The Role of Dialogue User Data in the Information Interaction Design of Conversational Systems

Author(s):  
Heloisa Candello ◽  
Claudio Pinhanez
Author(s):  
Wai-Tat Fu ◽  
Jessie Chin ◽  
Q. Vera Liao

Cognitive science is a science of intelligent systems. This chapter proposes that cognitive science can provide useful perspectives for research on technology-mediated human-information interaction (HII) when HII is cast as emergent behaviour of a coupled intelligent system. It starts with a review of a few foundational concepts related to cognitive computations and how they can be applied to understand the nature of HII. It discusses several important properties of a coupled cognitive system and their implication to designs of information systems. Finally, it covers how levels of abstraction have been useful for cognitive science, and how these levels can inform design of intelligent information systems that are more compatible with human cognitive computations.


2019 ◽  
Vol 6 (1) ◽  
pp. 47-63 ◽  
Author(s):  
Bettina Nissen ◽  
Ella Tallyn ◽  
Kate Symons

Abstract New digital technologies such as Blockchain and smart contracting are rapidly changing the face of value exchange, and present new opportunities and challenges for designers. Designers and data specialists are at the forefront of exploring new ways of exchanging value, using Blockchain, cryptocurrencies, smart contracting and the direct exchanges between things made possible by the Internet of Things (Tallyn et al. 2018; Pschetz et al. 2019). For researchers and designers in areas of Human Computer Interaction (HCI) and Interaction Design to better understand and explore the implications of these emerging and future technologies as Distributed Autonomous Organisations (DAOs) we delivered a workshop at the ACM conference Designing Interactive Systems (DIS) in Edinburgh in 2017 (Nissen et al. 2017). The workshop aimed to use the lens of DAOs to introduce the principle that products and services may soon be owned and managed collectively and not by one person or authority, thus challenging traditional concepts of ownership and power. This workshop builds on established HCI research exploring the role of technology in financial interactions and designing for the rapidly changing world of technology and value exchange (Kaye et al. 2014; Malmborg et al. 2015; Millen et al. 2015; Vines et al. 2014). Beyond this, the HCI community has started to explore these technologies beyond issues of finance, money and collaborative practice, focusing on the implications of these emerging but rapidly ascending distributed systems in more applied contexts (Elsden et al. 2018a). By bringing together designers and researchers with different experiences and knowledge of distributed systems, the aim of this workshop was two-fold. First, to further understand, develop and critique these new forms of distributed power and ownership and second, to practically explore how to design interactive products and services that enable, challenge or disrupt existing and emerging models.


Author(s):  
Christopher R. Hale ◽  
Anna L. Rowe

This symposium addresses the challenge of translating user data to specifications suitable for interface development. Four methodologies will be presented: Decision requirements tables, ecological interface design, object-view and interaction design and procedural networks. These four methodologies will be contrasted relative to three dimensions: (1) type of data used in analysis, (2) point in the design process at which each methodology focuses its impact and (3) the formalisms each uses for translating psychological data into engineering data suitable for specification development. Our introductory remarks will elaborate on these three dimensions, and present an example design problem. The four session participants then will present their respective methodologies, how each addresses the three dimensions and how each can be used to address the example design problem.


2008 ◽  
pp. 69-86 ◽  
Author(s):  
Pertti Saariluoma ◽  
Hanna Parkkola ◽  
Anne Honkaranta ◽  
Mauri Leppänen ◽  
Juha Lamminen
Keyword(s):  

2021 ◽  
Author(s):  
Arulmozhiselvan L ◽  
Uma E ◽  
Jayasri R

Worldwide human health and economic has been affected due to the ongoing pandemic of corona virus (COVID-19). The major COVID-19 challenges are prevention, monitoring and FDA approved vaccines. IOT and cloud computing play vital role in epidemic prevention and blocking COVID-19 transmission. Mostly lungs and hearts are affected. Other than lungs many parts are affected which are not considered as prominent conversational cue. In this paper, we have proposed smart system that is effective through detection of pancreas, kidney and intestine. It detects acute pancreatitis, protein leak, microscopic blood leak, post infectious dysmotility and gastrointestinal bleeding. The data from the edge devices are collected and mapped into the cloud layer. The cloud consists of COVID-19 patients medical records which compare the user data with the existing patient records. Once the data matches it sends warning message to the user regarding the result of affected parts. Based on the result from KPI system, it analyzes with all data and using deep Convolutional Neural Network (CNN) it classifies whether the pancreas, kidney and intestine are affected or not due to COVID-19.


2021 ◽  
pp. 016344372110455
Author(s):  
Rowan Tulloch ◽  
Craig Johnson

The last decade has seen the rise of data capture culture. This culture has been most visible, and widely analysed, within the realm of social media; but it is not unique to that form. This article reconceptualises video games as apparatuses for data capture. We situate games within a broader economic and cultural shift towards a new ‘accelerated’ form of neoliberalism where individual choice and agency are pre-filtered and personalised by algorithms based on user data history. Through a survey of the changing role of data in video gaming, this article critically maps a new paradigm for a reimagined games industry driven by a logic of data capture. Gaming promises a unique opportunity for data capture capitalists to mine and commodify player preferences, behaviours and instinctual responses. Arguing that play is a process of uncovering hidden logics, we offer a framework for resisting the data capture hegemony. This is not simply a discussion of gaming, rather this is an attempt to outline the conditions of possibility for a critique of globalised digital culture in which populations are profiled, processed and punished by hidden algorithms of the market that are optimised to construct and reward accelerated performances of neoliberal subjectivity.


Author(s):  
Virginia W. Kupritz

This chapter examines the important role of space in communication. Design scholars have long recognized the importance of context, but few have gone further than to acknowledge that space has a communicative dimension. While design research has investigated certain aspects of communication (especially some of the symbolic properties) in organizations, it has not examined the full spectrum of symbolic and physical properties of space that affect interpersonal, group and organizational communication needs. The physical setting communicates messages through its symbolic properties. Just as importantly, it supports or impedes our ability to use visual, auditory, tactile/haptic, and olfactory cues through its physical properties that help convey and interpret messages in social interaction. Design solutions that effectively utilize symbolic and physical properties of space to accommodate interpersonal, group and organizational communication needs support organizational strategies to maximize worker opportunity to perform in today's workplace.


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