Article

Creating Bridges: The Role of Exploratory Design Research in an Intelligent Tutoring System Project

Authors:
  • Dyslexia Action
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Abstract

Designers of intelligent tutoring systems (ITSs) have long been interested in delivering personalized teaching to individual students, typically by ensuring that the student receives content appropriate to their skills and knowledge. Nonetheless, a more holistic view on what constitutes good teaching practice has challenged whether this approach to user modelling is sufficient. Teaching is not only defined by what is taught, but also by how it is taught. In this paper, we demonstrate that exploratory design research can support this view by generating a more inclusive set of user attributes for purposes of user modelling. Through a case study, we show that design research for user modelling can function as a boundary object serving three important roles that underpin more specifically the design of user modelling and more broadly ITS design. First, design research can establish common ground by encapsulating domain knowledge in an accessible form. This can support diverse project stakeholders to make decisions on what is to be modelled. Secondly, design research can reveal a wide range of teaching and learning perspectives that in turn introduce transparency to the decision-making process of user modelling and provoke a sense of criticality and accountability amongst project stakeholders. Thirdly, design research can build new bridges between the design of the technology and the user model that underpins it. To this end, user attributes deemed important, yet too complex or cumbersome to develop, can become design principles in the context of the overall ITS design. RESEARCH HIGHLIGHTS • We highlight how the creation of user models rarely incorporates assistance from the HCI community. • We present a series of design activities intended to assist in the creation of a User Model. • We examine how this design-oriented methodology creates a boundary object. • We discuss the three benefits this boundary object brings to constructing user models, namely establishing common ground, creating transparency when considering possible alternatives and creating a springboard for new activities.

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Computer tools for cognitively challenging activities are considered use- ful, to a great extent, because of the support that they provide for human thinking and problem solving. To analyze, specify, and design cognitive support, a suitable an- alytic framework is required. Theories of ìdistributed cognitionî have been offered as potentially suitable frameworks, but they have generally failed to plainly artic- ulate comprehensive theories of cognitive support. This paper seeks to clarify the intellectual foundations for studying and designing cognitive support, and aims to put them in a form suitable for design. A framework called RODS is described as a type of minimal, lightweight intellectual toolkit. Its main aim is to allow analysts to think in high-level cognition-support terms rather than be overwhelmed by task- and technology-specic implementation details. Framing usefulness in terms of cognitive support makes it possible to dene abstract patterns of what makes tools ìgoodî. Im- plications are drawn for how the framework may be used for the design of tools in cognitively challenging work domains.
Conference Paper
Grace is an intelligent tutoring system for COBOL which has been used to teach both novice and experienced programmers. While the tutor was quite effective in several classes and was designed with cognitive and interface principles in mind, we discuss a number of interesting issues that we have discovered when novice and experienced programmers used the tutor. Most of these problems are related to incompatibilities between the tutor interactions and the students' expectations in two areas: (1) the interactions with the tutor versus the interactions in their usual work environment and (2) the way in which experienced programmers solve problems. We describe these issues along with our solutions in the revised version of the tutor.
Conference Paper
The value of involving people as ‘users’ or ‘participants’ in the design process is increasingly becoming a point of debate. In this paper we describe a new framework, called ‘informant design’, which advocates efficiency of input from different people: maximizing the value of contributions tlom various informants and design team members at different stages of the design process. To illustrate how this can be achieved we describe a project that uses children and teachers as informants at difTerent stages to help us design an interactive learning environment for teaching ecology.
Conference Paper
As computing moves into every aspect of our daily lives, the values and assumptions that underlie our technical practices may unwittingly be propagated throughout our culture. Drawing on existing critical approaches in computing, we argue that reflection on unconscious values embedded in computing and the practices that it supports can and should be a core principle of technology design. Building on a growing body of work in critical computing, reflective design combines analysis of the ways in which technologies reflect and perpetuate unconscious cultural assumptions, with design, building, and evaluation of new computing devices that reflect alternative possibilities. We illustrate this approach through two design case studies.
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Model-driven engineering approaches have turned out useful when handling different perspectives on human–computer interaction, such as user profiles and problem-domain data. Their latest flavour, Model-Driven Architecture (MDA®), targets towards platform-independent models (PIMs) and adjacent transformation mechanisms to adapt to user needs and tasks. Although in the field of user modelling and its major application domain, namely adaptive hypermedia systems (AHS), considerable effort has been spent on adaptation towards user needs, a structured development approach could not be established so far. User-oriented application designs are highly distinctive and can hardly be compared or mapped to novel or existing developments without major re-engineering effort. This paper develops an understanding of existing capabilities of already applied user-modelling techniques from a model-based perspective. Revealing the context of user models and user modelling allows determining general concepts for representing and processing knowledge for adaptation. The obtained findings show primarily technically motivated approaches, rather than designs grounded in findings from human factors. For human-centred design, a shift is suggested towards distributed cognition as a methodological and operational frame of reference for user modelling. This could help overcome existing limitations in adaptation. The corresponding research agenda requires directions on how to map psychological constructs to user-model elements and adaptable user-interface elements, such as mapping field dependence to content annotation features, in a transparent and empirically grounded way.
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Although AI and HCI explore computing and intelligent behavior and the fields have seen some crossover, until recently there was not very much. This article outlines a history of the fields that identifies some of the forces that kept the fields at arm's length. AI was generally marked by a very ambitious, long-term vision requiring expensive systems, although the term was rarely envisioned as being as long as it proved to be, whereas HCI focused more on innovation and improvement of widely used hardware within a short time scale. These differences led to different priorities, methods, and assessment approaches. A consequence was competition for resources, with HCI flourishing in AI winters and moving more slowly when AI was in favor. The situation today is much more promising, in part because of platform convergence: AI can be exploited on widely used systems.
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The more a computer knows about a user, the better it can serve that user. But there are different styles, and even philosophies, of how to teach our computers about us-about our habits, interests, patterns, and preferences. "Cheap" user modeling, the subject of this essay, simply means ascertaining a few bits of information about each user, processing that information quickly, and providing the results to applications, all without intruding upon the user's consciousness. In short, there are techniques for personalization that can-and should-be built into today's systems. Like most journal papers, this is a description of an existing system: DOPPELGÄNGER. But it is also an exhortation for readers to incorporate the described techniques and philosophy into their own systems.
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We present a probabilistic model of user affect designed to allow an intelligent agent to recognise multiple user emotions during the interaction with an educational computer game. Our model is based on a probabilistic framework that deals with the high level of uncertainty involved in recognizing a variety of user emotions by combining in a Dynamic Bayesian Network information on both the causes and effects of emotional reactions. The part of the framework that reasons from causes to emotions (diagnostic model) implements a theoretical model of affect, the OCC model, which accounts for how emotions are caused by one's appraisal of the current context in terms of one's goals and preferences. The advantage of using the OCC model is that it provides an affective agent with explicit information not only on which emotions a user feels but also why, thus increasing the agent's capability to effectively respond to the users' emotions. The challenge is that building the model requires having mechanisms to assess user goals and how the environment fits them, a form of plan recognition. In this paper, we illustrate how we built the predictive part of the affective model by combining general theories with empirical studies to adapt the theories to our target application domain. We then present results on the model's accuracy, showing that the model achieves good accuracy on several of the target emotions. We also discuss the model's limitations, to open the ground for the next stage of the work, i.e., complementing the model with diagnostic information.
Article
This paper presents a general statistical methodology for the analysis of multivariate categorical data arising from observer reliability studies. The procedure essentially involves the construction of functions of the observed proportions which are directed at the extent to which the observers agree among themselves and the construction of test statistics for hypotheses involving these functions. Tests for interobserver bias are presented in terms of first-order marginal homogeneity and measures of interobserver agreement are developed as generalized kappa-type statistics. These procedures are illustrated with a clinical diagnosis example from the epidemiological literature.
Article
Developmental dyslexia, or specific reading disability, is a disorder in which children with normal intelligence and sensory abilities show learning deficits for reading. Substantial evidence has established its biological origin and the preponderance of phonological disorders even though important phenotypic variability and comorbidity have been recorded. Diverse theories have been proposed to account for the cognitive and neurological aspects of dyslexia. Findings of genetic studies show that different loci affect specific reading disability although a direct relation has not been established between symptoms and a given genomic locus. In both children and adults with dyslexia, results of neuroimaging studies suggest defective activity and abnormal connectivity between regions crucial for language functions--eg, the left fusiform gyrus for reading--and changes in brain activity associated with performance improvement after various remedial interventions.
Article
This paper presents a novel framework for looking at the problem of diagnosing a student's knowledge in an Intelligent Tutoring System. It is indicated that the input and the conceptualisation of the student model are significant for the choice of modelling technique. The framework regards student diagnosis as the process of bridging the gap between the student's input to the tutoring system, and the system's concept and representation of correct knowledge. The process of bridging the gap can be subdivided into three issues, data acquisition, transformation and evaluation, which are studied further. A number of published student modelling techniques are studied with respect to how they bridge the gap. This work has been financed by NUTEK. Accepted for publication in User Modeling and User--Adapted Interaction. 1995 95-36 0 1 Student diagnosis in practice; Bridging a gap E. L. Ragnemalm Department of Computer and Information Science, Linkping University, S-581 83 Linkping, Sweden...
Learning difficulties: Future challenges. A paper prepared as part of the Foresight Review on Mental Capital and Wellbeing
  • U Goswami
Goswami, U., 2008. Learning difficulties: Future challenges. A paper prepared as part of the Foresight Review on Mental Capital and Wellbeing, accessed from http://www.bis.gov.uk/assets/foresight/docs/mental-capital/learning_difficulties.pdf
Student diagnosis in practice; bridging a gap. User Modelling and User-Adapted Interaction
  • E L Ragnemalm
Ragnemalm, E. L., 1995. Student diagnosis in practice; bridging a gap. User Modelling and User-Adapted Interaction, 5(2), pp. 93-116.
Identifying and Teaching Children and Young People with Dyslexia and Literacy Difficulties
  • J Rose
Rose, J., 2009. Identifying and Teaching Children and Young People with Dyslexia and Literacy Difficulties. Report for the Department of Children, Schools and Families, June 2009.
Designing from the Sidelines: Design in a Technology-Centered Serious Game Project In Proceedings of CHI Workshop ‘Let's talk about Failures: Why was the Game for Children not a Success?
  • A Vasalou
  • R Khaled
Vasalou, A. and Khaled, R., 2013. Designing from the Sidelines: Design in a Technology-Centered Serious Game Project. Proceedings of CHI Workshop "Let's talk about Failures: Why was the Game for Children not a Success?"