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Memorality: The Future of Our Digital SelvesMyra, Jess January 2013 (has links)
Digital Immortality or Not?The aim of this thesis was to explore how we might be stewards for our post-life digital self after physical death, and to provide a new interaction experience in the form of a tangible, digital, or service design solution. Prior to the project kick-off secondary research, including academic research papers, analogous services, and existing projects, was distilled to form topical questions. These questions were then presented in many casual topical conversations and revealed that although post-life digital asset management awareness is increasing, little consideration exists on how to reflect legacies into the future long after death. A second stage of primary research included multiple on-site investigations, paired with in-person interviews and a quantitative online survey. Insights and understandings then lead to initial concepts that were tested to address distinctive qualities between tangible and digital design solutions. The main findings included that although people want to be remembered long after they die, current methods of tangible and digital content management can not sufficiently support the reflection of legacies long into the future. In conclusion, this thesis argues that to become part of an everlasting legacy, the interaction experience can leverage commonalities and shared moments from life events captured in digital media. These points of connections rely on associated metadata (i.e. keyword tags, date stamps, geolocation) to align relevant moments that transcend time and generations. The solution proposed here harnesses the benefits that both digital and tangible media afford and are presented as a tablet interface with an associated tangible token used as a connection key.
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The effect of tangible media on individuals in business process modeling : a controlled experiment = Der Einfluss greifbarer Medien auf einzelne Personen bei der Geschäftsprozessmodellierung : ein kontrolliertes ExperimentLübbe, Alexander January 2011 (has links)
In current practice, business processes modeling is done by trained method experts. Domain experts are interviewed to elicit their process information but not involved in modeling. We created a haptic toolkit for process modeling that can be used in process elicitation sessions with domain experts. We hypothesize that this leads to more effective process elicitation.
This paper brakes down "effective elicitation" to 14 operationalized hypotheses. They are assessed in a controlled experiment using questionnaires, process model feedback tests and video analysis. The experiment compares our approach to structured interviews in a repeated measurement design. We executed the experiment with 17 student clerks from a trade school. They represent potential users of the tool.
Six out of fourteen hypotheses showed significant difference due to the method applied. Subjects reported more fun and more insights into process modeling with tangible media. Video analysis showed significantly more reviews and corrections applied during process elicitation. Moreover, people take more time to talk and think about their processes. We conclude that tangible media creates a different working mode for people in process elicitation with fun, new insights and instant feedback on preliminary results. / Heute, werden Geschäftsprozesse durch speziell ausgebildete Modellierungsexperten erstellt. Wissensträger der Domäne werden befragt, aber sie werden nicht in die Modellierung einbezogen. Wir haben ein haptisches Werkzeug zur Prozessmodellierung entwickelt welches bei der Prozesserhebung zusammen mit den Domänenexperten eingesetzt wird. Wir vertreten die Hypothese, dass dies zur effizienteren Prozesserhebung beiträgt.
In diesem Artikel schlüsseln wir "effiziente Prozesserhebung" in 14 operationalisierte Hypothesen auf. Diese werden in einem kontrollierten Experiment mit Hilfe von Fragebögen, Tests und Videoanalyse untersucht. In dem Experiment vergleichen wir unseren Ansatz mit strukturierten Interviews in einem Messwiederholungsdesign. Das Experiment wurde mit 17 Schülern kaufmännischer Berufe in einem Oberstufenzentrum durchgeführt. Sie repräsentieren potentielle Anwender unseres Ansatzes zu Prozesserhebung.
Sechs der vierzehn Hypothesen zeigten einen signifikanten Unterschied zwischen den beiden Ansätzen. Teilnehmer berichteten mehr Spass an und mehr Erkenntnisse durch greifbare Prozessmodellierung zu haben. In der Videoanalyse beobachteten wir, dass Teilnehmer häufiger Ihre Aussagen prüfen und korrigieren. Außerdem wurde mehr Zeit für das Reden und Nachdenken über die Prozesse verwendet. Wir schlussfolgern, dass greifbare Medien ein anderes Arbeitsumfeld begünstigen mit mehr Spaß, neuen Erkenntnissen und direktem Feedback auf vorläufige Ergebnisse.
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