Guiseppe Getto
19 articles-
How to Write With GenAI: A Framework for Using Generative AI to Automate Writing Tasks in Technical Communication ↗
Abstract
Generative artificial intelligence (AI) is reshaping technical communication, necessitating strategies to assess its impact. This article introduces a framework combining human-in-the-loop automation with a task-based approach for communication roles. Effective AI integration requires identifying and organizing key writing tasks to fit into automated workflows. The framework underscores the value of writing expertise and offers practical guidance for practitioners, scholars, and educators. By aligning AI tools with technical communication tasks, professionals can produce accurate and complex communication products. This approach highlights the essential role of human expertise in effective, AI-assisted writing.
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UX Research, Management, and Design: What a Textual Analysis of UX Job Ads Means for Technical Communication ↗
Abstract
Background: Technical and professional communication and user experience (UX) have become intertwined as sister disciplines. Graduates of technical communication programs are pursuing jobs in UX and researchers in technical communication are studying UX. Literature review: At the same time, little attention has been paid to the skills required for jobs such as UX designer and UX researcher, though one landmark study a decade ago was the first to detail such trends. Research questions: 1. What language do employers use to explain UX job skills? 2. What specific job titles do employers describe when advertising UX positions to potential applicants? Research methodology: As part of an ongoing research project examining nearly 15,000 job ads from the US, in this article, we will analyze a corpus of UX job ads for trends including specific roles that are emerging within UX as definable occupations. We do so by identifying trends in keyword usage across job ads, as well as zeroing in on skill sets that seem important to employers looking to hire UX professionals. Results/discussion: Our findings extend previous research to detail stronger differentiation between the skill sets required of UX designers and UX researchers, as well as revealing new roles previously unexamined in past literature. Conclusions: Several new skill sets emerging in UX are important to introduce to students, including new visual design tools, product design skills, and project management skills. We owe it to our students to continue to track skills that emerge in this fast-moving field.
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Abstract
<bold xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">Research problem:</b> A considerable amount of scholarship has amassed over the last 20 years regarding the teaching of user experience (UX) design, but there has been no systematic attempt to review this literature. <bold xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">Research questions:</b> 1.What is the definition of UX pedagogy according to technical communication and adjacent fields? 2. What is the state of specific UX pedagogical approaches in technical communication and adjacent fields? <bold xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">Literature review:</b> Our corpus contained 76 sources directly pertaining to the teaching of UX. <bold xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">Research methodology:</b> The theoretical framework of this study marries rhetorical theory and critical thinking. The former provides technical communication literature reviews with keen discourse analysis and the latter offers objectivity to the evaluation. To use this framework, we sought sources using journals related to technical communication and large databases from adjacent fields, including the ACM digital library and IEEE Xplore. We completed our search using Google Scholar to ensure broad coverage. <bold xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">Results and conclusions:</b> Our review of sources revealed a variety of trends and a remarkably diverse conversation on UX, including various definitions of UX pedagogy, and a large variety of theoretical orientations, educational models, instructional approaches, industry influences, methods, and ethical concerns. From this diverse corpus, we hazard a unifying definition centered on teaching the UX process through hands-on approaches such as engaged learning. We close our article with recommendations for continuing to refine UX pedagogy in the future.
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Abstract
As the technical and professional communication (TPC) field has evolved in response to broader changes in the world economy, numerous professions have arisen within its ranks that coexist with the traditional roles of technical writer and technical editor. These include instructional design, content strategy, and user-experience (UX) design [1], [2]. A unique challenge for TPC is to include training in numerous professions within a single college major or program. Some programs have chosen to focus on specific professions, even going so far as to rename their program around that profession. Others have continued to focus broadly on the overall field while updating their curricula as needed to serve students seeking training in a particular career path.
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Introduction to Special Issue: The People, Practices, and Technologies Central to Content Strategy ↗
Abstract
This special issue of the Journal of Technical Writing and Communication features work from scholars and practitioners of content strategy. Content strategy is an emerging area within technical communication that boasts a variety of unique practices for publishing, editing, and delivering technical content. The work within this special issue is a testament to the complexity and diversity of this field.
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“Hey, Such-and-Such on the Internet Has Suggested …”: How to Create Content Models That Invite User Participation ↗
Abstract
Problem: Few frameworks exist for building content strategies around user-generated content. We present a framework for building content strategies that enable user participation in the development and delivery of content. Key concepts: For this framework to be successfully implemented, this implementation team needs a working knowledge of user-generated content strategy, or the development of strategies for the creation, publication, and governance of useful, usable content that encourage user participation. The framework also requires an understanding of the relationship between content models and technologies. Finally, practitioners utilizing the framework must also understand the role of content moderation in facilitating development of user-generated content. Key lessons: Our framework for user-generated content strategy specifies three main practices: 1. Developing a content strategy that enables interactions among administrators, moderators, users, types of content, and technologies within a given network; 2. building content models within technologies so that all interactions flow seamlessly; and 3. using content moderation to ensure that users are empowered to contribute content while respecting quality guidelines. Implications: Though there are challenges to facilitating user-generated content that unites organizational goals and user goals, the use of a framework like ours can benefit organizations that want to make user-generated content a core part of what they do.
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Abstract
Nonprofits must reach a variety of community audiences to sustain their organizations, and these audiences include potential volunteers, donors, and clients. With the increasing availability of open-source, freely available, and inexpensive communication technologies, many nonprofits can now develop a robust web presence that targets a variety of audiences via a variety of channels. In this article, we present a three-part heuristic to help nonprofits better manage digital content. This heuristic is comprised of developing audience awareness and interaction, making use of emerging technologies, and building sustainable partnerships. Using a project designed to help a homeless shelter improve its content strategy, we explore this heuristic and its implications for helping technical and professional communicators improve local nonprofit digital capacities.
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Abstract
Problem: Increased demand for user experience (UX) designers requires new approaches to teaching and training the next generation of these professionals. We present a model for building educational programs within academia that train job-ready designers. Key concepts: To be successful, this model necessitates a working knowledge of the UX process, the systematic use of sound principles during the design of digital products and services. The model also requires a pedagogical approach that puts learners in a position to solve real problems and that treats them as apprentices on their way to competency. Key lessons: Academic institutions clearly have parts to play in producing job-ready UX designers, but barriers exist to doing so, including access to adequate training in UX best practices. To overcome these barriers, we provide tips for understanding core UX competencies, developing partnerships with UX practitioners, and deploying UX education courses and programs. Implications: Though the barriers to producing sufficient numbers of well-trained UX designers are significant, the combined ingenuity of devoted professionals in both academia and industry can be leveraged to create sound educational opportunities for UX learners from all walks of life.
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Abstract
Research problem: This study investigates the phenomenon of user-generated content strategy in an open-source, wiki-based content-management system (CMS) for the repair of technological devices (http://ifixit.com). By “user-generated content strategy,” we mean processes for developing systems for producing, moderating, and encouraging user-generated content. Research questions: (1) What strategies, or holistic means of organizing content, are used to manage repair manual content via an open-source, wiki-based content-management system that relies on content generated by a wide variety of users? (2) What content rules, or logical premises for how and where content is developed, emerge from a qualitative case study of such a CMS? Literature review: Though a wealth of empirical research has been conducted into user-generated content, few studies have focused on the explicit strategies employed by organizations to develop and encourage such content. At the same time, several recent calls by researchers in both academia and industry have indicated a need for such content models. Some of the challenges these thinkers have noted with creating user-generated content strategies include the difficulty of maintaining a consistent strategy across content generated by users who don't necessarily understand what strategies are in place, as well as maintaining a modicum of quality assurance without squelching user participation. Methodology: We conducted a content audit of iFixit's main educational initiative, the Technical Writing Project (http://edu.ifixit.com) to identify strategies iFixit uses to organize content in this initiative. iFixit is an open-source wiki to help users repair their own devices. We supplemented the audit with interviews with student participants in the project and iFixit technical writing staff to find out what technologies and other affordances affected users of the iFixit Technical Writing Project. Results and conclusions: The main user-generated content strategies used by iFixit include allowing users a wide range of means to participate (such as posting comments or developing their own repair guides), using a content moderation queue (or simple interface for seeing all updates to the wiki), ensuring quality assurance of all repair guide content through redundancy (such as making sure experienced users vetted every published guide), and staging (or arranging information in a linear sequence) information in a multimodal fashion (using multiple modes of communication to reinforce the same information). Such strategies represent a commitment by iFixit to opening up practices that are central to creating content, such as repair documentation, to any interested internet user. Lessons for organizations who wish to encourage user-generated content include developing strategies that protect users from the worst consequences of their actions, that encourage participation, and that allow for experienced users to vet new content.
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Review of "World 3.0: Global prosperity and how to achieve it by P. Ghemawat", Harvard Business Review Press 2011 ↗
Abstract
research-article Share on Review of "World 3.0: Global prosperity and how to achieve it by P. Ghemawat", Harvard Business Review Press 2011 Author: Guiseppe Getto East Carolina University East Carolina UniversityView Profile Authors Info & Claims Communication Design QuarterlyVolume 4Issue 1November 2015 pp 73–76https://doi.org/10.1145/2875501.2875508Published:08 January 2016Publication History 0citation66DownloadsMetricsTotal Citations0Total Downloads66Last 12 Months10Last 6 weeks0 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my AlertsNew Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteGet Access
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Abstract
Though usability is a must for all new applications, small organizations often lag behind in this area. This trend is frequently posed as a resource problem: User Experience design (UX) teams, usability testing software, and professional web developers are typically lacking in cash-strapped small businesses, non-profits, and educational institutions, so creating cutting-edge designs may seem impossible. We propose that what is lacking in these settings is actually knowledge of effective design workflows, however, not resources. What is lacking is a sound understanding of UX and an effective means of mobilizing existing resources. Based on a case study of a redesign process for a mobile application, we present evidence that all organizations can build awesome applications if they simply learn how to better manage their design processes.
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Designing globally, working locally: using personas to develop online communication products for international users ↗
Abstract
Extending digital products and services to global markets requires a communication design approach that considers the needs of international (e.g. non-U.S.) users. The challenge becomes developing an approach that works effectively. The concept of personas, as applied in user experience design (UX), can offer an effective solution to this situation. This article examines how this idea of personas can expand communication design practices to include users form other cultures.
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Abstract
Many community stakeholders are experiencing increased pressure to enter the digital arena in order to be heard by new audiences, but many such stakeholders lack the technical expertise to do so. To meet this demand, some service-learning teachers are turning to digital media production as a new method of service. This approach to a service-learning pedagogy brings with it inherent complications, however. We believe these complications call for a re-orientation of service-learning projects around a model of distributed knowledge work. This model asks students to view themselves as budding professionals entering into community networks that preexist them. It also requires students to deeply share their knowledge-making practices with community stakeholders.
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Abstract
As Information and Communication Technologies (ICTs) utilized in workplaces, classrooms, and community organizations continue to proliferate, it follows that the kinds of knowledge necessary to assemble those technologies in order to engage in effective professional communication are becoming increasingly complex. This article details a study conducted of two student teams engaged in a service-learning class in which they were tasked with producing high-quality digital products---a mini-documentary and a simple, but interactive website---for client organizations---an art classroom in a local public school and a mentoring initiative within a local non-profit. The main findings of this study are that students mobilized a variety of resources and created a flexible network of technologies, knowledges, people, and modes of communication in order to address issues pertinent to their clients. In addition, I argue that the most important resource students mobilized was knowledge itself, indicating that one of the most important aspects of digital composing may be in-depth, practical knowledge of technologies, modes, and the genres they involve. Ultimately, the implications of this limited, classroom-based case study are that a situated understanding of how to assemble knowledges for the effective design of communication within a given communication infrastructure may be more important than access to the most cutting-edge modes and technologies, especially when working with resource-poor organizational clients.