study

In a human-AI co-creation, AI not only categorizes, evaluates and interprets data but also generates new content and interacts with humans. As co-creative AI is a form of intelligent technology that directly involves humans, it is critical to anticipate and address ethical issues during all design stages. The open-ended nature of human-AI interactions in co-creation poses many challenges for designing ethical co-creative AI systems. Researchers have been exploring ethical issues associated with autonomous AI in recent years, but ethics in human-AI co-creativity is a relatively new research area. In order to design human-centered ethical AI, it is important to understand the perspectives, expectations, and ethical concerns of potential users. In this paper, we present a study with 18 participants to explore several ethical dilemmas and challenges in human-AI co-creation from the perspective of potential users using a design fiction (DF) methodology. DF is a speculative research method that depicts a new concept or technology through stories as an intangible prototype. We present the findings from the study as potential users’ perspectives, stances, and expectations around ethical challenges in human-AI co-creativity as a basis for designing human-centered ethical AI partners for human-AI co-creation.
The Dimensions of Reflection Coding Scheme: A New Tool for Measuring the Impact of Designing for Reflection in Early Childhood

Reflection is a metacognitive skill that’s essential to creative discovery. As we design interactive technologies for reflection, how might we measure the impact of our designs? In this paper, we develop a coding scheme to explore reflective moments in the speech and language of young children during child-computer interaction. Using cross-disciplinary theories — from the learning sciences to cognitive neuroscience — we define and describe 13 reflective processes occurring within Baumer’s 3 conceptual dimensions of reflection. We then use this framework to measure the impact of a child-robot storytelling interaction with twelve children ages 4–5, and offer developmentally-appropriate transcript examples for each of the 13 reflective processes. This coding scheme provides a practical tool for exploring the impact of our designs on reflection, and can be used to guide design iteration.
VISUALIZING THE COMPLEX PROBLEM OF CHILDREN'S DIGITAL WELLBEING IN SOUTH KOREA: A SYSTEMS THINKING APPROACH

Abstract Considering the prevalence of digital interaction within the Generation Alpha, this study focuses on the digital wellbeing of elementary school-aged children in South Korea. By taking into account the multi-faceted nature, this study frames the issue that exists within children's digital wellbeing as a complex problem and aims to have a better comprehensive understanding of the system using a designerly and systems thinking approach. Thus, this study conducts a Systematic literature review and thematic analysis to get grasp of the current situation which then is translated using a systems thinking-based visualization tool to convey the causal relationships that exist within the system. Therefore, the outcome of this study presents a concept map that consolidates the findings to communicate a holistic perspective of children's digital wellbeing which can be used in design activities and decision-making processes which contribute to future design solutions and conversations.
THE SITUATEDNESS OF DESIGN CONCEPTS: EMPIRICAL EVIDENCE FROM DESIGN TEAMS IN ENGINEERING

Abstract Situatedness in design suggest that designing is situated within the design process or the cognitive actions taken by the designer, the designer's expertise and know-how, the designer's experience generally and the interactions in the specific design task being undertaken as well as the interactions with the design artefact generated. In this paper, we analyzed the situatedness of design concepts generated by teams of professional engineers during a design task. The method combines protocol analysis, Natural Language Processing and network theory to provide a representation and a measurement of design situatedness overtime. Providing empirical evidence of the situatedness of concepts has been overlooked in design research. The method and results presented in this paper outlines the foundation to empirically explore design situatedness.
ADJUSTING SCALED AGILE FOR SYSTEMS ENGINEERING

Abstract Scaled agile development of large systems has primarily followed the approach used in traditional systems engineering – system decomposition and static teams assigned to subsystems. However, this arrangement may result in an inefficient allocation of resources and uneven progress. This paper presents an alternative approach in which problem-based decomposition replaces system-architecture-based decomposition, and resources are flexibly allocated to problems for each sprint using ad hoc teams. Using a field study approach, we examine a mechatronic system development project utilizing these agile adjustments and discuss situations in which these methods may be successfully utilized in other projects and organizations.
IDENTIFICATION AND CLASSIFICATION OF UNCERTAINTIES AS THE FOUNDATION OF AGILE METHODS

Abstract To remain competitive, companies today are increasingly faced with the challenge of reacting adequately in dynamic development environments. For product development, in particular, it is necessary to organize decision-making processes so they can react quickly and flexibly to changes in the development environment. To describe the dynamics and changeability, the term VUCA is used, which is a synonym for volatility, uncertainty, complexity, and ambiguity, and thus summarises the most diverse forms of changeability. An adaptation of agile methods to the development context makes it necessary to specify the causes of uncertainty in more detail. The article presents a framework that analyses these influencing factors and differentiates them more precisely to specify problems in dealing with VUCA and to develop recommendations for action for the goal-oriented adaptation of agile methods.
IS IT BETTER? EXPLORING THE EFFECT OF TRANSITION GOAL AND VIRTUAL REALITY ON TEAM PERFORMANCE

Abstract Transition activities, such as design reviews, are often utilised in product development to evaluate the conducted work and plan future actions. While key decisions are made during these activities, they are still underexplored. This paper studies the effect of transition goals and virtual reality (VR) on transition team performance. In an experimental study, four-member teams conducted two transition-related experimental tasks (validation and verification) working in one of the two conditions (VR or desktop interface). The results show that transition goals and VR affect performance. More specifically, the validation-oriented transition was more efficient but less effective than the verification one. Furthermore, the performance of the validation-oriented transition compared to the verification one was increased in VR and decreased in a desktop interface. Finally, the high-performing teams consistently discussed new issues, while low-performing teams had prolonged moments of not discussing anything new. These findings suggest that desktop interface and VR are not substitutable but rather complementary technologies.
TOWARDS SUSTAINABLE LIFE CYCLES OF MAKING IN SMALL SCALE FABRICATION SPACES

Abstract Small scale fabrication spaces have shown their potential to support our local supply chains during the collapse of many global supply chain networks at the onset of the COVID-19 pandemic. In anticipation of these spaces becoming more significant in local supply chains, it is increasingly important to reduce their environmental impacts. This work investigates the life cycle of small scale fabrication spaces by interviewing 18 participants from these spaces in the United States. Key insights from the interviews include the following: a) material selection, robust inventory management, and user support for material disposal are factors influencing optimal flow of materials and equipment through a fabrication space; b) lack of information from manufacturers and suppliers is a critical obstacle to achieve optimal use of materials and equipment, and informed decision making related to environmental sustainability and ethical labor practices; c) there are opportunities to take advantage of where financial and sustainability goals align; d) individual motivators for fabrication influences sustainable behaviors; and e) effective education about material and equipment use helps fabrication space users with more sustainable decision making.
Languaging dynamics in interactive lecturing: exploring an embodied approach to deep learning in L2 higher education contexts

ABSTRACT The present study aims to explore an embodied approach to students’ deep learning; specifically, how deep learning is interactively achieved through teachers’ languaging dynamics and multimodal representations in interactive lecturing in L2 higher education (HE) contexts. The purpose is to understand how an instructor’s embodied and multimodal pedagogical practices of interactive teaching facilitate students’ active classroom engagement in lecture sessions that are often considered a form of passive knowledge transmission. The case study focuses on the languaging dynamics mobilised by the target teacher participant, who has been recognised as a representative of teaching excellence due to an international background and rich localised teaching experience. Aligned with the theoretical underpinnings of an embodied approach to learning from a constructivist perspective, this study focuses on the multimodal repertoire employed by the teacher’s use of gestures to stimulate students’ responses to the pedagogically designed high-order questions. We argue that this complementarity encourages thinking and active learning in the knowledge transfer. Further, this embodied interactive teaching mode with the affordances of gestures not only supports learning potential for information transmission but also affords action potentials for cognitive thinking and projected interaction for knowledge transformation in the active learning process.
Thinking Fast and Thinking Slow: Digital Devices’ Effects on Cognitive Reflection

ABSTRACT Informed by theoretical perspectives on working memory demands and devices’ potential to “prime” different types of cognitive processing, this paper investigates whether we tend to think “faster” and more intuitively, with less reflection when we use a smartphone instead of a personal computer (PC) or notebook. Three complementary experimental studies with a total of 823 participants reveal that the results of using such devices surface only when participants can select the smartphone as their preferred device. Controlling for potential confounding variables reveals no evidence of general differences between devices. Our findings caution against overemphasizing the importance of the type of device in thinking slow or fast and establish self-selection bias as an important factor in explaining such differences. This study contributes to clarifying the psychology of smartphone screens and how humans make choices when they are using these devices.
SocioLink: Leveraging Relational Information in Knowledge Graphs for Startup Recommendations

ABSTRACT While venture capital firms are increasingly relying on recommendation models in investment decisions, existing startup recommendation models fail to consider the uniqueness of venture capital context, including two-sided matching between investing and investee firms and a lack of information disclosure requirements on startups. Following the design science research paradigm and guided by the proximity principle from social psychology, we develop a novel framework called SocioLink by depicting and analyzing various relations in a knowledge graph via machine learning. Our experimental results show that SocioLink significantly outperforms state-of-the-art startup recommendation methods in both accuracy and quality. This improvement is driven by not only the inclusion of social relations but also the superiority of modelling relations via knowledge graph. We also develop a web-based prototype to demonstrate explainable artificial intelligence. This work contributes to the FinTech literature by adding an innovative design artifact—SocioLink—for decision support in the investment context.
OPTIMISED MODELS FOR AR/VR BY USING GEOMETRIC COMPLEXITY METRICS TO CONTROL TESSELLATION

Abstract AR/VR applications are a valuable tool in product design and lifecycle. But the integration of AR/VR is not seamless, as CAD models need to be prepared for the AR/VR applications. One necessary data transformation is the tessellation of the analytically described geometry. To ensure the usability, visual quality and evaluability of the AR/VR application, time consuming optimisation is needed depending on the product complexity and the performance of the target device. Widespread approaches to this problem are based on iterative mesh decimation. This approach ignores the varying importance of geometries and the required visual quality in engineering applications. Our predictive approach is an alternative that enables optimisation without iterative process steps on the tessellated geometry. The contribution presents an approach that uses surface-based prediction and enables predictions of the perceived visual quality of the geometries. This contains the investigation of different geometric complexity metrics gathered from literature as basis for prediction models. The approach is implemented in a geometry preparation tool and the results are compared with other approaches.
Analysis of referee in-game interactions with players and other officials in professional Rugby Union

ABSTRACT This study utilises qualitative methods to explore the behaviours of rugby union referees in order to inform the development of a pedagogical tool that can be used to develop communication of rugby union referees. Effective communication is a critical part of a rugby union referee’s performance, yet there is a dearth of literature surrounding this area of rugby union referee development. Participants included professional IRFU referees (n = 6) with experience both at domestic league levels as well as at an international level. Audio footage from professional games (n = 18) was analysed and transcribed verbatim. Raw quotes were categorised as meaning units and a total of nine communicative behaviours were devised: (1) Preventative Instruction, (2) Command, (3) Explanation, (4) Organisational, (5) Acknowledgement, (6) Game Management, (7) Informative, and (8) Consultation. Results reveal various types of key communicative behaviours employed by rugby union referees throughout a game, depending on the situation presented in front of them. The findings of this study reveal the importance of selecting the most effective type of communication in any given situation. Uncovering such behaviours will enhance the development and assessment of rugby union communication skills through a pedagogical framework in order to improve on-field performance.
THE ROLE OF STORYTELLING AS AN ANALYTICAL TOOL IN SCIENTIFIC RESEARCH

Abstract This paper reports the preliminary findings from ongoing research on the potential role of storytelling as an analytical framework in assessing a research project. It is noted that most existing research on storytelling in science is focused on science communication. There is limited research on storytelling as an analytical tool for analyzing and synthesizing research plans and design. This research is based on the premise that the assessment of a research project and design is based on reviewing one or the other form of research communication, whether it is a research plan, a research report, or a presentation. Thus, the assessment is mediated by how well the research plan, proposal, report, or presentation, communicates the research to the reviewer and how well it connects the dots. The reported findings are based on studies with two different storytelling frameworks applied to assess research representations made by doctoral researchers as part of their annual research progress review. The paper reports the details of the research approach, the empirical study, and preliminary findings from the collected data.
A QUALITATIVE INVESTIGATION OF STUDENTS’ DESIGN EXPERIENCES IN A WORK-INTEGRATED LEARNING SETTING

Abstract Work-integrated learning (WIL) – a pedagogy that integrates academic studies with workplace experiences – presents an excellent opportunity for students to “deliberately practice” their design skills. To date there has been little investigation into the effect(s) of WIL experiences on developing novice designers’ design skills. We performed a series of longitudinal interview case studies following three engineering students through the course of a 4-month work term. Interviews were semi-structured to gather rich contextual descriptions of participant experiences designing in WIL settings. Transcripts were analysed using an iterative thematic analysis approach. Results indicate specific areas where WIL helps develop novice designers’ engineering design skills and mindsets beyond their early experiences in the engineering classroom. These include their experiences interacting with clients/users, the importance of project transition considerations, resource coordination, teamwork/collaboration, and the design process. We discuss how the structure of design tasks and their environment differ from the classroom experience, highlighting how WIL can supplement traditional design education.
Software-Vendor Diversification: A Source of Organizational Rigidity in Adversity?

ABSTRACT Firms often assemble digital infrastructures using continuously evolving software applications sourced from a multitude of vendors. Using the theoretical lens of the threat-rigidity thesis, we raise the possibility that during adverse environmental conditions, software-vendor diversification can be a source of organizational rigidity that may dampen firm performance. Empirical analysis using data on 918 large public U.S. firms operating during two severe environmental shocks, the global financial crisis and the burst of the dot-com bubble, lends strong support to our thesis. Results indicate that a variety of firm performance indicators (e.g., stock return and operating income measures) are negatively associated with software-vendor diversification during crisis periods. Mediation analysis highlights the role of IT-related material weakness in firms’ internal controls in transmitting threat-rigidity effects that decrease performance. These results underscore the importance of software portfolio optimization for countering the dysfunctional effects of software-vendor diversification during adverse environmental shocks.
OPTIMIZING REQUIREMENTS FOR MAXIMUM DESIGN FREEDOM CONSIDERING PHYSICAL FEASIBILITY

ABSTRACT Solution spaces are sets of designs that meet all quantitative requirements of a given design problem, aiding requirement management. In previous works, ways of calculating subsets of the complete solution space as hyper-boxes, corresponding to a collection of permissible intervals for design variables, were developed. These intervals can be used to formulate independent component requirements with built-in tolerance. However, these works did not take physical feasibility into account, which has two disadvantages: first, solution spaces may be useless, when the included designs cannot be realized. Second, bad designs that are not physically feasible unnecessarily restrict the design space that can be used for requirement formulation. In this paper, we present the new concept of a requirement space that is defined as the largest set of designs that (1) allows for decomposition (e.g., into intervals when it is box-shaped), (2) maximizes the useful design space (good and physically feasible), and (3) excludes the non-acceptable design space (bad and physically feasible). A small example from robot design illustrates that requirement spaces can be significantly larger than solution spaces and thus improve requirement decomposition.
IDEA - TOWARDS AN INTERACTIVE TOOL THAT SUPPORTS CREATIVITY SESSIONS IN AUTOMOTIVE PRODUCT DEVELOPMENT

Abstract The basis for developing future products in the automotive industry is finding creative and innovative solutions. Ideas can be found by means of creativity methods that support product developers throughout the creative process. Product developers are provided with a variety of different and new methods. This leads to a “method jungle” in which it is difficult for product developers to find the most suitable path. The successful use of methods in product development goes hand in hand with the acceptance and implementation of the methods. Despite the added value, only a low use is observed in the development process. The field of Creativity Support Tools also offers a wide variety of different tools that support the creativity process. Although a chasm exists between the many CSTs that are developed and what creative practitioners actually use. Therefore, previous studies iteratively developed a user-centered tool called “IDEA” that tries to provide a tool that responds to users' needs. The question arises how the developed tool IDEA performs in “real life setting” regarding its UX and usability as well as the creativity method acceptance and level of mental workload.
VR OR NOT? INVESTIGATING INTERFACE TYPE AND USER STRATEGIES FOR INTERACTIVE DESIGN SPACE EXPLORATION

Abstract Computational design tools allow the generation of vast numbers of possible designs, entrusting the human designer with describing constraints or specifications to guide exploration of the design space. Designers can have many different decision considerations when conducting this type of exploration, including form, function, users, or context. In this work, we investigate strategies that emerge when people are tasked with exploring a large design space within either a non-immersive (2D) or immersive (VR) interface and equipped with action-based interactions to set or envision specifications related to their considerations. Results from a 28 participant user study uncovers that people have varying strategies to enact their decision considerations that are not unique to the type of interface. However, the interfaces differ in perceptions of enabling breadth or depth of exploration holistically, with preference towards 2D interfaces to compare options, and VR to understand single designs. These results have implications for the user experience of systems that allow designers to explore the outputs of large design spaces, both at the interaction and interface levels.