This book constitutes the proceedings of the 13th International Conference on Design Science Research in Information Systems and Technology, DESRIST 2018, held in June 2018 in Chennai, India. The 24 full papers presented in this volume were carefully reviewed and selected from 96 papers. The contributions are organized in topical sections named: HCI and Design, Design Foundations, Design Foundations, Design in Healthcare, Advances in Data Science and Analytics, ICT for Development, Designing Cybersecurity, and Design Applications.
This book constitutes the thoroughly refereed proceedings of the 15th International Conference on Design Science Research in Information Systems and Technology, DESRIST 2020, held in Kristiansand, Norway, in December 2020. The 28 revised full research papers included in the volume together with 7 research-in-progress papers and 9 prototype papers, were carefully reviewed and selected from 93 submissions. They are organized in the following topical sections: digital public services; data science; design principles; methodology; platforms and networks; and service science. Due to the Corona pandemic this event was held virtually.
Social media users fracture into tribes, but social media ecosystems are globally interconnected technically, socially, culturally, and economically. At the crossroads, Huatong Sun, author of Cross-Cultural Technology Design, presents theory, method, and case studies to uncover the global interconnectedness of social media design and reorient universal design standards. Centering on the dynamics between structure and agency, Sun draws on practice theories and transnational fieldwork and articulates a critical design approach. The "CLUE2 (CLUE squared)" framework extends from situated activity to social practice, and connects macro institutions with micro interactions to redress asymmetrical relations in everyday life. Why were Japanese users not crazed about Facebook? Would Twitter have had been more successful than its copycat Weibo in China if not banned? How did mobilities and value propositions play out in the competition of WhatsApp, WeChat, LINE, and KakaoTalk for global growth? Illustrating the cultural entanglement with a relational view of design, Sun provides three provocative accounts of cross-cultural social media design and use. Concepts such as affordance, genre, and uptake are demonstrated as design tools to bind the material with the discursive and leap from the critical to the generative for culturally sustaining design. Sun calls to reshape the crossroads into a design square where differences are nourished as design resources, where diverse discourses interact for innovation, and where alternative design epistemes thrive from the local. This timely book will appeal to researchers, students, and practitioners who design across disciplines, paradigms, and boundaries to bridge differences in this increasingly globalized world.
Includes the most important issues, concepts, trends and technologies in the field of global information technology management, covering topics such as the technical platform for global IS applications, information systems projects spanning cultures, managing information technology in corporations, and global information technology systems and socioeconomic development in developing countries.
This open access book focuses on making the transition from in-person, classroom education to other feasible alternative modes and methodologies to deliver education at all levels. The book presents and analyzes research questions to explore in this arena, including pedagogical issues relating to technological and infrastructure challenges, teacher professional development, issues of disparity, access and equity, and impact of government policies on education. It also provides unique opportunities and vehicles for generating scholarship that helps explain the varied educational needs, perspectives and solutions that arise during an emergency and the different roles educational institutions and educators may play during this time. Developed from a highly successful Presidential Session at the annual meeting of the Association for Educational Communications and Technology (AECT), this edited volume presents AECT and its membership as the premier organization focusing on the provision of educational communications and technology leadership. In addition, it functions as a contemporary document of this global crisis as well as a rich resource for possible future emergency scenarios in the educational arena.
This book is a synthesis of the complex interdependencies between user interface design of digital screen and learning process. It is analyzed the impact of digital revolution on learning, phases of digital textbooks use and development; specific features of educational system & learning environment; psycho-pedagogical characteristics of XXI students; user interface design topology; user interface design features of digital textbooks in accordance with human thinking paradigms; critical thinking of user interfaces and content (linear, systems, global and metasystems design approach). One special chapter describes innovative organizational forms of learning with digital textbooks. Metasystems learning design of digital textbooks will be of particular interest to the readers because this is an innovative approach of learning design, which proved the experimental data of the instructional dynamic and flexible strategy. It proved the practical application of didactical model of digital textbooks for chemistry and mathematics. The main benefits for reader refers on understanding the applicability of metasystems learning design for digital textbook use and development, in particular for STEM education. It takes more than analysis to help readers overcome the impact of user interface design of digital textbook on learning outcomes.
This book gathers new empirical findings fostering advances in the areas of digital and communication design, web, multimedia and motion design, graphic design, branding, and related ones. It includes original contributions by authoritative authors based on the best papers presented at the 4th International Conference on Digital Design and Communication, Digicom 2020, together with some invited chapters written by leading international researchers. They report on innovative design strategies supporting communication in a global, digital world, and addressing, at the same time, key individual and societal needs. This book is intended to offer a timely snapshot of technologies, trends and challenges in the area of design, communication and branding, and a bridge connecting researchers and professionals of different disciplines, such as graphic design, digital communication, corporate, UI Design and UX design.
The world of academic credentials is going through a rapid change that has seen the emergence of alternate digital credentials. Among these are micro-certificates, digital diplomas, and open digital badges, which provide a digital record of learning and have the possibility of not only altering the landscape of academic credentials but also transforming the relationship between institutions of higher education, their learners, and society. As institutions turn their attention to alternate digital credentials, it is important to learn from what others have experienced. Innovations in the Design and Application of Alternative Digital Credentials identifies innovative examples of the use of alternate digital credentials to validate specific skills within an existing academic program or on their own. Alternate digital credentials may be how specific skills (hard or soft) are validated with an emphasis on their relationship to enhance employability and recognition within an industry. Covering a wide range of topics such as micro-credentials, badge-driven learning, and traditional credentials, this handbook is ideal for researchers, students, academicians, and administrative decision makers, as well as those who support and finance learning systems and theories and those already involved in the design and application of alternate digital credentials at the post-secondary level.
"This book investigates how a shift to a completely urban global world woven together by ubiquitous and mobile ICTs changes the ontological meaning of space, and how the use of these technologies challenges the social and political construction of territories and the cultural appropriation of places"--Provided by publisher.
This book explains how educational research can inform the design of technology-enhanced learning environments. After laying pedagogical, technological and content foundations, it analyses learning in Web 2.0, Social Networking, Mobile Learning and Virtual Worlds to derive nuanced principles for technology-enhanced learning design.
This practical, engaging book offers design educators a comprehensive, hands-on introduction to design education and pedagogy in higher education. Featuring instructional strategies and case studies from diverse design disciplines, including fashion design, architecture, and industrial design, from both the US and abroad, award-winning author Steven Faerm contextualizes design pedagogy with student development—a critical component to fostering successful teaching, optimal learning, and student success in this ever-evolving industry. Features include the following: · Advanced pedagogical methods and strategies to improve design students’ learning, holistic development, and design school experience. · Insights into the changing nature of the design industries and future challenges faced by design educators within higher education, and how design programs can be strengthened to better respond to these challenges. · A range of practical, flexible teaching methods and pedagogical techniques that design educators can easily adapt to their own settings. · Diverse international case studies and interviews with thought leaders in design, design education, and higher education. Written by a leading educator in fashion design, Faerm offers educators, school leaders, and administrators the context and skills to understand the evolving nature of the design industry and design education, and to improve design students’ learning and design school experience.
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