scholarly journals Virtual Assistance in Any Context

2020 ◽  
Vol 62 (3) ◽  
pp. 211-225 ◽  
Author(s):  
Antje Janssen ◽  
Jens Passlick ◽  
Davinia Rodríguez Cardona ◽  
Michael H. Breitner

Abstract Several domain-specific assistants in the form of chatbots have conquered many commercial and private areas. However, there is still a limited level of systematic knowledge of the distinctive characteristics of design elements for chatbots to facilitate development, adoption, implementation, and further research. To close this gap, the paper outlines a taxonomy of design elements for chatbots with 17 dimensions organized into the perspectives intelligence, interaction and context. The conceptually grounded design elements of the taxonomy are used to analyze 103 chatbots from 23 different application domains. Through a clustering-based approach, five chatbot archetypes that currently exist for domain-specific chatbots are identified. The developed taxonomy provides a structure to differentiate and categorize domain-specific chatbots according to archetypal qualities that guide practitioners when taking design decisions. Moreover, the taxonomy serves academics as a foundation for conducting further research on chatbot design while integrating scientific and practical knowledge.

2012 ◽  
Vol 8 (2) ◽  
pp. 32-56 ◽  
Author(s):  
Scott L. Jones

This study reports on the results of a census of design trends of 300 state government portal and agency homepages within the United States. The results can be used by government web designers to aid web design decisions and improve usability, researchers wishing to compare the findings with other populations, and future researchers who wish to study changes in homepage design over time. The study has found a limited number of design elements were common in state portal and state agency homepages. In addition, it found that state portal and agency homepage design is lacking in terms of design principles (such as screen length), navigation principles (such as in use of search boxes, site indexes, and site maps), providing of communication options, and inclusion of multimedia and Web 2.0 technologies.


Author(s):  
Sinem Siyahhan ◽  
Adam A. Ingram-Goble ◽  
Sasha Barab ◽  
Maria Solomou

In this paper, the authors argue that video games offer unique and pervasive opportunities for children to develop social dispositions that are necessary to succeed in the 21st century. To this end, they discuss the design of TavCats—a virtual role-playing game that aimed to engage children (ages 9 to 13) in understanding, acting upon, and coming to value being caring and compassionate. The authors' discussion takes the form of a design narrative through which they explain the connections between their theoretical commitments and design decisions. Specifically, they review four design elements they utilized in their design work: identity claims, boundary objects, profession trajectories, and cyclic gameplay. The authors briefly share their observations from a pilot study with children in an afterschool setting to illustrate how their design work might be realized in the world. They conclude their paper with a discussion of the implications of their work for designing educational video games for supporting social dispositions as well as academic learning, and future directions.


Author(s):  
David G. Myers

An important aspect of environmental control is the protection of equipment from the harmful effects of humidity. It is often desirable to desiccate a sealed volume in order that it satisfy a dryness requirement over the duration of its service life. Desiccant sizing, along with proper sealing, become important design elements in ensuring that such a requirement is achieved. To this end, Raytheon has developed a simulation tool to analyze and predict the humidity within sealed volumes. The pertinent physical principles that are modeled are permeation of water vapor by diffusion, pneumatic leakage, the hygroscopic properties of sealed materials, desiccant characteristics, and the kinetic model of ideal gas mixtures. The simulation has the capability of imposing any external environmental condition, consisting of diurnal cycles of temperature and humidity. The physical principles which underlie the simulation are described. An example of simulation results, design decisions and lessons-learned are presented.


2013 ◽  
Vol 135 (12) ◽  
Author(s):  
Douglas L. Van Bossuyt ◽  
Andy Dong ◽  
Irem Y. Tumer ◽  
Lucila Carvalho

Risk management is a critical part of engineering practice in industry. Yet, the attitudes of engineers toward risk remain unknown and are not measured. This paper presents the development of a psychometric scale, the engineering-domain-specific risk-taking (E-DOSPERT) test, to measure engineers' risk aversion and risk seeking attitudes. Consistent with a similar psychometric scale to assess general risk attitudes, engineering risk attitude is not single domain and is not consistent across domains. Engineers have different risk attitudes toward five identified domains of engineering risk: processes, procedures and practices; engineering ethics; training; product functionality and design; and legal issues. Psychometric risk profiling with E-DOSPERT provides companies a standard to assess domain-specific engineering risk attitude within organizations and across organizations. It provides engineering educators a standard to assess the understanding of engineering students to the types of risks they would encounter in professional practice and their personal attitude toward responding to those risks. Appropriate interventions can then be implemented to shape risk attitudes as appropriate. Risk-based design decisions can also be shaped by a better understanding of engineer and customer risk attitude. Understanding engineers' risk attitudes is crucial in interpreting how individual engineers will respond to risk in their engineering activities and the numerous design decisions they make across the various domains of engineering risk found in professional practice.


2018 ◽  
Vol 5 (1) ◽  
pp. 11-21
Author(s):  
Muteber Erbay ◽  
Ayça A. Ustaömeroğlu ◽  
Pınar Küçük ◽  
Zeynep Sadıklar

In design-based disciplines, the basic design lesson generally covers theories of design elements-principles and Gestalt perception rules, then followed by two and three-dimensional abstract designs made by the students. All these studies play an important role in the development of visual language and expression. Particularly in the visualization of the imagination and in the process of transferring the design, the students are fed from these teachings and direct their design decisions. For this reason, the "Basic Design" course is of great importance for the students to develop a formal and aesthetic perspective. However, the transformation of these abstract thoughts into a concrete product is often not tested in the context of the course. In the scope of this study; the teachings that students gained from the   "Basic Design" course, which is given in the first semester in the Department of Interior Design at Karadeniz Technical University, was tested with a workshop. As method of the study, the functional characteristics of the furniture designed by the students and the basic design elements-principles and Gestalt perception rules used by the students were entered into the SPSS program and the obtained data were evaluated in accordance with the objectives of the study. Keywords: Furniture design; abstract thinking; design education; basic design; creativity Özet Tasarım tabanlı disiplinlerde temel tasarım dersi genel olarak; tasarım ögeleri, ilkeleri, Gestalt algı kuramlarını içeren teorik anlatımlarla verilmekte, sonrasında öğrencilere yaptırılan iki ve üç boyutlu soyut tasarımlarla desteklenmektedir. Tüm bu çalışmalar görsel dilin ve ifadenin geliştirilmesinde önemli bir rol oynamaktadır. Özellikle imgenin görselleştirilmesinde ve tasarıma aktarılması aşamasında öğrenciler, bu öğretilerden beslenerek tasarım kararlarına yön vermektedirler. Bu nedenle “Temel Tasarım” dersi, öğrencilerin biçimsel ve estetik bir bakış açısı geliştirebilmeleri için büyük bir önem arz etmektedir. Ancak bu bakış açısının soyut düşünceden, somut bir ürüne dönüştürülmesi genellikle ders kapsamında test edilememektedir. Bu çalışma kapsamında; Türkiye’nin kuzey doğusunda bir sahil kenti olan Trabzon’da bulunan Karadeniz Teknik Üniversitesi İç Mimarlık Bölümünde birinci yarıyılda verilmekte olan “Temel Tasarım” dersinin bir çıktısı olarak öğrencilerin dersten edinimleri dönem sonunda bir workshop çalışması ile sınanmıştır. Çalışmanın yöntemi olarak öğrencilerin tasarladıkları mobilyaların işlevsel özellikleri ve kullandıkları temel tasarım öge ve ilkeleri SPSS programına girilmiş, elde edilen veriler çalışmanın amaçları doğrultusunda değerlendirilmiştir. Keywords: Temel tasarım, mobilya tasarımı, yaratıcılık, soyut düşünme.


2015 ◽  
Vol 807 ◽  
pp. 183-192
Author(s):  
Maximilian Zocholl ◽  
Felix Heimrich ◽  
Marius Oberle ◽  
Jan Würtenberger ◽  
Ralph Bruder ◽  
...  

This article extends the Uncertainty Mode and Effects Analysis (UMEA) to human effects and uses ontologies to connect human driven uncertainty data to the corresponding parts in an aircraft CAD-Assembly. Still, human behaviour is one of the major sources of uncertainty in the product usage phase. Hence, using uncertainty data of human behaviour for product design becomes increasingly important, especially for the control of uncertainty in load carrying systems. In this context, the exchange of semantically enriched uncertainty data between different domains and domain specific applications guarantees the consistency of the data prevents misinterpretation and enables the reuse of existing data for future design decisions.


2020 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Antonio Chamorro ◽  
José Manuel García-Gallego ◽  
Hermelinda da Conceição Trindade-Carlos

PurposeThe aim of this study is to analyse the importance of bottle design in relation to other purchasing criteria, and also to understand which design elements are most attractive to consumers.Design/methodology/approachA survey of a sample of 437 wine drinkers was carried out in Portugal using non-probabilistic sampling. The technique used was conjoint analysis based on the SPSS conjoint module.FindingsOne of the key findings was the low importance of bottle design in shaping consumer preferences compared to other attributes (origin, price and category of wine). In terms of design elements, the label had the biggest influence on consumer choice, followed by the type of bottle, bottle seal and brand name, in that order. Differences in consumer choice were evident according to the level of knowledge of wine and frequency of consumption.Practical implicationsThe findings of this study provide guidance for Portuguese wineries as regards the marketing and design decisions of their products and packaging.Originality/valueThis study sheds new light on the importance of wine bottle design on consumer preferences. Previous studies in the area have proved to be minimal and heterogeneous.


2019 ◽  
Vol 50 (2) ◽  
pp. 180-201 ◽  
Author(s):  
Bill Roungas ◽  
Femke Bekius ◽  
Sebastiaan Meijer

Background. The abstraction of complex systems, which is required by default when modelling gaming simulations, is a convoluted and time-consuming process. For gaming simulations to be efficient and effective, the problem of the real system they imitate needs to be narrowed down and simplified as much as possible. Additionally, even after abstraction of the real system, multiple design decisions need to be made and these may differ depending on the gaming simulation. Aim. This article proposes a framework for formalizing, and consequently standardizing, expediting and simplifying, the modelling of gaming simulations. Method. The proposed framework applies game concepts pertaining to game theory in the abstraction of the real system and the game design decisions. Results. Application of the framework in three case studies reveals several advantages of incorporating game theory into game design, such as formally defining the game design elements and identifying the worst-case scenarios in the real-systems, to name but two. Conclusions. Given the framework’s advantages in general, and the game design recommendations it offers in particular, it is safe to conclude that, for the cases presented in this article, the framework make positive contributions towards the development of gaming simulations.


2017 ◽  
Author(s):  
◽  
Christopher Melchiondo

This research identifies and analyzes design choices made by online liberal and conservative media outlets with a focus on typography to identify design elements and font characteristics as signs of political ideology. Most news media outlets, whether their objective is to report the truth as an independent fourth estate, persuade citizens toward a partisan agenda, or simply to make money, strive to gain and retain readers. To do this, they deal in credibility with their target audience. Some media sources target partisans and others do not, but they must persuade their readers that they are a credible source of necessary information. Typography can be part of the message -- not just as part of the design's overall professionalism and credibility, but as a semiotic sign that lends meaning to the words (Stockl, 2005). Left- and right-leaning sites use typography in similar ways that differentiate them from centrist sites, and sites may select specific typography to demonstrate either a liberal or conservative bias. Nonpartisan websites do not seem to use serifs or sans serifs more often, but depending on how you classify the sites that lean slightly left and right, you will see a preference for sans serif. Liberal and centerleft websites use many more serif headlines than centrists or conservatives, while conservative sites prefer sans serif headlines. Also, the least trusted sites, and the sites regarded as most partisan on both the left and the right, shared similar typography, most notably the use of sans serif headlines. The results of this research can be used to inform design decisions of nonpartisan, or partisan news outlets to help them gain credibility with their preferred audiences.


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