Blocks

Blocks are the smallest pieces of svemir: links, images, notes and papers I’ve collected.

642 blocks · 61 channels · 642 nodes

Filtered by themeUser autonomy & agency10 papersclear ✕
How Designers Find Their Ways in Shaping Algorithmic SystemsJeremie Poiroux · 2022Digital products and services now commonly include algorithmic personalization or recommendation features. This has raised concerns of reduced user agency and their unequal treat- ment. Previous research hence called for increasing the participation of, among others, designers in the development of these features. To achieve this, researchers have suggested the development of better educational material and tools to enable prototyping with data and machine learning models. However, previous studies also suggest designers may find other ways to impact the development and implementation of such features, for instance through collaboration with data scientists. We build on that line of inquiry, through 19 in-depth interviews with designers working in small to large international companies to investigate how they actually intervene in shaping products includ- ing algorithmic features. We outline how designers intervene at different levels of the algorithmic systems: at a technical level, for instance by providing better input data ; at an interface or infor- mation architecture level, sometimes circumventing algorithmic discussions ; or at a organizational level, re-centering the outcome of algorithmic systems around product-centric questions. Building upon these results, we discuss how supporting designers engagement and influence on algorithmic systems may not only be a problem of technical literacy and adequate tooling. But that it may also involve a better awareness of the power of interface work, and a stronger negotiation skills and power literacy to engage in strategic discussions. Key Words: Agency, Artificial intelligence, Interventions, Machine learning, Design, User expe- rience, Algorithmic systems (2024) 33:173–204 J´er´emie Poiroux et al.
The Behaviour Change Wheel: a new method for characterising and designing behaviour change interventions2011Background: Improving the design and implementation of evidence-based practice depends on successful behaviour change interventions. This requires an appropriate method for characterising interventions and linking them to an analysis of the targeted behaviour. There exists a plethora of frameworks of behaviour change interventions, but it is not clear how well they serve this purpose. This paper evaluates these frameworks, and develops and evaluates a new framework aimed at overcoming their limitations. Methods: A systematic search of electronic databases and consultation with behaviour change experts were used to identify frameworks of behaviour change interventions. These were evaluated according to three criteria: comprehensiveness, coherence, and a clear link to an overarching model of behaviour. A new framework was developed to meet these criteria. The reliability with which it could be applied was examined in two domains of behaviour change: tobacco control and obesity. Results: Nineteen frameworks were identified covering nine intervention functions and seven policy categories that could enable those interventions. None of the frameworks reviewed covered the full range of intervention functions or policies, and only a minority met the criteria of coherence or linkage to a model of behaviour. At the centre of a proposed new framework is a ‘behaviour system’ involving three essential conditions: capability, opportunity, and motivation (what we term the ‘COM-B system’). This forms the hub of a ‘behaviour change wheel’ (BCW) around which are positioned the nine intervention functions aimed at addressing deficits in one or more of these conditions; around this are placed seven categories of policy that could enable those interventions to occur. The BCW was used reliably to characterise interventions within the English Department of Health’s 2010 tobacco control strategy and the National Institute of Health and Clinical Excellence’s guidance on reducing obesity. Conclusions: Interventions and policies to change behaviour can be usefully characterised by means of a BCW comprising: a ‘behaviour system’ at the hub, encircled by intervention functions and then by policy categories. Research is needed to establish how far the BCW can lead to more efficient design of effective interventions. Background Improving the implementation of evidence-based prac- tice and public health depends on behaviour change. Thus, behaviour change interventions are fundamental to
Digital City as a Metaphor for New2020‒ In the era of already spent utopias and ideas about the city the experience of the city is transformed into a new perceptual grammar that is a consequence of the new virtual reality. With the revolutionary computerization of architecture a new architectural discourse was cre- ated that enabled virtual one ‒ cyberspace, producing a new experience of transposed reality. The concept of a digital city does not exist without a virtual community, which on the other hand problematizes the issue of digital city ethics, bearing in mind that its use is conditioned by technical and technological possibilities, which are still not available to everyone. Digitalization of space communicates the newly created virtual dialogue between the user and space, outside of his physical and sensory experience and interaction with space, thus agreeing to the digitalization of the experi- ence of space. By creating a new reality and a new era of the utopia of virtu- al architecture and virtual city, a new, cyberidentity of city was produced. Identity digitization policies in this regard will consciously use methods to promote virtual values, digitizing all aspects of identity, heritage, and even memory, and memory values of the city, producing a new, virtual identity, which largely leads to mutation of its original ‒ existing ‒ built identity. In this way, cities are positioned and valued in relation to the degree of their digitized representation, i.e., the extent to which their digitized identity is present and visible in cyberspace. The digital transition is one of the prior- ities of the "smart city" concept, which indicates that the future of cities is directed towards their digital transformation.
Virtual Urbanism: A User-Centered ApproachMónica V. Sánchez-Sepúlveda, David Fonseca-Escudero et al. · 2019The cities in which we live are changing rapidly, presenting the scenery to debate future visions of transformative designs and its impact on the city. The decisive influence of new technologies is important for the generation of a new reality from the economic, social and urban point of view. It is a challenge for organizations and society to question the status quo and experiment often. To take advantage of the changes and opportunities offered by the inclusion of digital technologies, accommodation of the digital transformation into the visualization of Urbanism is required. The interests of citizens are coming to the forefront nowadays with the awareness that a livable city does not only consist of good infrastructure and sustainable energy supply but also citizen input and feedback. The main goal of the paper is to present the use of digital transformation in processes of urban design through Virtual Reality in which specialized users can analyze, represent and transmit ideas, problems and solutions for the design of urban space. The hypothesis is based on demonstrating the following two statements: (1) the implementation of virtual gamified strategies in the field of urban design helps to critically evaluate the result of urban design, make decisions and understand the location conditions, dimensions and relationships of urban spaces thanks to enhanced visual technologies. (2) The interactive Virtual Reality system helps for the understanding of three-dimensional space and the human scale immersive perception in Virtual Reality could be a tool to defend the arguments of urban projects. The urban project we work on, promoted by the Barcelona City Council, aims to generate spaces that are designed to meet the needs of the users. The spaces are modeled virtually, intended to be an accessible environment where users (professionals related to the construction and design field) can interact –play– with, to recreate new spaces. These spaces are meant to have maximum realism, including the materials, textures, movements, and even sounds of the environment. The system is tested on the Barcelona Building Construmat Fair using a quantitative method. The data obtained from the assessment exemplify the effectiveness of virtual systems on the urban design process. The results obtained from inquiries to 79 citizens –specialized in the construction and design field –, showed that it is possible to empower Digital Transformation as Virtual Reality systems increase th
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