Behind the paper · Communications of the AIS · 2024

Design knowledge for virtual learning companions from a value-centered perspective

Working students struggle with time and motivation. A companion that learns with them, rather than a tutor that lectures, needs a different kind of design knowledge.

Authors

Schlimbach, R. · Khosrawi-Rad, B. · Lange, T. C. · Strohmann, T. · Robra-Bissantz, S.

Original title

Design Knowledge for Virtual Learning Companions from a Value-centered Perspective

Published in

Communications of the Association for Information Systems, 54(1), 293–330

Research theme

Education, society & culture

In brief

The problem

Answers are cheap. Company is not.

Working students lack time and motivation, not information, and chatbot tutors hand over answers without accompanying anyone.

What we did

Three design cycles with the students themselves.

Interviews, two conceptual prototypes, expert review, and a coded companion named Alex, framed by the three value layers of relationship, matching, and service.

What we found

Nine principles, and two groups who disagreed.

Twenty-eight meta-requirements, nine principles, thirty-three features. Students at two institutions liked Alex and contradicted each other on tone, emojis, and games.

Why it matters

Adaptation is the connecting principle.

There is no one-size-fits-all learning companion. Social features, functional scope, and the target group have to be aligned before valuable interactions emerge.

01 / The problem

Answers are cheap. Company is not.

Students who work alongside their studies do not lack information. They lack time, and on bad days they lack the will. Existing pedagogical agents attack these problems separately and functionally: a scheduling bot here, a goal-setting feature there, a chatbot tutor that answers questions. A literature review of 252 recent publications found only five that mention a learning companion at all, and none that offered design knowledge for one.

The rise of ChatGPT sharpened the gap. A system that hands over finished answers can undermine exactly the engagement that learning depends on. The paper’s premise is that companionship, a bonding relationship in which learner and agent work toward a shared goal, is a prerequisite for supporting motivation and time management, not a nice-to-have on top.

02 / The perspective

Value is created in the interaction.

The unconventional move is to treat the companion not as a product with features but as a service in which value is co-created. Following the value-in-interaction model, that value decomposes across three layers, and the paper’s nine principles are organised by which layer they primarily serve. They are not separable: if the relationship is missing, the service is not used; if the service is useless, no relationship saves it.

01

Relationship layer

Value in relatedness. The companion is a socially present partner.

  • DP1 Human-likeness and dialogue management
  • DP3 Proactive and reactive behaviour
  • DP4 Relationship building
02

Matching layer

Matching value. The companion fits the learner’s needs, style, and preferences.

  • DP2 Adaptation
03

Service layer

Service value. The companion actually helps with learning, time, and motivation.

  • DP5 Provision of supportive content
  • DP6 Fostering learning competencies
  • DP7 Motivational environment
  • DP8 Ethical responsibility
  • DP9 Purpose-oriented functionality and usability

Behind the principles stand several theories: people treat computers as social actors, so social cues work; conversations need common ground; flow theory and self-determination theory explain what keeps learners engaged; and Maslow’s higher-order needs frame learning as growth rather than knowledge transfer. The three relationship principles map directly onto the earlier design theory for virtual companionship, transferred to the learning context.

03 / The path

Three cycles, designed with the people it is for.

  1. 1

    Co-creation with studentsInterviews · two conceptual prototypes

    In a four-month master’s course, two student teams interviewed 14 working students, wrote user stories, and derived requirements and principles. Team 1 built a clickable mock-up named Charlie, tested by 40 working students. Team 2 built the Social Intelligent Learning Companion and discussed its design knowledge in a workshop. A third team reviewed 48 publications for supporting literature.

  2. 2

    Synthesis and expert review28 MRs · 9 DPs · 33 DFs

    Three researchers independently merged the two teams’ results, then five experts assessed feasibility, desirability, and viability. The experts added requirements and features but no new principles.

  3. 3

    A coded companionAlex · two class evaluations

    A design-thinking workshop prioritised features. Over three months, researchers, educators from three institutions, and target users refined a working prototype built on Dialogflow with a Python webhook and calendar integration. Twenty full-time students and fourteen working students used Alex in class.

04 / Alex

What students actually said.

Alex greets learners by first name, has a youthful comic-style avatar accompanied by a dog that learns tricks when the student reaches a goal, uses emojis and memes, adapts to the learner’s learning style, keeps a course schedule with reminders to drink water and take a walk, explains the Pomodoro technique, runs a class-wide scoring model, and lets students message peers and teachers from the chat. Twenty-two design features were implemented in total.

Both groups appreciated the human and friendly interaction and welcomed the organiser functions. Then the two groups diverged. Students at the technical university found Alex too informal, the emojis childish, and liked the competitive game elements. Students in continuing education found Alex too formal, wanted more mutual praise and reaction to their mood, and found the game story distracting. Same prototype, opposite feedback.

The paper reads this as evidence for its central connecting principle. Companionship is perceived very differently by different people, so adaptation, both by the system and by the user, is what bridges the social relationship layer and the functional service layer. There is no one-size-fits-all learning companion.

05 / What it adds

Design knowledge at several altitudes.

The contribution is deliberately layered: nine principles for orientation, 28 meta-requirements for justification, 33 design features for implementation, and three instantiations that show the leeway in between. The comic avatar and the dog, for instance, are one way to be human-like without being human, suited to students in their twenties and probably wrong for mature professionals.

The paper is also candid about controversy. A focus group questioned whether human-likeness distracts from learning. Workshop participants asked whether an organiser that suggests appointments is a coach rather than a peer. Experts doubted that emotion detection is reliable enough not to damage the interaction. The answer to all three is the same: keep the human-like elements judicious, let the companion take different roles as human companions do, and let learners switch features off.

The paper was recognised twice by the community: with the Paul Gray Award for the most thought-provoking paper in Communications of the AIS in 2024, and with the AIS Senior Scholars’ Best Information Systems Publications Award in 2025. The workshop paper it grew from had already won the best paper award at the Pre-ICIS Workshop on Education and Research in 2022.

Behind the paper

The idea, and
the path to it.

A paper presents the polished result. This is the part that usually stays unwritten: where the question came from and how the work actually unfolded.

This paper is what happened when the design theory for virtual companionship was applied and contextualised for learning. It came out of StudyBuddy, the BMBF-funded project I had proposed on the strength of the HCI article, and it was researched over several years in a large project consortium.

The order matters to me. First the design theory, published in Human–Computer Interaction as the preparatory work. Then its application to a concrete setting, working students who struggle with time and motivation, with the value-in-interaction perspective added to make the companion a service rather than a product. The recognition the paper later received, first the Paul Gray Award and then the AIS Senior Scholars’ award at ICIS 2025 in Nashville, was recognition for that whole path, and for a consortium of colleagues who carried it.

Timo Strohmann holding the award plaque on stage at ICIS 2025 in Nashville, standing with three representatives of the Association for Information Systems
Receiving the AIS Best Information Systems Publications Award on behalf of the author team at ICIS 2025 in Nashville, December 2025.