8,815 research outputs found

    Designing in the Street: Innovation In-Situ

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    This paper suggests that taking the design process into the field and constantly engaging with the site to observe, intervene, brainstorm, prototype and create fosters unique forms of inspiration and innovation. How does a consideration of participation of both the designer and the user in the space change the design process? With participation comes understanding of the situation and by elaborating on possible futures with users, designers can find lucid innovations. We describe a project conducted by students from the Interaction Design course at the Royal College of Art in London which used a variety of approaches to speculate on the social and technological future of a London street. We discuss and compare the role of different techniques which enable designers to find inspiration for innovative technology in the field, or in this case the street. Keywords: Design, Prototyping, Ethno-Fiction</p

    Survey of End-to-End Mobile Network Measurement Testbeds, Tools, and Services

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    Mobile (cellular) networks enable innovation, but can also stifle it and lead to user frustration when network performance falls below expectations. As mobile networks become the predominant method of Internet access, developer, research, network operator, and regulatory communities have taken an increased interest in measuring end-to-end mobile network performance to, among other goals, minimize negative impact on application responsiveness. In this survey we examine current approaches to end-to-end mobile network performance measurement, diagnosis, and application prototyping. We compare available tools and their shortcomings with respect to the needs of researchers, developers, regulators, and the public. We intend for this survey to provide a comprehensive view of currently active efforts and some auspicious directions for future work in mobile network measurement and mobile application performance evaluation.Comment: Submitted to IEEE Communications Surveys and Tutorials. arXiv does not format the URL references correctly. For a correctly formatted version of this paper go to http://www.cs.montana.edu/mwittie/publications/Goel14Survey.pd

    health social networks, dental review sites, search, ratings, rankings, recommendations, trust.

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    This paper introduces the concept of the mobile value core that is based on Expectation Confirmation Theory. The mobile value core determines the value relationships between mobile technology provision and mobile technology usage with special regard to value expectations, value perceptions and actual value creation. Creation of mobile value requires mobile co-creation methods and tools to achieve better expectation-experience fit of usage and therefore higher value for both sides, users and providers of mobile devices and applications. The set-up of a mobile Living Lab and a corresponding research agenda is outlined according to the hypotheses drawn from the mobile value core concept

    Less is more: what design against crime can contribute to sustainability.

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    Crime is a voracious form of premature obsolescence. Replacement of insured stolen items increases levels of product consumption that are unsustainable. Additional to the ecological cost of crime are the social and economic impacts linked to ‘courts, cops and corrections’ – money better spent on building social innovation and sustainability. The user/ abuser centered methodology of the Design Against Crime Research Centre (DACRC) at University of Arts London as a socially responsive design movement is described in this paper. It argues that DACRC’s approach is unique. It addresses social agendas by accommodating consideration of multiple, often competing, user-demands in a given context, and responding in ways that produce both fiscal and social capital through sustainable design

    Low-fi skin vision: A case study in rapid prototyping a sensory substitution system

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    We describe the design process we have used to develop a minimal, twenty vibration motor Tactile Vision Sensory Substitution (TVSS) system which enables blind-folded subjects to successfully track and bat a rolling ball and thereby experience 'skin vision'. We have employed a low-fi rapid prototyping approach to build this system and argue that this methodology is particularly effective for building embedded interactive systems. We support this argument in two ways. First, by drawing on theoretical insights from robotics, a discipline that also has to deal with the challenge of building complex embedded systems that interact with their environments; second, by using the development of our TVSS as a case study: describing the series of prototypes that led to our successful design and highlighting what we learnt at each stage

    Supporting the Mobile In-situ Authoring of Locative Media in Rural Places: Design and Expert Evaluation of the SMAT app

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    Providing users with carefully authored Locative media experiences (which can be consumed via their GPS equipped smartphones or tablets) has significant potential for fostering a strong engagement with their current surroundings. However, the availability of mobile tools to support the authoring of locative media experiences in-situ, and by non-technical users, remains scarce. In this article we present the design and field-trial expert evaluation of a mobile app developed under the SHARC project (Investigating Technology Support for the Shared Curation of Local History in a Rural Community). The app is named SMAT (SHARC Mobile Authoring Tool) and supports the authoring of Locative Media experiences with a focus on the creation of POIs (Points of Interest) and associated geo-fences which trigger the pushed delivery of media items such as photos, audio clips, etc. One important requirement of SMAT is the ability to support authoring in places where connectivity is intermittent or unavailable, e.g. many rural areas
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