my own luck": Serendipity strategies and how to support them in digital information environments. Journal of the Association for Information Science and Technology, 65(11), pp. 2179-2194. doi: 10.1002 This is the accepted version of the paper.This version of the publication may differ from the final published version. Permanent ABSTRACTSerendipity occurs when unexpected circumstances and an 'aha' moment of insight result in a valuable, unanticipated outcome. Designing digital information environments to support serendipity can not only provide users with new knowledge, but also propel them in exciting directions they might not otherwise have travelled insurprising and delighting them along the way. As serendipity involves unexpected circumstances it cannot be directly controlled, but it can potentially be influenced. However, to the best of our knowledge, no previous work has focused on providing a rich empirical understanding of how it might be influenced. We interviewed 14 creative professionals to identify their self-reported strategies aimed at increasing the likelihood of serendipity. These strategies form a framework for examining ways existing digital environments support serendipity and for considering how future environments can create opportunities for it. This is a new way of thinking about how to design for serendipity; by supporting the strategies found to increase its likelihood rather than attempting to support serendipity as a discrete phenomenon, digital environments not only have the potential to help users experience serendipity but also encourage them to adopt the strategies necessary to experience it more often.
Abstract. Soil erosion is a major problem around the world because of its effects on soil productivity, nutrient loss, siltation in water bodies, and degradation of water quality. By understanding the driving forces behind soil erosion, we can more easily identify erosion-prone areas within a landscape and use land management and other strategies to effectively manage the problem. Soil erosion models have been used to assist in this task. One of the most commonly used soil erosion models is 10 the Universal Soil Loss Equation (USLE) and its family of models: the Revised Universal Soil Loss Equation (RUSLE), the Revised Universal Soil Loss Equation version 2 (RUSLE2), and the Modified Universal Soil Loss Equation (MUSLE). This paper reviewed the different components of USLE and RUSLE etc., and analysed how different studies around the world have adapted the equations to local conditions. We compiled these studies and equations to serve as a reference for other researchers working with R/USLE and related approaches. We investigate some of the limitations of R/USLE, such as issues 15 in data-sparse regions, its inability to account for soil loss from gully erosion or mass wasting events, and that it does not predict sediment pathways from hillslopes to water bodies. These limitations point to several future directions for R/USLE studies: incorporating soil loss from other types of soil erosion, estimating soil loss at sub-annual temporal scales, and using consistent units for future literature. These recommendations help to improve the applicability of the R/USLE in a range of geoclimatic regions with varying data availability, and at finer spatial and temporal scales for scenario analysis. 20
Designers have always been good at mediating value. Their sensibilities for understanding how to manipulate materials, images, and actions have been adding value to products and services for a long time. Design studios across the world have used increasingly creative tactics to add value to both the most banal consumer products and the most interesting cultural material. However, the designer's role is one of the hired hand, brought in to add value somewhere along the classic linear value chain.
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