scholarly journals Teaching Semantic Ethnography to Architecture Students

Author(s):  
Galen Cranz ◽  
Georgia Lindsay ◽  
Lusi Morhayim ◽  
Hans Sagan

Learning about human behavior, cultural diversity, and user perspectives are all part of the NAAB-required curriculum for educating architects. Beyond that, these skills help architects compete in a global and diverse world. Semantic ethnography offers a method for understanding the user perspective in cultural settings. We present a research and design project centered on semantic ethnography as a way to teach architecture students about how to design for user groups. A survey administered to two years of students indicates that this project is indeed helpful for teaching students about how to find and listen to the user perspective.

2008 ◽  
pp. 1303-1310
Author(s):  
Stephen R. Gulliver

This chapter introduces a selection of studies relating to each of the multimedia senses — olfactory (smell), tactile/haptic (touch), visual (sight), and auditory (sound) — and how such studies impact user perception and ultimately user definition of multimedia quality. A model of distributed multimedia is proposed, to allow a more structured analysis of the current literature concerning video and audio information. This model segregates studies implementing quality variation and/or assessment into three discrete information abstractions (the network, media, and content levels) and from two perspectives (the technical and user perspectives). It is the objective of the author that, by placing current research in context of a quality structure, the need for fuller incorporation of the user perspective in multimedia quality assessment will be highlighted.


Author(s):  
Geraldo U. de Sousa

In the comedies Shakespeare offers glimpses of the world’s ethnic, racial, and cultural diversity, and raises the question of whether a culturally and racially diverse world can transcend the tragic forces inherent in racial, ethnic, and religious strife and therefore imagine a progressive, forward-looking social paradigm. This chapter thoroughly examines the question of race in Shakespeare’s comedies, offering a comprehensive discussion of race and racism, caricature and humour, the aggression of language, the centrality and prominence of images of whiteness, and a sense of global interconnectedness intertwined with fear of foreign influence. Therefore, the comedies raise the potential for inclusion in exclusion and the potential for exclusion in inclusion. Shakespeare approaches racial issues and ethnic contrasts to reveal subtle connections in contrasts, and the cultural forces of exclusion that inclusion of difference entails.


2011 ◽  
Vol 39 (4) ◽  
pp. 487-494 ◽  
Author(s):  
Clio Berry ◽  
Mark Hayward

Background: Although recommended in national treatment guidelines, there is much that is still unknown about CBT for psychosis (CBTp) in terms of the process and experience of the therapy. One way to investigate these gaps in knowledge is to explore service users' experiences through qualitative research. Aims: To consolidate existing qualitative explorations of CBTp from a service user perspective. Method: Qualitative synthesis and comparison with previous research findings. Results: Two analytical themes were created from initial descriptive themes common to multiple studies: “The ingredients in the process of therapy” and “What is the process of therapy?” Conclusions: Qualitative synthesis is a useful method for generating new insights from multiple qualitative studies. Service user perspectives on CBTp corroborate existing research and may also offer more novel findings regarding the ingredients and process of therapy. However, qualitative studies are limited in number and do not always maximize the prominence of service user experience.


2019 ◽  
Vol 18 (01) ◽  
pp. 1950002 ◽  
Author(s):  
Paul Town ◽  
Fadi Thabtah

Business Intelligence Tools (BI Tools) can be an intelligent way for individuals to undertake data analysis and reporting for guiding decision-making processes. There are many different BI Tools available in the market today, as well as information to assist organisations in evaluating their effectiveness. This paper focusses on two commercially available BI Tools: Tableau and Microsoft Power BI. It aims to determine which BI Tool is better for data analysis and reporting from an end user’s point of view. This paper undertakes an evaluation of both tools and compares which is more suitable for students using interface (navigation), cost, presence in the market, and available training and help as the evaluative criteria. Results produced in this paper found that overall, Tableau was more highly ranked than Power BI based on the evaluative criteria for end users for data analysis and reporting at least among the samples of the study. Tableau ranked higher than Power BI with its presence in the market, and available training and help. Power BI was rated more highly on its interface and both BI Tools were ranked the same in terms of cost to end users. This research is exploratory and may assist in formulating future research on BI Tools for specific user groups.


Author(s):  
Sujithra Raviselvam ◽  
David Anderson ◽  
Katja Hölttä-Otto ◽  
Kristin L. Wood

This study aims to provide a systematic framework to apply emulation tools that could help designers to experience an extraordinary user perspective (users with some form of physical or cognitive impairment). Past studies have supported the impact of using tools that emulate a physically restricted scenario to evoke creativity and empathy among designers. The proposed approach for Empathic Experience Design (EED) guides designers to have better leverage emulation tools to understand the latent design needs from recommended extraordinary user perspectives. The framework combines the physical parameters involved while interacting with a product with the interaction activities associated with the product. This combination is used to select empathy tools that will provide an interactive experience by eliminating those parameters. By eliminating the identified parameters, participants tend to look at the design needs from the emulated extraordinary user perspectives. The framework was tested with a pilot study in which 37 participants (20 participants for Treatment Group 1 and 17 participants for Treatment Group 2) of ages 20–26 were asked to redesign a medical syringe. The extraordinary use cases implemented in this study are visual impairment, hearing impairment, low dexterity and single hand usage. The study not only tested the recommended systematic approach, but it also showed the application of an extraordinary user perspective to understand the general latent needs associated with medical devices that are less likely to be used by extraordinary users. The results are promising evidence that a simple systematic approach to implement empathic design tools could have a higher impact than an unguided instinct based approach to choose the tools. The results also show that, when applied efficiently, the approach could capture a wide variety of latent needs from potential extraordinary user perspectives’.


2021 ◽  
Author(s):  
Shawna Seligman

This thesis documents and analyses my research and design that led to the synthesis of a new philosophy called Journey Architecture, the basis of my design work. Journey Architecture utilises movement and emotion to enhance the human experience through constant change. A series of design explorations build the understanding that a journey is never about the end point but rather the creation of a framework of objects, spaces and places to be experienced uniquely by each individual. Through an iterative process of multi-media techniques, methods for representing ideas, both visually and temporally, are illustrated. The final design project, the Dwelling of Walt Whitman, is a representation of a Journey Architecture. The dwelling celebrates life within the spaces by recognising that memory and emotion directly impact our experience of an environment. This thesis removes the limitations of architectural conventions and explores architectural ideas that enhance the continuously changing world around us.


2015 ◽  
Vol 1 (1) ◽  
pp. e3
Author(s):  
Melvyn WB Zhang ◽  
Christopher CS Cheok ◽  
Roger CM Ho

Background Over the past decade, there have been massive developments in both Web-based and mobile phone technologies. Mobile phones are well accepted by students, trainees, and doctors. A review of the current literature has identified the following specialties that have used mobile phones in education: pediatrics, ophthalmology, nephrology, plastic surgery, orthopedics, pharmacology, and urology. However, to date, there are no published papers examining the application of the latest mobile phone technologies for psychiatry education internationally. Objectives The main objectives of this study are (1) to determine the feasibility and receptiveness of a locally-developed psychiatry mobile phone app and user perspectives (both quantitative and qualitative) towards it, and (2) to determine the receptiveness of a locally-developed app for psychiatry education internationally. Methods A Web-based app that contained textbook contents, videos, and quizzes was developed using HTML5 technologies in 2012. Native apps were subsequently developed in 2013. Information about the apps was disseminated locally to Singaporean medical students, but the respective native apps were made available on the app stores. A user perspective survey was conducted locally to determine student’s perception of the app. Results From the inception of the app until the time of preparation of this manuscript, there have been a cumulative total of 28,500 unique visits of the responsive HTML5 Web-based mobile phone app. There have been a cumulative total of 2200 downloads of the Mastering Psychiatry app from the Apple app store and 7000 downloads of the same app from the Android app store. The initial user perspective survey conducted locally highlighted that approximately a total of 95.2% (177/186) of students felt that having a psychiatry mobile phone app was deemed to be useful. Further chi-squared analysis demonstrated that there was a significant difference between males and females in their perception of having textbook contents in the mobile phone app (χ24=12.9, P=.0012). Conclusions To the best of our knowledge, this is the first study to demonstrate the feasibility and global acceptance of a local, self-designed educational app for psychiatry education. Whilst the current research has managed to demonstrate the feasibility and acceptance of such an app, future studies would be warranted to look, in-depth, into whether there are cultural differences in terms of perceptions towards having such an app in psychiatry and what contents different cultures and cohorts of students might want within an app.


Author(s):  
Stephen R. Gulliver

This chapter introduces a selection of studies relating to each of the multimedia senses — olfactory (smell), tactile/haptic (touch), visual (sight), and auditory (sound) — and how such studies impact user perception and ultimately user definition of multimedia quality. A model of distributed multimedia is proposed, to allow a more structured analysis of the current literature concerning video and audio information. This model segregates studies implementing quality variation and/or assessment into three discrete information abstractions (the network, media, and content levels) and from two perspectives (the technical and user perspectives). It is the objective of the author that, by placing current research in context of a quality structure, the need for fuller incorporation of the user perspective in multimedia quality assessment will be highlighted.


10.28945/4355 ◽  
2019 ◽  

Aim/Purpose: The purpose of this report is to provide an understanding of cultural diversity in today’s global economy and to understand what shapes our identities and what influences our behavior. Background: Culture is the way of functioning in today’s world and it refers to the shared language, beliefs, values, norms, behaviors, and material objects that are passed down from one generation to the next. Cultural diversity helps individuals recognize and respect the stewpot of today’s world and promoting cultural diversity and cultural competency helps individuals define and respect the diversity that encompasses today. Cultural competence also helps individuals embrace values and cultural nuances that are not necessarily akin to the one’s the individual possesses. Individuals interact with others to build bridges to trust, respect, and understanding across cultures. Furthermore, diversity makes the world a more interesting place to live, as people from diverse backgrounds contribute language, new ways of thinking, new knowledge, and different experiences. Methodology: A non-systematic literature review by way of reviewing articles that were found in many of major databases under the terms “Diversity in the workplace” since the year 2010 was conducted. Findings: This study identified major findings that would help individuals shape the diversity encountered and provides an avenue toward unity.


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