scholarly journals Chatbot Kim: A Digital Tutor on AI. How Advanced Dialog Design Creates Better Conversational Learning Experiences

Author(s):  
Cäcilie Kowald ◽  
Beate Bruns

Conversational user interfaces, aka chatbots, offer new ways of interaction that can be used not only for task-led applications, but also for learning itself. Still, most conversational learning applications offer a predominantly one-directional dialog – either bot-led, with the user only confirming, or user-led, with the bot answering questions, but not going beyond. In contrast to these common approaches, learnbot Kim by time4you [1] not only conveys information, but wraps it in an equally entertaining and instructive chat, combining pre-defined dialog turns with a flexible dialog management. This article explains the design decisions made during the dialog development process and the underlying reasons. After having read this text, you will have a better idea of how dialog in conversational learning can be modeled to allow for a more natural conversational experience.

2017 ◽  
Vol 13 (1) ◽  
pp. 39-60 ◽  
Author(s):  
Khalid Alemerien

The number of users in Social Networking Sites (SNSs) is increasing exponentially. As a result, several security and privacy problems in SNSs have appeared. Part of these problems is caused by insecure Graphical User Interfaces (GUIs). Therefore, the developers of SNSs should take into account the balance between security and usability aspects during the development process. This paper proposes a set of user-friendly security patterns to help SNS developers to design interactive environments which protect the privacy and security of individuals while being highly user friendly. The authors proposed four patterns and evaluated them against the Facebook interfaces. The authors found that participants accepted the interfaces constructed through the proposed patterns more willingly than the Facebook interfaces.


Author(s):  
Merissa Walkenstein ◽  
Ronda Eisenberg

This paper describes an experimental study that compares a graphical user interface for a computer-telephony product designed without the involvement of a human factors engineer to a redesign of that interface designed with a human factors engineer late in the development cycle. Both interfaces were usability tested with target customers. Results from a number of measures, both subjective and objective, indicate that the interface designed with the human factors engineer was easier to use than the interface designed without the human factors engineer. The results of this study show the benefits of involving human factors engineers in the design of graphical user interfaces even towards the end of a development cycle. However, this involvement is most effective when human factors engineers are included as an integral part of the design and development process even at this late stage in the process.


2021 ◽  
Vol 14 (2) ◽  
pp. 50-57
Author(s):  
Cäcilie Kowald ◽  
Beate Bruns

Conversational user interfaces, aka chatbots, offer new ways of interaction that can be used not only for task-led applications, but also for learning itself. From drill-and-practice assistants to digital tutors and coaches, Conversational learning offers a variety of new and extensive options to support individuals through the learning process and to push the boundaries of classroom-based learning. However, Conversational Learning applications that go beyond simple question-and-answer dialogs are still rare. “Pit in the Warehouse” takes a new stance to Conversational Learning: by combining an dialogical escape room challenge with an interactive fiction approach and compelling storytelling, it creates an engaging and low-threshold type of game-based learning.


Author(s):  
Jennifer Shirk

This reflective paper examines how course designers utilized multiple frameworks for motivation and educational psychology to support learner self-regulation in an open, self-paced learning experience. The paper provides specific applications and opportunities to better support self-regulation in the future in both the forethought and self-reflection phases of Zimmerman’s socio-cognitive model of self-regulation. The paper concludes with a summary of design decisions that supported self-regulation in this context as well as questions intended to help designers of similar learning experiences consider how to best support self-regulation in their context.


2021 ◽  
Vol 12 (1) ◽  
pp. 77-100
Author(s):  
Yi Jin

This design case shows a course designed for teaching preservice teachers about how to design literacy-infused STEAM learning experiences that involve both making and the use of educational technology at a large Midwestern land-grant university in the U.S. This course emphasizes the high-tech making activities in PK-12 formal education that offers students richer, more engaging, and potentially more meaningful learning experiences. The course expects to equip the preservice teachers with the understanding and skills they need to be ready to transform existing curricula in PK-12 education, incorporate curricula that cultivate creativity, design thinking, and problem-solving, and provide students authentic instructions and the opportunities to be the creators and owners of their learning. The current design case highlights design decisions during the design process.


Author(s):  
E. J. Reed ◽  
R. R. Horton ◽  
J. B. Fyfe

A major portion of the Life Cycle Cost (LCC) of a modern high technology weapon system is determined by design decisions made very early in the development process. Many of these decisions are so fundamental that later changes become impractical. As a result, a usage-sensitive, interactive aircraft engine LCC model has been developed by Pratt & Whitney Aircraft to evaluate and prioritize potential technology candidates during conceptual/preliminary design. This paper discusses the development of the EAGLE (Engine/Airframe Generalized LCC Evaluator) model, its validation using results from the Advance Technology Engine Studies (ATES), and includes an example engine technology evaluation.


Author(s):  
Ankica Barišic ◽  
Vasco Amaral ◽  
Miguel Goulão ◽  
Bruno Barroca

Domain-Specific Languages (DSLs) can be regarded as User Interfaces (UIs) because they bridge the gap between the domain experts and the computation platforms. Usability of DSLs by domain experts is a key factor for their successful adoption. The few reports supporting improvement claims are persuasive, but mostly anecdotal. Systematic literature reviews show that evidences on the effects of the introduction of DSLs are actually very scarce. In particular, the evaluation of usability is often skipped, relaxed, or at least omitted from papers reporting the development of DSLs. The few exceptions mostly take place at the end of the development process, when fixing problems is already too expensive. A systematic approach, based on techniques for the experimental evaluation of UIs, should be used to assess suitability of new DSLs. This chapter presents a general experimental evaluation model, tailored for DSLs’ experimental evaluation, and instantiates it in several DSL’s evaluation examples.


Author(s):  
Cäcilie Kowald ◽  
Beate Bruns

Conversational user interfaces, aka chatbots, offer new ways of interaction that can be used not only for task-led applications, but also for learning itself. Conversational learning offers a variety of new and extensive options to support individuals through the learning process and to push the boundaries of classroom based learning. This document shows three application scenarios that have been realized with time4you’s conversational learning software Jix. After having read this text, you will have a better idea of what conversational learning is, how it can be used in learning and development, and what is critical for its success.


Proceedings ◽  
2018 ◽  
Vol 2 (19) ◽  
pp. 1201
Author(s):  
Yonatan Pineda Olarte ◽  
Fáber D. Giraldo ◽  
William J. Giraldo ◽  
Sergio F. Ochoa ◽  
Ramón Hervás

Software applications have been identified as potentially suitable tools to assist older adults in several aspects of their lives, like healthcare, emotional support and personal security. However, developing usable and useful applications for this population represents an important challenge, given that no systematic solutions have been proposed to support such a process. This article hypothesizes that a model-driven engineering (MDE) approach can help generate suitable user interfaces for elderly people, making the development process repeatable and allowing the systematic reuse of design knowledge about products for these end-users. To determine the validity of such hypothesis, the article presents the results of a case study where a healthcare supporting system for older adults, developed by using an MDE approach, was evaluated in four older adult care centers. The results obtained were highly positive, showing MDE as a possible path to address systematically the development of these applications.


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