692 research outputs found
Experience Prototyping for Automotive Applications
In recent years, we started to define our life through experiences we make instead of objectswe buy. To attend a concert of our favorite musician may be more important for us thanowning an expensive stereo system. Similarly, we define interactive systems not only by thequality of the display or its usability, but rather by the experiences we can make when usingthe device. A cell phone is primarily built for making calls and receiving text messages,but on an emotional level it might provide a way to be close to our loved ones, even thoughthey are far away sometimes. When designing interactive technology, we do not only haveto answer the question how people use our systems, but also why they use them. Thus,we need to concentrate on experiences, feelings and emotions arising during interaction.Experience Design is an approach focusing on the story that a product communicates beforeimplementing the system.
In an interdisciplinary team of psychologists, industrial designers, product developers andspecialists in human-computer interaction, we applied an Experience Design process to theautomotive domain. A major challenge for car manufacturers is the preservation of theseexperiences throughout the development process. When implementing interactive systemsengineers rely on technical requirements and a set of constraints (e.g., safety) oftentimescontradicting aspects of the designed experience. To resolve this conflict, Experience Prototypingis an important tool translating experience stories to an actual interactive product.
With this thesis I investigate the Experience Design process focusing on Experience Prototyping.Within the automotive context, I report on three case studies implementing threekinds of interactive systems, forming and following our approach. I implemented (1) anelectric vehicle information system called Heartbeat, communicating the state of the electricdrive and the batteries to the driver in an unobtrusive and ensuring way. I integrated Heartbeatinto the dashboard of a car mock-up with respect to safety and space requirements butat the same time holding on to the story in order to achieve a consistent experience. With (2)the Periscope I implemented a mobile navigation device enhancing the social and relatednessexperiences of the passengers in the car. I built and evaluated several experience prototypesin different stages of the design process and showed that they transported the designed experiencethroughout the implementation of the system. Focusing on (3) the experience offreehand gestures, GestShare explored this interaction style for in-car and car-to-car socialexperiences. We designed and implemented a gestural prototypes for small but effectivesocial interactions between drivers and evaluated the system in the lab and and in-situ study.
The contributions of this thesis are (1) a definition of Experience Prototyping in the automotivedomain resulting from a literature review and my own work, showing the importanceand feasibility of Experience Prototyping for Experience Design. I (2) contribute three casestudies and describe the details of several prototypes as milestones on the way from a anexperience story to an interactive system. I (3) derive best practices for Experience Prototypingconcerning their characteristics such as fidelity, resolution and interactivity as well asthe evaluation in the lab an in situ in different stages of the process.Wir definieren unser Leben zunehmend durch Dinge, die wir erleben und weniger durchProdukte, die wir kaufen. Ein Konzert unseres Lieblingsmusikers zu besuchen kann dabeiwichtiger sein, als eine teure Stereoanlage zu besitzen. Auch interaktive Systeme bewertenwir nicht mehr nur nach der QualitĂ€t des Displays oder der Benutzerfreundlichkeit, sondernauch nach Erlebnissen, die durch die Benutzung möglich werden. Das Smartphone wurdehauptsĂ€chlich zum Telefonieren und Schreiben von Nachrichten entwickelt. Auf einer emotionalenEbene bietet es uns aber auch eine Möglichkeit, wichtigen Personen sehr nah zusein, auch wenn sie manchmal weit weg sind. Bei der Entwicklung interaktiver SystememuÌssen wir uns daher nicht nur fragen wie, sondern auch warum diese benutzt werden. Erlebnisse,GefuÌhle und Emotionen, die wĂ€hrend der Interaktion entstehen, spielen dabei einewichtige Rolle. Experience Design ist eine Disziplin, die sich auf Geschichten konzentriert,die ein Produkt erzĂ€hlt, bevor es tatsĂ€chlich implementiert wird.
In einem interdisziplinĂ€ren Team aus Psychologen, Industrie-Designern, Produktentwicklernund Spezialisten der Mensch-Maschine-Interaktion wurde ein Prozess zur Erlebnis-Gestaltung im automobilen Kontext angewandt. Die Beibehaltung von Erlebnissen uÌber dengesamten Entwicklungsprozess hinweg ist eine groĂe Herausforderung fuÌr Automobilhersteller.Ingenieure hĂ€ngen bei der Implementierung interaktiver Systeme von technischen,sicherheitsrelevanten und ergonomischen Anforderungen ab, die oftmals dem gestaltetenErlebnis widersprechen. Die Bereitstellung von Erlebnis-Prototypen ermöglicht die Ăbersetzungvon Geschichten in interaktive Produkte und wirkt daher diesem Konflikt entgegen.
Im Rahmen dieser Dissertation untersuche ich den Prozess zur Erlebnis-Gestaltung hinsichtlichder Bedeutung von Erlebnis-Prototypen. Ich berichte von drei Fallbeispielen im automobilenBereich, die die Gestaltung und Implementierung verschiedener interaktiver Systemenumfassen. (1) Ein Informationssystem fuÌr Elektrofahrzeuge, der Heartbeat, macht den Zustanddes elektrischen Antriebs und den Ladestand der Batterien fuÌr den Fahrer visuell undhaptisch erlebbar. Nach der Implementierung mehrerer Prototypen wurde Heartbeat unterBeruÌcksichtigung verschiedener technischer und sicherheitsrelevanter Anforderungen in dieArmaturen eines Fahrzeugmodells integriert, ohne dass dabei das gestaltete Erlebnis verlorengegangen ist. (2) Das Periscope ist ein mobiles NavigationsgerĂ€t, das den Insassensoziale Erlebnisse ermöglicht und das VerbundenheitsgefuÌhl stĂ€rkt. Durch die Implementierungmehrere Erlebnis-Prototypen und deren Evaluation in verschiedenen Phasen des Entwicklungsprozesseskonnten die gestalteten Erlebnisse konsistent erhalten werden. (3) ImProjekt GestShare wurde das Potential der Interaktion durch Freiraumgesten im Fahrzeuguntersucht. Dabei standen ein Verbundenheitserlebnis des Fahrers und soziale Interaktionenmit Fahrern anderer Fahrzeuge im Fokus. Es wurden mehrere Prototypen implementiert undauch in einer Verkehrssituation evaluiert.
Die wichtigsten BeitrÀge dieser Dissertation sind (1) eine intensive Betrachtung und Anwendungvon Erlebnis-Prototypen im Auto und deren Relevanz bei der Erlebnis-Gestaltung,beruhend auf einer Literaturauswertung und der eigenen Erfahrung innerhalb des Projekts; (2) drei Fallstudien und eine detaillierte Beschreibung mehrere Prototypen in verschiedenenPhasen des Prozesses und (3) Empfehlungen zu Vorgehensweisen bei der Erstellung vonErlebnis-Prototypen hinsichtlich der Eigenschaften wie NÀhe zum finalen Produkt, Anzahlder implementierten Details und InteraktivitÀt sowie zur Evaluation im Labor und in tatsÀchlichenVerkehrssituationen in verschiedenen Phasen des Entwicklungsprozesses
Breadcrumbs: location and context aware mobile platform for story sharing
With the current proliferation of sensor equipped mobile devices such as smartphones and
tablets, location aware services are expanding beyond the mere efficiency and work related needs
of users, evolving in order to incorporate fun, culture and the social life of users.
Today people on the move have more and more connectivity and are expected to be able to
communicate with their usual and familiar social networks. That means communications not only
with their peers and colleagues, friends and family but also with unknown people that might
share their interests, curiosities or happen to use the same social network.
Through social networks, location aware blogging, cultural mobile applications relevant
information is now available at specific geographical locations and open to feedback and
conversations among friends as well as strangers. In fact, nowadays smartphone technologies
aloud users to post and retrieve content while on the move, often relating to specific physical
landmarks or locations, engaging and being engaged in conversations with strangers as much as
their own social network. The use of such technologies and applications while on the move can
often lead people to serendipitous discoveries and interactions. Throughout our thesis we are
engaging on a two folded investigation: how can we foster and support serendipitous discoveries
and what are the best interfaces for it?
In fact, to read and write content while on the move is a cognitively intensive task. While the map
serves the function of orienting the user, it also absorbs most of the userâs concentration. In order
to address this kind of cognitive overload issue with Breadcrumbs we propose a 360 degrees
interface that enables the user to find content around them by means of scanning the surrounding
space with the mobile device.
By using a loose metaphor of a periscope, harnessing the power of the smartphone sensors we
designed an interactive interface capable of detecting content around the users and display it in
the form of 2 dimensional bubbles which diameter depends on their distance from the users.
Users will navigate the space in relation to the content that they are curious about, rather than in
relation to the traditional geographical map. Through this model we envisage alleviating a certain
cognitive overload generated by having to continuously confront a two dimensional map with
the real three dimensional space surrounding the user, but also use the content as a navigational filter. Furthermore this alternative mean of navigating space might bring serendipitous discovery
about places that user where not aware of or intending to reach. We hence conclude our thesis
with the evaluation of the Breadcrumbs application and the comparison of the 360 degrees
interface with a traditional 2 dimensional map displayed on the devise screen. Results from the
evaluation are compiled in findings and insights for future use in designing and developing
context aware mobile applications
Digital environments: ethnographic perspectives across global online and offline spaces
Digital technology permeates the physical world. Social media and virtual reality, accessed via internet capable devices - computers, smartphones, tablets and wearables - affect nearly all aspects of social life. The contributions to this volume apply innovative forms of ethnographic research to the digital realm. They examine the emergence of new forms of digital life, such as political participation through comments on East Greenlandic news blogs, the personal use of video broadcasting applications, the rise of transnational migrant networks facilitated by social media, or the effects of Facebook, Twitter, and Instagram on global conflicts
Digital Environments
Digital technology already has permeated the physical world. Devices such as smartphones, tablets or wearables and online venues like virtual worlds and social networks have penetrated every part of our lives. The contributions to this volume apply innovative forms of ethnographic research to the digital realm. They examine the emergence of new online communities around Greenlandic news blogs or Malaysian LGBT Facebook groups, the rise of transnational migrant networks facilitated by social media, or the representation of conflicts and the proliferation of ideologies within online spaces
The Development of the Poetry Walking Tour of Niagara Falls Using Mobile App Technology
The Niagara Falls Poetry Project (NFPP) has been an ongoing research-creation project for many years. In addition to being a site of poetry of place it is also a site of recovery and discovery of Niagara poetry. This MRP used social construction of technology and of literature theories as a framework to develop the Poetry Walking Tour of Niagara Falls (PWT) to extend the NFPP. Twenty-four points of interest were selected following a route along the Niagara River, passing Niagara Falls. Content analyses and close readings of the poetry on the NFPP website were conducted to preselect suitable poems to present to a panel of poets, academics, and end users at a Poetry Selection Event. Using the participatory design techniques of crowdsourcing and a modified Delphi method, the "best" poem for each of the points of interest was selected. The poem, explanatory historical and literary material, images, and multimedia were added to the Interpretours platform website, which was then used to populate the GuideTags mobile app for smartphones and tablets. The end result is a fully functional mobile app GPS guided walking tour of Niagara Falls that alerts users to points of interest that highlight the poetry and history of Niagara Falls. The role of the PWT in the local economy as a tourist attraction, particularly for the heritage and literary tourism sectors are contributions of the projec
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New Frontiers in Newsgathering: A Case Study of Foreign Correspondents Using Chat Apps to Cover Political Unrest
Coverage of any breaking news event today often includes footage captured by eyewitnesses and uploaded to the social web. This has changed how journalists and news organizations not only report and produce news, but also how they engage with sources and audiences. In addition to social media platforms such as Twitter and Facebook, chat apps such as WhatsApp and WeChat are a rapidly growing source of information about newsworthy events and an essential link between participants and reporters covering those events.
To look at how journalists at major news organizations use chat apps for newsgathering during political unrest, the authors focus on a case study of foreign correspondents based in Hong Kong and China during and since the 2014 Umbrella Movement Hong Kong protests. Political unrest in Hong Kong and China often centers around civic rights and government corruption. The Umbrella Movement involved large-scale, sit-in street protests, rejecting proposed changes to Hong Kongâs electoral laws and demanding voting rights for all Hong Kong citizens.
Through a combination of observation and interviews with foreign correspondents, this report explores technologyâs implications for reporting political unrest: how and why the protestors and official sources used chat apps, and the ways foreign reporters used chat apps (which are typically closed platforms) for newsgathering, internal coordination, and information sharing
Digital Environments
Digital technology already has permeated the physical world. Devices such as smartphones, tablets or wearables and online venues like virtual worlds and social networks have penetrated every part of our lives. The contributions to this volume apply innovative forms of ethnographic research to the digital realm. They examine the emergence of new online communities around Greenlandic news blogs or Malaysian LGBT Facebook groups, the rise of transnational migrant networks facilitated by social media, or the representation of conflicts and the proliferation of ideologies within online spaces
Experience Prototyping for Automotive Applications
In recent years, we started to define our life through experiences we make instead of objectswe buy. To attend a concert of our favorite musician may be more important for us thanowning an expensive stereo system. Similarly, we define interactive systems not only by thequality of the display or its usability, but rather by the experiences we can make when usingthe device. A cell phone is primarily built for making calls and receiving text messages,but on an emotional level it might provide a way to be close to our loved ones, even thoughthey are far away sometimes. When designing interactive technology, we do not only haveto answer the question how people use our systems, but also why they use them. Thus,we need to concentrate on experiences, feelings and emotions arising during interaction.Experience Design is an approach focusing on the story that a product communicates beforeimplementing the system.
In an interdisciplinary team of psychologists, industrial designers, product developers andspecialists in human-computer interaction, we applied an Experience Design process to theautomotive domain. A major challenge for car manufacturers is the preservation of theseexperiences throughout the development process. When implementing interactive systemsengineers rely on technical requirements and a set of constraints (e.g., safety) oftentimescontradicting aspects of the designed experience. To resolve this conflict, Experience Prototypingis an important tool translating experience stories to an actual interactive product.
With this thesis I investigate the Experience Design process focusing on Experience Prototyping.Within the automotive context, I report on three case studies implementing threekinds of interactive systems, forming and following our approach. I implemented (1) anelectric vehicle information system called Heartbeat, communicating the state of the electricdrive and the batteries to the driver in an unobtrusive and ensuring way. I integrated Heartbeatinto the dashboard of a car mock-up with respect to safety and space requirements butat the same time holding on to the story in order to achieve a consistent experience. With (2)the Periscope I implemented a mobile navigation device enhancing the social and relatednessexperiences of the passengers in the car. I built and evaluated several experience prototypesin different stages of the design process and showed that they transported the designed experiencethroughout the implementation of the system. Focusing on (3) the experience offreehand gestures, GestShare explored this interaction style for in-car and car-to-car socialexperiences. We designed and implemented a gestural prototypes for small but effectivesocial interactions between drivers and evaluated the system in the lab and and in-situ study.
The contributions of this thesis are (1) a definition of Experience Prototyping in the automotivedomain resulting from a literature review and my own work, showing the importanceand feasibility of Experience Prototyping for Experience Design. I (2) contribute three casestudies and describe the details of several prototypes as milestones on the way from a anexperience story to an interactive system. I (3) derive best practices for Experience Prototypingconcerning their characteristics such as fidelity, resolution and interactivity as well asthe evaluation in the lab an in situ in different stages of the process.Wir definieren unser Leben zunehmend durch Dinge, die wir erleben und weniger durchProdukte, die wir kaufen. Ein Konzert unseres Lieblingsmusikers zu besuchen kann dabeiwichtiger sein, als eine teure Stereoanlage zu besitzen. Auch interaktive Systeme bewertenwir nicht mehr nur nach der QualitĂ€t des Displays oder der Benutzerfreundlichkeit, sondernauch nach Erlebnissen, die durch die Benutzung möglich werden. Das Smartphone wurdehauptsĂ€chlich zum Telefonieren und Schreiben von Nachrichten entwickelt. Auf einer emotionalenEbene bietet es uns aber auch eine Möglichkeit, wichtigen Personen sehr nah zusein, auch wenn sie manchmal weit weg sind. Bei der Entwicklung interaktiver SystememuÌssen wir uns daher nicht nur fragen wie, sondern auch warum diese benutzt werden. Erlebnisse,GefuÌhle und Emotionen, die wĂ€hrend der Interaktion entstehen, spielen dabei einewichtige Rolle. Experience Design ist eine Disziplin, die sich auf Geschichten konzentriert,die ein Produkt erzĂ€hlt, bevor es tatsĂ€chlich implementiert wird.
In einem interdisziplinĂ€ren Team aus Psychologen, Industrie-Designern, Produktentwicklernund Spezialisten der Mensch-Maschine-Interaktion wurde ein Prozess zur Erlebnis-Gestaltung im automobilen Kontext angewandt. Die Beibehaltung von Erlebnissen uÌber dengesamten Entwicklungsprozess hinweg ist eine groĂe Herausforderung fuÌr Automobilhersteller.Ingenieure hĂ€ngen bei der Implementierung interaktiver Systeme von technischen,sicherheitsrelevanten und ergonomischen Anforderungen ab, die oftmals dem gestaltetenErlebnis widersprechen. Die Bereitstellung von Erlebnis-Prototypen ermöglicht die Ăbersetzungvon Geschichten in interaktive Produkte und wirkt daher diesem Konflikt entgegen.
Im Rahmen dieser Dissertation untersuche ich den Prozess zur Erlebnis-Gestaltung hinsichtlichder Bedeutung von Erlebnis-Prototypen. Ich berichte von drei Fallbeispielen im automobilenBereich, die die Gestaltung und Implementierung verschiedener interaktiver Systemenumfassen. (1) Ein Informationssystem fuÌr Elektrofahrzeuge, der Heartbeat, macht den Zustanddes elektrischen Antriebs und den Ladestand der Batterien fuÌr den Fahrer visuell undhaptisch erlebbar. Nach der Implementierung mehrerer Prototypen wurde Heartbeat unterBeruÌcksichtigung verschiedener technischer und sicherheitsrelevanter Anforderungen in dieArmaturen eines Fahrzeugmodells integriert, ohne dass dabei das gestaltete Erlebnis verlorengegangen ist. (2) Das Periscope ist ein mobiles NavigationsgerĂ€t, das den Insassensoziale Erlebnisse ermöglicht und das VerbundenheitsgefuÌhl stĂ€rkt. Durch die Implementierungmehrere Erlebnis-Prototypen und deren Evaluation in verschiedenen Phasen des Entwicklungsprozesseskonnten die gestalteten Erlebnisse konsistent erhalten werden. (3) ImProjekt GestShare wurde das Potential der Interaktion durch Freiraumgesten im Fahrzeuguntersucht. Dabei standen ein Verbundenheitserlebnis des Fahrers und soziale Interaktionenmit Fahrern anderer Fahrzeuge im Fokus. Es wurden mehrere Prototypen implementiert undauch in einer Verkehrssituation evaluiert.
Die wichtigsten BeitrÀge dieser Dissertation sind (1) eine intensive Betrachtung und Anwendungvon Erlebnis-Prototypen im Auto und deren Relevanz bei der Erlebnis-Gestaltung,beruhend auf einer Literaturauswertung und der eigenen Erfahrung innerhalb des Projekts; (2) drei Fallstudien und eine detaillierte Beschreibung mehrere Prototypen in verschiedenenPhasen des Prozesses und (3) Empfehlungen zu Vorgehensweisen bei der Erstellung vonErlebnis-Prototypen hinsichtlich der Eigenschaften wie NÀhe zum finalen Produkt, Anzahlder implementierten Details und InteraktivitÀt sowie zur Evaluation im Labor und in tatsÀchlichenVerkehrssituationen in verschiedenen Phasen des Entwicklungsprozesses
African Americans and mobile video: exploring Black cultural practice on Vine
This study explores Black cultural practice on the mobile video platform Vine, a six-second micro-video editing mobile application. The purpose of this research is to critically examine how African Americans embraced social video through Vine and how Black cultural practice is enacted within the political economy of the mobile video landscape. This dissertation employs the use of Qualitative Content Analysis (Hsieh & Shannon, 2005) as a means of systematic yet adaptive exploration of the cultural phenomena transpiring in Vine videos, and Critical Technocultural Discourse Analysis (Brock, 2018) to establish context and meanings of the descriptions that emerge through the content analysis. The analysis demonstrates Vine videos produced by Black users were important to Vineâs success. Videos fall into the following categories: everyday life, celebrity cameo, content remix, Black boy joy, comedy & jokes âthe dozensâ, music & dance, tech-speak, and socio-cultural commentary. Black content creators leveraged punchy storytelling to compel the worldâs internet users to watch and adopt Vine. This practice is defined as Black digital efficacy in the study, the process by which technology is given direction, labor, and Black aesthetics to propel it forward
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