PDF-(BOOK)-The Envisionment and Discovery Collaboratory (EDC) Explorations in Human-Centered

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The Envisionment and Discovery Collaboratory EDC is a longterm research platform exploring immersive sociotechnical environments in which stakeholders can collaboratively

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(BOOK)-The Envisionment and Discovery Collaboratory (EDC) Explorations in Human-Centered: Transcript


The Envisionment and Discovery Collaboratory EDC is a longterm research platform exploring immersive sociotechnical environments in which stakeholders can collaboratively frame and solve problems and discuss and make decisions in a variety of application domains and different disciplines The knowledge to understand frame and solve these problems does not already exist but is constructed and evolves in ongoing interactions and collaborations among stakeholders coming from different disciplines providing a unique and challenging environment to study foster and support humancentered informatics design creativity and learning At the social level the EDC is focused on the collaborative construction of artifacts rather than the sharing of individually constructed items It brings individuals together in facetoface meetings encouraging and supporting them to engage individually and collectively in action and reflection At the technological level the EDC integrates tabletop computing environments tangible objects sketching support geographic information systems visualization software and an envisioned virtual implementation This book is based on 20 years of research and development activities that brought together interdisciplinary teams of researchers educators designers and practitioners from different backgrounds The EDC originated with the merging of two research paradigms from disparate disciplines to build on the strengths approaches and perspectives of each This book describes the artifacts and scenarios that were developed with the goal of providing inspiration for humancentered informatics not focused on technologies in search of a purpose but on the development of systems supporting stakeholders to explore personally meaningful problems These developments have inspired numerous research and teaching activities The challenges prototypical systems and lessons learned represent important milestones in the development and evolution of the EDC that are relevant for future research activities and practices in humancentered informatics. : Three Key Employee-Centered Elements with Case Studies. Marc Summerfield. Washington Metropolitan Society of Health-System Pharmacists. September 28, 2013. Sense of Purpose. Employee-Centered Leadership:. God IS Self-Centered!. In creation – . Psalm 148; Gen. 1:26-27. In scheme of redemption – . Eph. 1:3-14; Rom. 11:19-36. God IS Self-Centered!. In creation – . Psalm 148; Gen. 1:26-27. In scheme of redemption – . Understanding Informatics and Its Role in The Cancer Registry Profession. Jocelyn Hoopes, MLIS, CTR. 360 Registry Services, LLC. Chair, NCRA Informatics Committee . CORE COMPETENCIES. . Informatics Theory. Presentation: Human-Centered . Design. Capability. David J. Fitts . Chief, Habitability & Human Factors Branch, NASA/JSC/SF3. May 5, 2009. AsMA 2009, Los Angeles, CA. National Aeronautics and Space Administration. Adaptable Mountain Biking. Ian is on a 4 wheel adapted mountain bike about to make a jump on a dirt course. Adaptable Skiing. Ian is in the middle of a jump on the mountain. Looks to be about 10 feet off the white snow. . How do you keep your employees engaged, creative, innovative, and productive? Simple: Work human!From the pioneers of the management strategy that\'s transforming businesses worldwide, Making Work Human shows how to implement a culture of performance and gratitude in the workplace--and seize a competitive edge, increase profitability, and drive business momentum.Leaders of Workhuman, the world\'s fastest-growing social recognition and continuous performance management platform, Eric Mosley and Derek Irvine use game-changing data analytics to prove that when a workplace becomes more human--when it\'s fueled by a culture of gratitude--measurable business results follow. In Making Work Human, they show you how to: Apply analytics and artificial intelligence in ways that make work more human, not lessExpand equity, diversity, and inclusion initiatives and strategies to include a wider range of backgrounds, life experiences, and capabilities as a step to end systemic social and racial injusticeUse recognition as an actionable strategy to create a more socially connected, inclusive culture--especially critical during a global pandemic when employees are working remotelyThe qualities that make us most human--connection, community, positivity, belonging, and a sense of meaning--have become the corporate fuel for getting things done--for innovating, for thriving in the global marketplace, and for outperforming the competition, the authors write.By building a sense of belonging, purpose, meaning, happiness, and energy in every employee, you\'ll create a profound connection between your organization and its goals. And Making Work Human provides everything you need to get there. Health informatics tools include: . Computers . Clinical guidelines, . Formal medical terminologies, . Communication systems. Information Technology (IT). “is the study, design, development, implementation, support or management of computer-based information systems, particularly software applications and computer hardware’’ . The book reports on the current state on HCI in biomedicine and health care focusing on the role of human factors patient safety well as methodological underpinnings of HCI theories and its application for biomedical informatics. Theories models and frameworks for human-computer interaction (HCI) have been recognized as key contributors for the design development and use of computer-based systems. In the clinical domain key themes that litter the research landscape of health information technology (HIT) are usability decision support and clinical workflow 8211 all of which are affected directly or indirectly by the nature of HCI. While the implications of HCI principles for the design of HIT are acknowledged the adoption of the tools and techniques among clinicians informatics researchers and developers of HIT are limited.nbspThere is a general consensus that HIT has not realized its potential as a tool to facilitate clinical decision-making the coordination of care and improves patient safety. Embracing sound principles of iterative design can yield significant dividends. It can also enhance practitioner8217s abilities to meet 8220meaningful use8221 requirements. The purpose of the book is two-fold to address key gaps on the applicability of theories models and evaluation frameworks of HCI and human factors for research in biomedical informatics. It highlights the state of the art drawing from the current research in HCI. Second it also serves as a graduate level textbook highlighting key topics in HCI relevant for biomedical informatics computer science and social science students working in the healthcare domain. For instructional purposes the book provides additional information and a set of questions for interactive class discussion for each section. The purpose of these questions is to encourage students to apply the learned concepts to real world healthcare problems.8203 Increasingly teams are working together when they are not in the same location even though there are many challenges to doing so successfully. Here we review the latest insights into these matters guided by a framework that we have developed during two decades of research on this topic. This framework organizes a series of factors that we have found to differentiate between successful and unsuccessful distributed collaborations. We then review the kinds of technology options that are available today focusing more on types of technologies rather than specific instances. We describe a database of geographically distributed projects we have studied and introduce the Collaboration Success Wizard an online tool for assessing past present or planned distributed collaborations. We close with a set of recommendations for individuals managers and those higher in the organizations who wish to support distance work. This is the first comprehensive history of human-computer interaction (HCI). Whether you are a user-experience professional or an academic researcher whether you identify with computer science human factors information systems information science design or communication you can discover how your experiences fit into the expanding field of HCI. You can determine where to look for relevant information in other fields--and where you won\'t find it.This book describes the different fields that have participated in improving our digital tools.It is organized chronologically describing major developments across fields in each period. Computer use has changed radically but many underlying forces are constant. Technology has changed rapidly human nature very little. An irresistible force meets an immovable object. The exponential rate of technological change gives us little time to react before technology moves on. Patterns and trajectories described in this book provide your best chance to anticipate what could come next.We have reached a turning point. Tools that we built for ourselves to use are increasingly influencing how we use them in ways that are planned and sometimes unplanned. The book ends with issues worthy of consideration as we explore the new world that we and our digital partners are shaping. Computing education is in enormous demand. Many students (both children and adult) are realizing that they will need programming in the future. This book presents the argument that they are not all going to use programming in the same way and for the same purposes. What do we mean when we talk about teaching everyone to program? When we target a broad audience should we have the same goals as computer science education for professional software developers? How do we design computing education that works for everyone? This book proposes use of a learner-centered design approach to create computing education for a broad audience. It considers several reasons for teaching computing to everyone and how the different reasons lead to different choices about learning goals and teaching methods. The book reviews the history of the idea that programming isn\'t just for the professional software developer. It uses research studies on teaching computing in liberal arts programs to graphic designers to high school teachers in order to explore the idea that computer science for everyone requires us to re-think how we teach and what we teach. The conclusion describes how we might create computing education for everyone. This book explores the possibility for an anthropology of services and outlines a practice approach to designing services. The reader is taken on a journey that Blomberg and Darrah have been on for the better part of a decade from their respective positions helping to establish a services research group within a large global enterprise and an applied anthropology master\'s program at a Silicon Valley university. They delve into the world of services to understand both how services are being conceptualized today and the possible benefits that might result from taking an anthropological view on services and their design. The authors argue that the anthropological gaze can be useful precisely because it combines attention to details of everyday life with consideration of the larger milieu in which those details make sense. Furthermore it asks us to reflect upon and assess our own perspectives on that which we hope to understand and change. Central to their exploration is the question of how to conceptualize and engage with the world of services given their heterogeneity the increasing global importance of the service economy and the possibilities introduced for an engaged scholarship on service design. While discourse on services and service design can imply something distinctively new the authors point to parallels with what is known about how humans have engaged with each other and the material world over millennia. Establishing the ubiquity of services as a starting point the authors go on to consider the limits of design when the boundaries and connections between what can be designed and what can only be performed are complex and deeply mediated. In this regard the authors outline a practice approach to designing that acknowledges that designing involves participating in a social context that design and use occur in concert that people populate a world that has been largely built by and with others and that formal models of services are impoverished representations of human performance. An Anthropology of Services draws attention to the conceptual and methodological messiness of service worlds while providing the reader with strategies for intervening in these worlds for human betterment as complex and challenging as that may be. Table of Contents Preface / Acknowledgments / Getting Started / From Services to Service Worlds / The Human Condition / Service Concepts / Design and its Limits / Service Design / An anthropology of Services / References / Author Biographies Human-centered informatics (HCI) is a young discipline that is still defining its core components with approaches rooted in engineering science and creative design. In the spirit of this book series this book explores HCI as an intersection point for different perspectives of computing and information technology seeking to understand how groups of designers can communicate with an increasingly diverse set of colleagues on a broadening set of problems. In so doing this book traces the evolution of claims as a way to capture and share knowledge particularly in comparison to other approaches like patterns and issues. Claims can be a centrally important aspect in HCI design efforts either consciously by targeted design techniques or through ingrained habits of experienced designers. An examination of claims their uses in design and the possibilities for explicit use in future collaborative design endeavors seeks to inspire their further development use in HCI design. Table of Contents What are Claims? / Knowing and Sharing / Evolution of Claims / Using Claims / Looking Forward This book explores the design process for user experience and engagement which expands the traditional concept of usability and utility in design to include aesthetics fun and excitement. User experience has evolved as a new area of Human Computer Interaction research motivated by non-work oriented applications such as games education and emerging interactive Web 2.0. The chapter starts by examining the phenomena of user engagement and experience and setting them in the perspective of cognitive psychology in particular motivation emotion and mood. The perspective of aesthetics is expanded towards interaction and engagement to propose design treatments metaphors and interactive techniques which can promote user interest excitement and satisfying experiences. This is followed by reviewing the design process and design treatments which can promote aesthetic perception and engaging interaction. The final part of the chapter provides design guidelines and principles drawn from the interaction and graphical design literature which are cross-referenced to issues in the design process. Examples of designs and design treatments are given to illustrate principles and advice accompanied by critical reflection. Table of Contents Introduction / Psychology of User Engagement / UE Design Process / Design Principles and Guidelines / Perspectives and Conclusions

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