Reviewerly/exHarmony huggingface dataset:
Designing chatbot as observation media of elders’ cognitive health in daily activities

As an uncured disease, a late diagnosis of dementia will lead to worsened symptoms. In developing countries like Indonesia, the number of people with dementia among the elderly is relatively increasing. This brings a potential challenge for socioeconomic sectors due to increased healthcare costs. Thus, in daily basics, recording cognitive function periodically is important. The diary is a medium to record frequent activity. Similar to a diary, through this research, The chatbot diary was developed to be used as a recording for cognitive function. A diary is also an observational tool within a generative methodology where users and designers are engaged in process design. The designer can understand the user to produce the design for the future. In understanding the early cognitive changes, the elder and family members can have recommendations for medical checks if any findings lead to dementia symptoms. This paper aims to explain designing a chatbot diary for the elderly diaries for recording cognitive health and, through its use, how the chatbot diary, from users' perspective. To understand this, the prototype diary was tested on five individuals aged 60 and above in Indonesia twice a week for eight weeks. Family members were involved in validating and answering one question. The chatbot employed WhatsApp as a smartphone chat application, considering its practical functionality for elderly users and their family members. Although no dementia symptoms were detected in the participants during the study, results enabled the designer to improve the design for the future recording of cognitive health.
Threshold space design: Using water element for phase transition from physical space to virtual space with different law of gravity

This study focuses on exploring the transition stage between physical and virtual space by considering the difference in law of gravity between physical and virtual environments. The concept of Threshold Space design is a series of transition stages which can be utilized to enhance the virtual reality (VR) experience. Unlike most VR researches, which primarily focuses on head-mounted displays (HMD), this study examines the user's perception between physical space and virtual space. The Threshold Space design method allows users to experience the upcoming stage in advance. More than a simple intermediate space, it addresses confusion and disorientation in VR that can occur due to two phenomena: conflict between brain recognition and visual perception; visual-vestibular mismatch. The Threshold Space is particularly applied at the transition stage to improve the VR experience by allowing users to adapt to gravity changes that directly affect bodily sensations. As a result of analyzing existing VR transition models, the framework model was designed to utilize Threshold Space to combine two transitions into one to allow users to phase smooth transition. A critical space transition model using water as a connecting medium was designed to provide the experience of gravity change between physical and virtual space based on the established framework model. This design, consisting of five stages, uses the Threshold Space stage model to promote a smooth and immersive transition for users.
Out with the new, in with the old: Future directions for Design for Sustainability

This paper considers how traditional ways of living could contribute to contemporary approaches to design for sustainability. For more than four decades now, there have been many concepts, methods and approaches developed to tackle the disruptive impact that humans have on the natural world. Many of these approaches are eco-modern and thus adopt a similar mindset to that which has led to unsustainable ways of living. It is clear that modern values and knowledge are not addressing sustainability issues comprehensively. However, research in many fields such as medicine, disaster management, architecture, etc. has shown that traditional knowledge and practices can reflect a harmony between aesthetics and function, spiritual and physical needs, economic and ecological judgments, resulting from millennia of shared wisdom and experiences that fits well with localized eco-systems. This paper contributes an autoethnographic review of Indian traditional products and associated practices and critically examines the products and practices in the context of design for sustainability. The paper concludes that traditional Indian knowledge and practices have much to offer in terms of developing a more holistic approach to design for sustainability.
How does Information Manipulation Interfere with Normal Brain Function? The Disruption of Neuroethics in War-Time Mass Media

The article describes massive changes in the brain function of mass-media recipients. It is written within the relevant neuro social state of the Ukrainian mass media society in the conditions of undeclared military censorship and counter-propaganda. The material for analysis was two groups of data: content analysis of news media and a sociological survey of citizens for the presence of cognitive dissonance and lies that can violate neuroethics, namely, forming a distorted picture of the world, creating long-term deprivation and inadequate neural connections.&#x0D; The purpose of such research was to find out the regular influence of affective and defamatory infospace on the brains of people whose countries are at war. We clarified the nature of the newest manipulations in the media and around ethical issues, the state of research on the neuroethics of manipulations, comparing the nature of war journalistic manipulations in Russian and Ukrainian media and the objectification and explanation of neuroethical violations in Ukrainian media through the techniques of lying, silencing, avoidance, analysis, self-counting, etc.&#x0D; The authors used methods of theoretical, statistical, comparative and systemic analysis, content analysis, sociological methods of collecting background data and neuro interpretive methods for the received input data.&#x0D; The result of the article was a systematization of the manipulation of the brain in a state of permanent tension; in particular, we identified ways of institutional avoidance or deception and diagnosis of specific neuroethical threats and consequences among the population (emotional dependency, deprivation, emotional-cognitive dissonance, lack of entitlement to accurate truth, the difference between the content of the national and local media, etc.)
Using Artificial Intelligence in Education

The article discusses e-learning tools as a fundamental step in implementing digital learning technologies as a factor in the development of teachers’ creativity today. Recently, higher education has been developing with the help of digital technologies that significantly enhance education quality. The integration of complex software-hardware systems into the educational process lies in incorporating big data analytics, robotics, neural networks and artificial intelligence. The objectives of reforming the educational system require corresponding changes in teaching methods, as well as in higher education, through informatization and digitalization. This has led to the emergence of open education which allows for unrestricted access to educational resources. Open education also contributes to the development of digital pedagogy. Indeed, every student can choose an optimal educational programme to follow a personalized learning trajectory online which considers one’s characteristics and interests. After all, the development of digital pedagogy requires addressing various organizational, methodical and practical issues. They range from implementing digital learning technologies in the context of open education and culminating in the creation of a long-term strategic plan that will gradually transform the educational process and, in turn, encourage teachers to think creatively.
Fostering social inclusion: empathic approaches for migrant-centred design

In recent decades, the field of design, particularly interaction design, has brought attention to the experiences of migrants with technology. A key aspect of this research has been the active involvement of displaced communities in the design process, through the implementation of empathic design approaches. These approaches place significant value on subjective and experiential perspectives fostering a thought process in which individuals seek to understand others by relating to their experiences. Following this empathic approach, this work focuses on the design for and with migrants, by engaging long-term migrants through a focus group and a participatory activity. The aim of this work was to reflect on participants’ migration experiences through the creation of design artifacts. The created artifacts were analysed and discussed through the lens of empathic design approaches to distil implications to inform design in support of arriving migrants. Our findings highlight the importance of empathic design in the interaction design field and to promote social inclusion for marginalized communities.
Using AR HMD in exhibition: Effects of guidance methods and spatial relative positions

AR devices have the potential to augment the space of exhibitions, provide flexible and diverse interactions between visitors and exhibits, and enhance the viewing experience. To keep the virtual objects from blocking the real exhibits, the virtual objects may appear out of view and cause extra searching efforts for the visitors. Current studies have provided multiple guidance methods to deal with the out-of-view problem, yet they haven’t provided specific advice in the exhibition scenario. This research conducted a within-subject experiment in an exhibition to compare three kinds of guidance methods (i.e., arrow, radar, and spatial sound) with relative positions covering 270° of azimuth and 60° of elevation. In this task, participants searched for a virtual object corresponding to the exhibit and completed a NASA TLX questionnaire after the experiment. The findings are summarized into specific application strategies for AR-assisted exhibitions, e.g., the arrow method is recommended for the upper part of the view (0° ~ 30°) while the radar method is more suitable for the lower half of the view (-30° ~ 0°). This research contributes to HCI design in AR HMD by comparing three kinds of guidance methods while considering the positions of the virtual objects.
DIP into the Future: Building a Design Curriculum to Enable Design Students to Work with Machine Learning

Machine learning (ML) is used to enhance an increasing number of intelligent products, yet it is not a well-explored topic in user experience (UX) design education. ML is iteratively trained using collected data and its technical properties (e.g., accuracy rate) constantly change when it is used. It would be extremely difficult for UX design students to understand ML technology, not to mention identify design opportunities around ML, or implement an ML-enhanced design proposal. In particular, the growable nature of ML, such as its unpredictable, ever-changing, and data-driven nature, makes it difficult to apply ML in ideation and prototype. To prepare design students to work with ML as a growable computing/design material in UX design, we built a design course called the Design of Information Products (DIP). To this end, we designed a teaching infrastructure that enables design students to skilfully ideate and prototype with ML technology. We also proposed a cycling pedagogical method tailored to the background of design students and the lifecycle of ML. Finally, we presented the design projects of DIP and shared the experience of having design students work with ML. The outcomes of the DIP course and the feedback of students reveal that our work helped design students foster ML literacy to understand its growable nature and thus creatively ideate and practically prototype ML-enhanced products. Besides, we shared the lessons learned from building DIP course and highlighted the direction for developing a future ML-related curriculum.
Exploring an innovative apprenticeship model in design education : a case study in transportation design

Design education faces challenges due to rapid technological and societal changes. As we move towards modern professional education, important values such as guidance, experience sharing, and cultivating craftsmanship are being lost. This study proposes an innovative design apprenticeship model that combines traditional apprenticeship with modern education to improve quality and cultivate innovative designers with strong technical skills. The research methods include literature review and case application and analysis. Through literature review, key elements of traditional apprenticeship inheritance are integrated into the innovative design apprenticeship model, which is then applied and explored in teaching practice. This model emphasizes improving students' practical and problem-solving skills. Key factors are: 1) personalized guidance to foster interaction and collaboration between teachers and students; 2) guide students with projects to enhance the inheritance of practical experience; 3) introduce exclusive industry mentor collaborative teaching to enhance knowledge and experience transfer. The study proposes that implementing an innovative design apprenticeship model can be a productive method to improve design education. This model promotes interaction and cooperation between teachers and students, allowing students to better develop skills with personalized guidance. By collaborating with industry mentors to enhance students’ practical skills and fill the knowledge gaps that come with learning from one teacher alone. In summary, the results of this study provide an effective apprenticeship education model, demonstrating the significant application value of apprenticeship education in the field of design education. The research results have important social significance and academic value for improving the teaching quality of design education.
Pentingnya Kemampuan Menguasai Bahasa Inggris bagi Calon Pustakawan Indonesia dalam Meningkatkan dan Mempertahankan Profesi di Era Digital

&#x0D; This study discusses the Importance of Mastering English for Prospective Indonesian Librarians in Improving and Maintaining a Profession in the Digital Era. This study aims to find out that prospective librarians must prioritize the importance of English in their profession in today's digital era. The research method used is the literature study method to find out more deeply about a series of activities related to the method of collecting library data, reading, recording, and managing research materials (Zed, 2008: 3). In general, literature study is a way to solve problems by tracing the sources of writing that have been made before. The data needed in this study can be obtained from library sources or documents, such as from textbooks, journals, scientific articles, as well as review literature containing the concepts to be researched. Research with the study of literature does not have to go down to the field and meet with respondents. The results of this study show that mastering English can increase "value" and a career that will be more valued in the international world of work. composition of English Speaking course material 1) Importance of English Speaking for Librarians 2) English Vocabularies in Library 3) English Daily Routine Expressions 4) English Presentation.&#x0D; Keywords: English, Aspiring Librarian, Profession
Meningkatkan Aktivitas Belajar Melalui Pembelajaran Tematik pada Peserta Didik Kelas I SDN Serangsari

The problem of this research is an attempt to increase students' learning activities through thematic learning in Class I of Serangsari State Elementary School. This research method is a descriptive method, the form of the research is classroom action research and is collaborative in nature, the research subjects are teachers and first grade students at Serangsari State Elementary School, totaling 24 people. This study used direct observation techniques, documentation techniques and observation sheets as data collection tools. The results of research based on observation through thematic learning can increase student learning activities. This shows that the hypothesis which states the implementation of thematic learning in grade 1 of Serangsari State Elementary School can increase students' learning activities.&#x0D; Keywords: Learning Activity, Thematic approach&#x0D;
Analisis Kesalahan Berbahasa pada Spanduk dan Pamplet dijalan Raya dalam Kajian Morfologi

This study aims to determine language errors in the field of morphology on banners. And pamphlets. This study used descriptive research using the listening, photographing and note-taking method, namely obtaining data by listening to the use of language. In the use of language, errors often occur, both spoken and written, which deviate from the rules of the language and are not in accordance with the enhanced Spelling EYD. The use of language or processes in language can lead to language errors which are closely related to the language learning process. Language errors occur in speech both orally and in writing as at the morphological level with these language errors, and it is very important to have an analysis of language errors. Language errors on banners on the highway in the field of morphology are mostly related to written language, including: the use of standard and non-standard words. Based on the data found and analyzed, it can be concluded that writing on banners still often encounters language errors at the morphological level related to word writing. This study examines eight data relating to standard and non-standard word errors.&#x0D; Keywords: language errors, morphology, banners, pamphlets&#x0D;
Hubungan Minat Belajar Online dengan Hasil Belajar Kognitif Siswa Pembelajaran Biologi di SMP Swasta Muhammadiyyah 1 Medan

This study aimed to determine the relationship between online learning interest and students' cognitive learning outcomes when studying biology subjects online at SMPS Muhammadiya 1 Medan. The research was carried out on SMPS Muhammadiya 1 Medan, based on the observations of SMPS Muhammadiya 1 Medan, the interest in online learning is still relatively low, and the learning outcomes are relatively low, so it is necessary to conduct online learning.This study belongs to the type of quantitative research. The data analysis used in this study is a product-moment correlation data analysis to understand whether there is a positive correlation between online learning interest and students' cognitive learning outcomes during online study of biology subject at SMPS Muhammadiya 1 Medan.&#x0D; Keywords: student learning outcomes, online learning, learning interest.
Penggunaan Bahasa Baku Dalam Penulsan Karya Ilmiah

&#x0D; This essay outlines the factors that should be taken into account when students employ standard language in their scientific writing. The range of raw materials is reflected in the languages used in scientific papers. In scientific communities, standard language is the norm. In writing, there are requirements that must be met in order to be compliant with Ejaan Yang Disempurnakan (EYD). The usage of uppercase and oblique letters, foreign word absorption, inappropriate word placement, cutting words, and superfluous words are all things to pay attention to words.tandart language, scientific paper.&#x0D; Key word: s
Upaya Peningkatan Literasi Melalui Media Majalah Dinding ( Mading ) Berbasis Kearifan Lokal Oleh Mahasiswa Kampus Mengajar di SD N Tambakromo 1

One of the fundamental problems in Indonesia is the low level of public literacy. In order to increase literacy in Indonesia, the government created the National Literacy Movement (GLN) program which consists of the School Literacy Movement (GLS), the Family Literacy Movement, and the Community Literacy Movement. To support these activities, the Ministry of Education and Culture has again launched a new policy called Freedom to Learn on an Independent Campus (MBKM), one of its programs, namely Campus Teaching which focuses on increasing literacy and numeracy in schools. One of the efforts made by campus teaching students to increase school literacy at SD N Tambakromo 1 is by making a magazine with the theme of local wisdom. The method used in this study is descriptive qualitative method, which is a data collection technique by means of observation and interviews. From the results of the research conducted, it shows that there is an increase in literacy in students at SDN Tambakromo 1 through bulletin boards with the theme of local wisdom. This is due to the students' interest in local culture or wisdom which is used as a bulletin with their own creativity. In addition to increasing students' literacy in making magazines, it also increases the creativity and skills of students at SDN Tambakromo 1.&#x0D; Keywords: Literacy, Media, Local Wisdom
Pengaruh Pembelajaran Via Online Berbasis E-Learning melalui Aplikasi Zenius Terhadap Hasil Belajar Siswa SMA

Nott only get a knowledge in a school environment but student also can absorb knowledge from the outside of school environment. With so many startup in education field such as Zenius, Quipper, ruangguru and etc. Course academy normally work in conventional way (face to face or via offline) which is the system kind of similar as the school system, now it can work via online (capable to access anytime and anywhere). One of the example is Zenius application which was founded in 2008 and has started for over 12 years. The research is aim to identificate how the 'e-learning' learning method influence the learning way of senior high school students. The research is about discrepancy evaluation model which is to calculate the amount of influence from online learning method. The data is collected by questionnaire and then the data is analyzed with discrepancy evaluation model. The amount of success is counted with criteria of aabsolute. Respondents of the research is senior high school students which consist of 10 grade until 12 grade students whether directly involved or not involved with zenius application. With percentage of 53,3% shows that stundent is neutral(not influence) by the influence of zenius application, as the conclusion zenius is not significantly influence the respondents learning method&#x0D; Keywords : influence, e-learning, study results