The digital and green transformation of the manufacturing industry is gaining attention in research and practice, often referred to as twin transition. However, understanding twin transitions in SMEs is limited. This study aims to analyze the extant literature and provide a comprehensive review of the existing research on the twin transition of manufacturing SMEs in Europe. The authors conducted a protocol-driven systematic literature review of 42 papers to identify the existing assessment frameworks and readiness models . Furthermore, 20 barriers and five enablers of the twin transition were identified and classified from the micro-meso-macro perspective. The developed framework offers a systematic strategy for companies to move to a digital and green enterprise through stages of awareness, acceptance, readiness, implementation, and post-implementation. The study findings reveal possible future directions in research on the twin transition and can serve as a guide to manufacturing SMEs in their transition to digital and green.
Artificial intelligence (AI) is increasingly positioned as a transformative tool in agriculture, yet existing solutions primarily cater to large-scale farms in the Global North, often overlooking the socio-cultural and infrastructural realities of smallholder farmers in Africa. This workshop interrogates how AI can be reimagined to enhance sustainability and resilience in African agriculture by centering farmer agency, cultural knowledge and community and social practice. Building on HCI and CSCW scholarship, we bring together researchers, AI practitioners, NGOs, agronomists, and community stakeholders to explore locally grounded, inclusive, and ethically responsible AI applications. Key themes include trust and skepticism in AI, the role of local languages and epistemologies in model design, strategies for decolonizing AI development and integrating indigenous knowledge and the application of methodologies such as co-design, and participatory AI. The workshop directly aligns with AfriCHI 2025's theme, "Re-centering African Wisdom in HCI," by fostering interdisciplinary dialogue that embeds African perspectives into AI research and practice. We welcome a variety of contributions including papers, case studies and hands-on demonstrations. Outcomes include a collaboratively developed research agenda, and a white paper synthesizing insights from the workshop. By prioritizing African epistemologies and farmer-centered innovation, this workshop aims to shift AI discourse, ensuring that AI-driven agricultural technologies are not only technically robust but also culturally resonant and socially just.
The textile, apparel, and fashion (TAF) industries are vital to national economies, providing employment and fostering global economic development. On the other hand, TAF industries contribute to approximately 20
User literacy levels significantly impact the adoption of Internet banking applications in Nigeria. Inclusive design principles hold the potential to improve usability for users with low digital literacy, yet this approach still needs to be researched and implemented in the Nigerian banking sector. This mixed-methods study investigates UX design practices in Nigerian banking, evaluating how well current Internet banking systems adhere to inclusive design guidelines. Findings reveal partial adherence, demonstrating both usability strengths and substantial room for improvement to meet the needs of low-literacy users. While design experts demonstrate awareness of inclusive design, practical implementation still needs to be improved. Recommendations include increasing awareness of digital literacy and inclusive design, prioritizing inclusive research with diverse users, and adopting evaluation tools specific to inclusive design to ensure best practices.
In this study, we aim to propose a useful course design framework for undergraduate programming languages in hybrid learning environments. Hybrid learning environments are a means of delivering instructional content in that online educational materials and opportunities for interaction were combined with traditional classroom methods. We followed the Kemp Instructional Design Model to design the course. First, we defined the instructional problems. Second, we worked on the learning styles and needs of both students and teachers by utilizing questionnaires. We also analysed the existing course plans from five European countries. According to the course plan analysis, we have identified weekly topics, learning objectives, and related pedagogical approaches. Third, based on the data from the questionnaires and the course plan analysis, we made content analysis to determine the instructional objectives. Then, we sequenced the content, determined the instructional strategies, and designed the messages, by utilizing the content analysis. As a result of these steps, we developed a Course Plan Template. The template has features especially in terms of instructional strategy issues which are closely related to student-based learning approach such as feedback, gamification, and flipping the classroom. It is expected to be an effective course design for undergraduate programming languages in hybrid learning environments.
Industry 4.0 and 5.0 topics are emerging fields and have seen rising demand recently. There is a critical need, on the other hand, for improved methods of instructing programming languages since a growing lack of student motivation during the pandemic has had a deleterious influence on the education of programmers. In this context, online/hybrid computer programming courses must be addressed with innovative solutions to support the field with well-educated professionals. In this paper, we present a case study to propose an innovative tailored instructional design for the online/hybrid learning environments for programming courses in engineering faculties. To develop the instructional design, the Kemp Instructional Design Model was followed. The instructional design is a result of the main outputs of the RECOM “Redesigning Introductory Computer Programming Using Innovative Online Modules” project, which aims to bridge the gap between the existing course design in programming courses and the needs of "Covid” and “post-Covid” generation students.
The design of conversational user interfaces (CUIs) remains challenging because CUIs do not follow the conventional ways we conduct graphical user interface (GUI) designs. Furthermore, conversational experience design is ongoing research in the field of HCI. However, research is still scarce on voice-controlled dialogue systems design in which people can interact with unique audio resources such as podcasts and textual materials such as Wikis by auditory and vocal channels for learning in workplace contexts. We report the preliminary results obtained from Wizard of Oz tests conducted with two participants to find effective and valuable ways to create dialogue scripts for our proposed task-oriented modularised voice-controlled dialogue system for workplace learning of routine physical workers. The results are very insightful for our next design steps of the proposed system.
This paper focuses on the digital transformation of the textile and fashion design industry of developing countries in the Global South. Its goal is to describe the state of the art and determine the topical trends, challenges, and opportunities associated with the digital transformation of the textile industries in the Global South. We conducted a scoping review of 16 studies and followed the Preferred Reporting Items for Systematic Reviews and Meta-analysis and Scoping Reviews Protocols (PRISMA-ScR) guidelines. The search string was composed, and searches were conducted on some selected digital libraries and databases. We summarised each study and analysed it based on emerging commonalities. We performed quantitative and qualitative analyses of the included studies. The results reveal that transition to sustainable and smart production is an ongoing slow process in the textile and fashion design industry in the Global South. Textile production is embracing Industry 4.0 in practice based on intelligence systems. Sustainability dimensions can be incorporated into the value chains with digital technologies. The study implies that emerging firms can leverage the recent development in textile production to achieve more sustainable production practices. The study can also be a reference for inspiring the digital transformation of the textiles and fashion industry in developing countries, Nigeria in particular.
This panel will explore the practice, career trajectories and experiences of African HCI professionals with a view to increasing awareness about the study and practice of HCI among universities and corporate organizations in Africa. Recently, more individuals and university faculties in Africa have begun to pick interest in HCI, but they appear to lack knowledge of the discipline or how to climb up its professional ladder. This is true both for the academia and the corporate industry, and is particularly relevant given the fact that an increasing number of tech companies, such as Google, Microsoft and IBM, as well as startups have started to build and grow UX teams to drive human-centered product development on the continent. The panelists will share individual career stories, journeys and insights, and explore how the practice of HCI research, product design and user experience can be best positioned for the advancement of HCI discipline in Africa.
Background: This article attempts to formulate a school-based model to capitalise on the opportunities and strengths within schools in the Sub-Saharan Africa (SSA) regions to ideate global school-driven digital innovation(s). Consequently, this article explores various digital innovation challenges, opportunities, and elements for schools, as well as proposed school-driven interventions. The paper seeks to open conversations among various international bodies and educational stakeholders, leading to school actors taking ownership of educational projects and school innovation. Methods: A traditional literature review was adopted to analyse the subject of Digital Transformation in Education (DTE). The traditional literature review is a comprehensive and critical overview based on the past and current literature on a subject matter without stringent methodology. Through the literature review methodology, existing materials on the subject matter are subsequently used. Terms and concepts about school innovation and management/leadership were extracted for consideration. These served as a basis for formulating a reference DTE model for interventions. This paper is underpinned by two main conceptual and theoretical bases: (i) The theory of school-based management and its related indicators, and (ii) Michael Fullan's concept of school innovation, which is based on the three key factors of Technology, Pedagogy, and Change knowledge. Fullan's concept is extended to showcase how Active Learning (AL) can inform pedagogical innovation. Results: This paper presents a school-based digital transformation in the education reference model as the outcome. The model uses concept maps to showcase the interrelations between DTE indicators and concepts, and the linkages around which Digital Transformation in Education could be developed as a School-Based Managed (SBM) agenda.
Massive open online courses (MOOCs) have paved a new learning path for the 21st-century world. The potential to reach a massive geographically dispersed audience is one of the major advantages of MOOCs. Moreover, they can be offered on a self-paced and self-regulated basis and have become an integral part of lifelong learning, especially in workplaces. However, one persistent problem is the lack of learners' engagement. A harmonisation of studies providing a holistic view into aggregating indicators for enhancing learners' engagement in MOOCs is lacking. The coronavirus pandemic has accelerated MOOC adoption, and learners' engagement in MOOCs has become even more essential for the success of this educational innovation. We examine the existing literature to derive indicators important for enhancing learners' engagement in MOOC learning environments. Using a sys-tematic approach, 83 empirical studies were examined, and 10 indicators were identified as important consid-erations for enhancing learners' engagement while designing MOOCs-from initiatives for individual learners to platform and instructional design perspectives. We also present a table describing these indicators and offer a structured discussion on each one. We believe the results provide guidelines for MOOC designers and instructors, educational policymakers, higher education institutions, and MOOC engagement researchers.
Appears in: EDULEARN22 Proceedings Publication year: 2022Pages: 1780-1787ISBN: 978-84-09-42484-9ISSN: 2340-1117doi: 10.21125/edulearn.2022.0476Conference name: 14th International Conference on Education and New Learning TechnologiesDates: 4-6 July, 2022Location: Palma, Spain
Online or distance learning presents the cortical asset for equality, engagement and inclusion. However, these concepts do not guarantee success. There are still some challenges in choosing methods of how to use and combine online tools successfully as well as on the tool design. For instance, low engagement with online learning environments is frequent and diverse. This issue may be because there is no careful thoughtfulness of practices or the tools used themself are too awkward or do not support well the contextual needs of the learners. Simple issues such as internet connection, tool ecology mismatch and choice of practices are also crucial for design consideration. Our framework follows cognitive brain research as it provides a clear starting point of combining design and practices for better online learning. Some of the brain research findings fit design and learning and are known to all but demonstrate to be true by brain research recently (For example, issues such as physical activity as well as active self-controlled thinking help learning. Similarly, sleeping enough boosts learning, constructive and timely feedback enhance learning, and having and keeping attention is crucial, but dependent on working memory and meaning-making also provides the long term memory and transferability. These points are basic elements of good design.
The COVID-19 pandemic forced a sudden increase of remote activities including work, learning and also scientific conferences. Almost a year of experience in remote work, remote meetings and remote conferences clearly showed that these events are markedly different from their traditional counterparts. The aim of this workshop is to analyse factors influencing the user experience of remote conferences, thereby creating a set of guidelines for their future organizers. Patterns may be identified from personal experiences shared by HCI researchers as participants or organizers of remote conferences. Methodologically, the methods of Design Thinking combined with the auto-ethnographic approach will be employed for the workshop. Participants will be able to find new insights into the process of the organization of remote conferences and transform such insights into an actionable set of guidelines for future remote conference organization.
Abstract Europeana is the EU flagship initiative for digital cultural heritage that gives free access to more than 50 million digital objects coming from more than 3,500 libraries, archives and museums across Europe. Of this huge amount of digital cultural heritage content, over a million are videos and more than seven hundred thousand are audio documents. Audio and video materials keep users engaged on a website longer than any other content type and this is the kind of content most web users look for, and user statistics confirm this also on Europeana.eu. Hence the aim of the project Europeana Media was to improve the user experience with audiovisual material on the Europeana portal and deliver functionalities to better access and incorporate AV content from Europeana.eu into the working environments of researchers, educators and citizens by developing an Enhanced Unified Playout Service. This unified player is based on theInternational Image Interoperability Framework (IIIF), which provides a standardised method of describing and delivering images, video and audio over the web.
Socio-technical systems such as software systems play a critical role in modern society. Our societies have rapidly transformed into information societies. At the same time, there is a distinction between system-centred design and human-centred design. Recent studies indicate the challenges concerning system architecture design and usability. Still, software architecture modeling techniques such as the UML are inconsistent with human-centredness. Users are no longer passive consumers but co-designers, co-creators, and content producers of interactive systems. Therefore, human-centred development has become a focus for many systems development ranging from medical devices, business support software to media and learning applications. We report our activities, preliminary findings, and lessons learned from an ongoing project detailing a unified media playout for audiovisual heritage items. Our approach follows the human-centred design methodology described in ISO 9241-210.
Human-computer interaction (HCI) practice has emerged as a research domain in the HCI field and is growing. The need to transfer HCI practices to the industry began significantly with the works of Nielsen on usability engineering. To date, methods and techniques for designing, evaluating, and implementing interactive systems for human use have continued to emerge. It is, therefore, justified to conduct a systematic mapping study to determine the landscape of HCI practice research. A Systematic Mapping Study method was used to map 142 studies according to research type, topic, and contribution. These were then analyzed to determine an overview of HCI practice research. The objective was to analyze studies on HCI practice and present prominent issues that characterize the HCI practice research landscape. Second, to identify pressing challenges regarding HCI practices in software/systems development companies. The results show that HCI practice research has steadily increased since 2012. The majority of the studies explored focused on evaluation research that largely contributed to the evaluation methods or processes. Most of the studies were on design tools and techniques, design methods and contexts, design work and organizational culture, and collaboration and team communication. Interviews, case studies, and survey methods have been prominently used as research methods. HCI techniques are mostly used during the initial phase of development and during evaluation. HCI practice challenges in companies are mostly process-related and on performance of usability and user experience activities. The major challenge seems to be to find a way to collect and incorporate user feedback in a timely manner, especially in agile processes. There are areas identified in this study as needing more research.
It is commonly believed that human-centred design (HCD) approach is very beneficial to interactive systems development. However, not much is known about the state of HCD practice in developing countries, especially the sub-Saharan Africa. This paper explores the state of HCD practice in three Nigerian software companies. We used the interview technique to explore two key issues. First, the perception of humans as a component of sociotechnical systems, and second, how HCD process is being approached in software companies. A cross-case analysis of the three companies was performed and the usability maturity model-human-centredness scale was used to determine the state of maturity of the three companies. The outcomes of this study reveal that HCD practice is currently at the least stage of maturity in the three companies and user involvement is not practiced in the right manner The outcomes of the study suggest the need for reflective HCD practice and localizing human-computer interaction approaches to contexts. RESEARCH HIGHLIGHTS Perception of humans in sociotechnical systems is good but not explicit. Aligning perception between actual users and super users. Market pressure could push some companies to embrace HCD. Implicit use of HCD techniques and low-level familiarity with usability and sociotechnical system theory should encourage the use of action research in companies. We provide some reflections regarding the state of HCD practice in three indigenous Nigerian software companies.
Globalization is responsible for rapid development and release of information technologies. Globalization drives the competitiveness of people and organizations. Competitiveness makes organizations in particular to seek for solutions to enhance their competitive edge. Recent survey results on server virtualization suggest that the need to enhance competitiveness by reducing costs and improving business productivity is a major reason for the adoption of server virtualization in organizations. Thus, in taking adoption decisions on emerging technologies such as server virtualization, the provocative question we ask is: Is server virtualization implementation in business and public organizations a worthwhile investment? The outcomes of this study clearly show the answer is YES. However, the pitfalls associated with the implementation of these technologies are capable of making future adopters skeptical. This study examined the benefits and drawbacks of server virtualization implementation in 83 South African organizations. Server virtualization implementation has couple of drawbacks, which should be looked into.
Jan Stage合作论文数Department of Computer Science
Aalborg University2
Julio Abascal合作论文数UPV EHU1