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Drawing on the Data and Predictions strand of the Indicazioni Nazionali per il curricolo 2012, this study proposes a problem based instructional approach to the teaching of probability. More specifically, the study adopts a design based…
Recent advances leverage post-training to enhance model reasoning performance, which typically requires costly training pipelines and still suffers from inefficient, overly lengthy outputs. We introduce Speculative Thinking, a training-free…
We contemplate an experimental situation in a $2^k$-factorial experiment with acute resource crunch so that we need to conduct just a saturated design [SD] - with the understanding that precision of the estimates cannot be estimated from…
In mechanical design, there is often unavoidable uncertainty in estimates of design performance. Evaluation of design alternatives requires consideration of the impact of this uncertainty. Expert heuristics embody assumptions regarding the…
Design Fiction is known for its provocative and often dystopian speculations about the future. In this paper, we present an alternative approach that focuses primarily on the positive. We propose to imagine, enact, and evaluate utopia with…
What does it mean to create a new concept, rather than retrieve a familiar one? Repeatedly sampling a generative model at the same prompt produces variations with similar styles and typical content. We propose that creativity is the…
Machine learning-based design has gained traction in the sciences, most notably in the design of small molecules, materials, and proteins, with societal implications spanning drug development and manufacturing, plastic degradation, and…
Design-based frameworks of uncertainty are frequently used in settings where the treatment is (conditionally) randomly assigned. This paper develops a design-based framework suitable for analyzing quasi-experimental settings in the social…
Surprise describes a range of phenomena from unexpected events to behavioral responses. We propose a measure of surprise and use it for surprise-driven learning. Our surprise measure takes into account data likelihood as well as the degree…
The issue of dark patterns and deceptive designs (DPs) in everyday interfaces and interactions continues to grow. DPs are manipulative and malicious elements within user interfaces that deceive users into making unintended choices. In…
Open source software (OSS) often prioritizes technical functionality over usability and UX design. This imbalance limits OSS adoption among broader, non-technical users. Key underlying factors contributing to this issue are the shortage of…
The publication process both determines which research receives the most attention, and influences the supply of research through its impact on researchers' private incentives. We introduce a framework to study optimal publication decisions…
What if we take a broader view of what it means to run an education experiment? In this paper, we explore opportunities that arise when we think beyond the commonly-held notion that the purpose of an experiment is to either accept or reject…
We present a system for bottom-up cumulative learning of myriad concepts corresponding to meaningful character strings, and their part-related and prediction edges. The learning is self-supervised in that the concepts discovered are used as…
Learning is a process which can update decision rules, based on past experience, such that future performance improves. Traditionally, machine learning is often evaluated under the assumption that the future will be identical to the past in…
Reproducibility should be a cornerstone of scientific research and is a growing concern among the scientific community and the public. Understanding how to design services and tools that support documentation, preservation and sharing is…
A growing number of people are using catch-up TV services rather than watching simultaneously with other audience members at the time of broadcast. However, computational support for such catching-up users has not been well explored. In…
The term serendipity describes a creative process that develops, in context, with the active participation of a creative agent, but not entirely within that agent's control. While a system cannot be made to perform serendipitously on…
Patterns embody repeating phenomena, and, as such, they are partly but not fully detachable from their context. 'Design patterns' and 'pattern languages' are established methods for working with patterns. They have been applied in…
These lectures deal with the problem of inductive inference, that is, the problem of reasoning under conditions of incomplete information. Is there a general method for handling uncertainty? Or, at least, are there rules that could in…