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Träfflista för sökning "WFRF:(Gkouskos Dimitrios Assistant Professor 1983 ) "

Sökning: WFRF:(Gkouskos Dimitrios Assistant Professor 1983 )

  • Resultat 1-6 av 6
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1.
  • Gkouskos, Dimitrios, Assistant Professor, 1983-, et al. (författare)
  • Exploring Digital Self-Triage Design in Healthcare Center Smartphone Applications for Anxiety : A Design Critique
  • 2023
  • Ingår i: International Journal of Design in Society. - Champaign, IL : Common Ground Research Networks. - 2325-1328. ; 17:2, s. 17-42
  • Tidskriftsartikel (refereegranskat)abstract
    • Mental health issues are on the rise, and more healthcare resources are needed to address existing needs. The digitalization of mental health care can enable easier access to much-needed treatment. Still, little is known about how to successfully design digitalized health care, especially from a human–computer interaction perspective, even though digital mental healthcare options are currently available for healthcare seekers. The purpose of this article is to explore how currently available digital care apps are designed, outline design strategies used, and identify opportunities for improvement. In this article, we use design patterns from five digital healthcare center mobile applications in a design critique approach to explore digitalized self-triage journeys that are available to users in Sweden. We showcase the diverse design solutions through pre-patterns identified from digitalized self-triage steps of prelogin, selecting your health issue, answering questions, and filing a case. We then discuss identified design challenges in relation to (1) calibrating appropriate expectations, (2) health literacy requirements, (3) transparency of information, and (4) expected risk-taking behaviors. We end with implications for future design-oriented research to complement clinical, financial, and technological perspectives on digital mental healthcare centers and implications that can improve the design of digital self-triage for mental health applications.
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2.
  • Gkouskos, Dimitrios, Assistant Professor, 1983-, et al. (författare)
  • Teaching Design Ethics Through Tabletop Game Prototyping
  • 2023
  • Ingår i: The 7th International Conference for Design Education Researchers. - London, UK : Design Research Society.
  • Konferensbidrag (refereegranskat)abstract
    • Design Ethics is a challenging yet vital topic to address and teach, especially in an age where designers may think they are not ethically responsible for their creations. This paper describes the design of an ethics course where instructors used Research Through Design as a vehicle to teach design ethics to a class of master’s students. We describe how we introduced tabletop game prototyping using the Design Games Framework, a lecture-workshop-supervision format supported by a design diary, and student-led sessions to create a pedagogical structure for students to unpack and explore ethical issues. We discuss the design diaries and present reflections on developing reflexivity through game making, framing design as exploration rather than solution-making, and moving beyond dramatic elements when game-making. The course design and reflections provide guidance for design educators in integrating game-making activities in design ethics courses.
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3.
  • Gkouskos, Dimitrios, Assistant Professor, 1983-, et al. (författare)
  • What Drivers Really Want : Investigating Dimensions in Automobile User Needs
  • 2014
  • Ingår i: International Journal of Design. - Taiwan : National Taiwan University of Science and Technology. - 1991-3761 .- 1994-036X. ; 8:1, s. 59-71
  • Tidskriftsartikel (refereegranskat)abstract
    • Understanding what users need, as opposed to what they say they need, can be a challenge. In order to better address users' true needs, two consecutive methods were used in this study: Future Workshops and Repertory Grid Technique. The Future Workshops-where 21 participants designed for two different future scenarios-opened up for inscribing need expressions and possibilities into five futuristic automobile concepts. These concepts were used as a basis for the Repertory Grid, a technique where users compare objects, describing properties that they find to be important or significant. In this study, 78 participants provided 390 constructs of properties, which were refined to 19 dimensions relevant to user needs. Two study measures, Evaluative Ability and Descriptive Richness, indicate which methods to use when exploring the need dimensions further. Finally, the analysis of the constructs and dimensions point towards how three aspects of vehicles and driving are emerging: how novel technology should, or should not, support driving; how the automobile can be seen as something else than just a means of transportation, and how an automobile could be a part of a greater collective of vehicles. © 2014 Gkouskos, Normark & Lundgren.
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4.
  • Hylving, Lena, 1974-, et al. (författare)
  • Turtles and Ethics : Experiential Learning through Game-making
  • 2023
  • Ingår i: Proceedings of the Annual Hawaii International Conference on System Sciences. - : IEEE Computer Society. - 9780998133164 ; , s. 4671-4680
  • Konferensbidrag (refereegranskat)abstract
    • Teaching and exploring the ethical issues brought about by digitalization is an important challenge in current higher education programs. Experiential learning through games is becoming increasingly relevant as games exert an enormous influence on the imaginarium of newer generations. This paper details how a class of international graduate students engaged in a year-long exploration of ethics, gender, and sustainability issues by playing, remixing, and designing games using an original Design Games Framework. Using a qualitative approach based on participatory observations that followed the student's entire game-making process and a series of final semi-structured interviews, the paper illustrates how game-making can enable higher education students to better understand the complex interplay of ethical issues and digitalization processes, as well as confirming that the Design Games Framework is a valid instrument for the exploration of ethics through the design of tabletop games in a higher education setting.
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5.
  • Luo, Yi, 1994-, et al. (författare)
  • Navigating from data-driven design to designing with ML : A case study of truck HMI system design
  • 2024
  • Ingår i: Proceedings of the Design Society. - Cambridge : Cambridge University Press. ; , s. 2119-2128
  • Konferensbidrag (refereegranskat)abstract
    • Data-driven design is believed to be empowered by machine learning (ML) with advanced pattern classification and prediction. However, research on how ML can be used to support automotive human-machine interface (HMI) design is lacking. We presented a case study of truck HMI design to understand the current data use and expectations of ML in the design process. Findings show decentralized data practices, the role of expertise in decision-making, and the envisioned reactive use of ML, where we underscore the implications for advancing human-ML collaboration in designing future truck HMI systems. © 2024 Proceedings of the Design Society. All rights reserved.
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6.
  • Pettersson, Ingrid M, 1979, et al. (författare)
  • Investigating the influence of product representation formats in a user experience evaluation
  • 2017
  • Ingår i: Proceedings of the International Conference on Interfaces and Human Computer Interaction 2017 - Part of the Multi Conference on Computer Science and Information Systems 2017. - : IADIS Press. - 9789898533647 ; , s. 177-184, s. 177-184
  • Konferensbidrag (refereegranskat)abstract
    • Knowledge is lacking on the choice and use of representations in a design process when seeking to investigate user experiences. Two types of representations (a storyboard and an interactive prototype) of the same system were employed in a user experience evaluation to investigate how different representation formats influence participants' responses to interactive systems. The interactive prototype gave rise to more design proposals as well as more personal reflections on experiences although with a focus on interface design details. The storyboard elicited more responses on the core ideas of the concept, but less grounded in reflections on personal use. The differences are attributed to how each representation managed to convey interactivity and context, resulting in differences in experienced agency. There is a need for further research, but with less focus on the type of system representation and more focus on how the content and affordances of system representations can be designed to elicit rich and personal reflections on user experience in early design phases. © 2017. 
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  • Resultat 1-6 av 6

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