30,807 research outputs found

    Tracing the Scenarios in Scenario-Based Product Design: a study to support scenario generation

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    Scenario-based design originates from the human-computer interaction and\ud software engineering disciplines, and continues to be adapted for product development. Product development differs from software development in the former’s more varied context of use, broader characteristics of users and more tangible solutions. The possible use of scenarios in product design is therefore broader and more challenging. Existing design methods that involve scenarios can be employed in many different stages of the product design process. However, there is no proficient overview that discusses a\ud scenario-based product design process in its full extent. The purposes of creating scenarios and the evolution of scenarios from their original design data are often not obvious, although the results from using scenarios are clearly visible. Therefore, this paper proposes to classify possible scenario uses with their purpose, characteristics and supporting design methods. The classification makes explicit different types of scenarios and their relation to one another. Furthermore, novel scenario uses can be referred or added to the classification to develop it in parallel with the scenario-based design\ud practice. Eventually, a scenario-based product design process could take inspiration for creating scenarios from the classification because it provides detailed ï»żcharacteristics of the scenario

    Quantifying diversity in user experience

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    Evaluation should be integral to any design activity. Evaluation in innovative product development practices however is highly complicated. It often needs to be applied to immature prototypes, while at the same time users’ responses may greatly vary across different individuals and situations. This thesis has focused on methods and tools for inquiring into users’ experiences with interactive products. More specifically, it had three objectives: a) to conceptualize the notion of diversity in subjective judgments of users’ experiences with interactive products, b) to establish empirical evidence for the prevalence of diversity, and c) to provide a number of methodological tools for the study of diversity in the context of product development. Two critical sources of diversity in the context of users’ experiences with interactive products were identified and respective methodological solutions were proposed: a) understanding interpersonal diversity through personal attribute judgments, and b) understanding the dynamics of experience through experience narratives. Personal Attribute Judgments, and in particular, the Repertory Grid Technique, is proposed as an alternative to standardized psychometric scales, in measuring users’ responses to artifacts in the context of parallel design. It is argued that traditional approaches that rely on the a-priori definition of the measures by the researchers have at least two limitations. First, such approaches are inherently limited as researchers might fail to consider a given dimension as relevant for the given product and context, or they might simply lack validated measurement scales for a relevant dimension. Secondly, such approaches assume that participants are able to interpret and position a given statement that is defined by the researcher to their own context. Recent literature has challenged this assumption, suggesting that in certain cases participants are unable to interpret the personal relevance of the statement in their own context, and might instead employ shallow processing, that is respond to surface features of the language rather than attaching personal relevance to the question. In contrast, personal attributes are elicited from each individual respondent, instead of being a-priori imposed by the experimenter, and thus are supposed to be highly relevant to the individual. However, personal attributes require substantially more complex quantitative analysis procedures. It is illustrated that traditional analysis procedures fail to bring out the richness of the personal attribute judgments and two new Multi-Dimensional Scaling procedures that extract multiple complementary views from such datasets are proposed. An alternative approach for the measurement of the dynamics of experience over time is proposed that relies on a) the retrospective elicitation of idiosyncratic selfreports of one’s experiences with a product, the so-called experience narratives, and b) the extraction of generalized knowledge from these narratives through computational content analysis techniques. iScale, a tool that aims at increasing users’ accuracy and effectiveness in recalling their experiences with a product is proposed. iScale uses sketching in imposing a structured process in the reconstruction of one’s experiences from memory. Two different versions of iScale, each grounded in a distinct theory of how people reconstruct emotional experiences from memory, were developed and empirically tested. A computational approach for the extraction of generalized knowledge from experience narratives, that combines traditional coding procedures with computational approaches for assessing the semantic similarity between documents, is proposed and compared with traditional content analysis. Through these two methodological contributions, this thesis argues against averaging in the subjective evaluation of interactive products. It proposes the development of interactive tools that can assist designers in moving across multiple levels of abstractions of empirical data, as design-relevant knowledge might be found on all these levels

    Narrative and Hypertext 2011 Proceedings: a workshop at ACM Hypertext 2011, Eindhoven

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    A Quantitative Content Analysis on Food-based Advergames Aimed at Children

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    How can we make user instructions motivational?

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    Good technical instructions are often viewed as 'cool, concise and professional', but there are good arguments to pay attention to their persuasive and motivational aspects as well. Until now, only analyses of existing instructions have been published, while guidelines for making instructions motivational are not yet studied carefully. We present four strategies that can be followed, and an experiment that was meant to test the effects. The results show that motivational elements do increase the user's appreciation of the instructions, but have no effect on performance, self efficacy, or appreciation of the product. However, there are indications that further research may show effects

    Perceptions of E-Cigarettes among Black Youth in California.

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    Research suggests that Black youth are less likely to use e-cigarettes than their white counterparts, yet little is known as to why. We examined perceptions of e-cigarettes among Black young adults (ages 18-25) to explore the meanings these youth ascribe to e-cigarettes and the role that identity plays in how these devices are viewed. Analysis of in-depth interviews with 36 Black smokers and non-smokers in the San Francisco Bay Area suggests that Black youth perceive e-cigarettes as serving distinct, yet overlapping roles: a utilitarian function, in that they are recognized as legitimate smoking cessation tools, and a social function, insofar as they serve to mark social identity, specifically a social identity from which our participants disassociated. Participants described e-cigarette users in highly racialized and classed terms and generally expressed disinterest in using e-cigarettes, due in part perhaps to the fact that use of these devices would signal alignment with a middle class, hipster identity. This analysis is discussed within a highly charged political and public health debate about the benefits and harms associated with e-cigarette use

    Design Fiction Diegetic Prototyping: A Research Framework for Visualizing Service Innovations

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    The file attached to this record is the author's final peer reviewed version. The Publisher's final version can be found by following the DOI link.Purpose: This paper presents a design fiction diegetic prototyping methodology and research framework for investigating service innovations that reflect future uses of new and emerging technologies. Design/methodology/approach: Drawing on speculative fiction, we propose a methodology that positions service innovations within a six-stage research development framework. We begin by reviewing and critiquing designerly approaches that have traditionally been associated with service innovations and futures literature. In presenting our framework, we provide an example of its application to the Internet of Things (IoT), illustrating the central tenets proposed and key issues identified. Findings: The research framework advances a methodology for visualizing future experiential service innovations, considering how realism may be integrated into a designerly approach. Research limitations/implications: Design fiction diegetic prototyping enables researchers to express a range of ‘what if’ or ‘what can it be’ research questions within service innovation contexts. However, the process encompasses degrees of subjectivity and relies on knowledge, judgment and projection. Practical implications: The paper presents an approach to devising future service scenarios incorporating new and emergent technologies in service contexts. The proposed framework may be used as part of a range of research designs, including qualitative, quantitative and mixed method investigations. Originality: Operationalizing an approach that generates and visualizes service futures from an experiential perspective contributes to the advancement of techniques that enables the exploration of new possibilities for service innovation research

    Co-created Mobile Narratives

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    FM Marjo MĂ€enpÀÀn Turun yliopiston Humanistisen tiedekunnan Kulttuurituotannon ja maisemantutkimuksen digitaalisen kulttuurin oppialalle valmistunut vĂ€itöskirja Co-created Mobile Narratives tarkastetaan Porin yliopistokeskuksessa 27. huhtikuuta 2013. Marjo MĂ€enpÀÀ tutkii, kuinka ihmiset tarinallistavat elĂ€mĂ€nsĂ€, kuvittavat ja jakavat kokemuksiaan toisten ihmisten kanssa mobiilin median avulla. ElĂ€mĂ€njulkaisemisesta on tullut ihmisten arkista toimintaa. MĂ€enpÀÀ lĂ€hestyy jaettuja kĂ€nnykkĂ€videotarinoita kolmesta eri nĂ€kökulmasta. HĂ€n tutkii tarinoiden rakennetta, julkaisemista ja julkaisevia yhteisöjĂ€ narratologian, yhteisöjen toiminnan ja mediantutkimuksen valossa. Teoreetikot aina Aristoteleesta klassisen narratologian tutkijoihin ovat esittĂ€neet erilaisia tarinallisuuden kaavoja ja rakenteita, joita on havaittavissa myös yhteisössĂ€ tuotetuista videotarinoista. MyöhemmĂ€n alan tutkimustradition, mm. kognitiivisen narratologian mukaan ihmiset hahmottavat tarinallisia kokonaisuuksia pienemmistĂ€kin fragmenteista ja vihjeistĂ€. ElĂ€mĂ€n tarinaa, kÀÀnnekohtia ja elĂ€myksiĂ€ kerrotaan usein – esimerkiksi Facebookissa – yksittĂ€isillĂ€, sattumanvaraisilla kuvilla. Yhteisöllinen tuotanto edellyttÀÀ luottamusta. Yhteisö jakaa tarinoita, jotka voivat olla hyvinkin fragmentaarisia, mutta saavat merkityksensĂ€ yhteisestĂ€ kokemusmaailmasta ja kulttuurista. Julkaiseminen on sattumanvaraista, luovaa toimintaa, jonka lopputulos voi olla ennalta arvaamaton. Kuitenkin julkaiseminen edellyttÀÀ jonkinlaista aktiivista toimijaa tai tuottajaa. Rakenteen julkaisemiselle voi antaa tuottaja, moderaattori tai hyvin rakennettu teknologinen julkaisualusta. Monitieteisen vĂ€itöstutkimuksen aineisto on perĂ€isin Turun yliopiston, Tampereen teknillisen yliopiston ja Aalto- yliopiston Porin yksiköiden yhteisestĂ€ Mobile Social Media -tutkimushankkeesta. Vuosina 2008-2010 hankkeessa suunniteltiin MoViE (Mobile Video Experience) -sovellusta, jonka avulla ihmiset voivat julkaista omia lyhyitĂ€ videoitaan ja jakaa niitĂ€ toisten kĂ€yttĂ€jien kanssa. MoViE-sovelluksen avulla kĂ€yttĂ€jĂ€t voivat editoida omia ja toisten kuvaamia videoita sekĂ€ julkaista kuvallisia tarinoita yhteisöllisistĂ€ kokemuksista. MoViE-sovellusta kokeiltiin mm. Pori Jazz -konserteissa. Samasta konsertista taltioitui kĂ€nnykkĂ€videoille useita nĂ€kökulmia, ja testikĂ€yttĂ€jĂ€ryhmĂ€ koosti useita erilaisia videotarinoita yhteisestĂ€ konserttikokemuksestaan. Marjo MĂ€enpÀÀ (1959) työskentelee opetus- ja kulttuuriministeriössĂ€ kulttuuriasiainneuvoksena. HĂ€n on toiminut mm. kustantajana, multimedian dramaturgian opettajana Teatterikorkeakoulussa, digitaalisen mediatuotannon professorina Aalto-yliopiston Taiteen ja suunnittelun korkeakoulussa vuosina 2006-2012 sekĂ€ Taiteen edistĂ€miskeskuksen vĂ€liaikaisena johtajana vuonna 2013.Siirretty Doriast

    Player agency in interactive narrative: audience, actor & author

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    The question motivating this review paper is, how can computer-based interactive narrative be used as a constructivist learn- ing activity? The paper proposes that player agency can be used to link interactive narrative to learner agency in constructivist theory, and to classify approaches to interactive narrative. The traditional question driving research in interactive narrative is, ‘how can an in- teractive narrative deal with a high degree of player agency, while maintaining a coherent and well-formed narrative?’ This question derives from an Aristotelian approach to interactive narrative that, as the question shows, is inherently antagonistic to player agency. Within this approach, player agency must be restricted and manip- ulated to maintain the narrative. Two alternative approaches based on Brecht’s Epic Theatre and Boal’s Theatre of the Oppressed are reviewed. If a Boalian approach to interactive narrative is taken the conflict between narrative and player agency dissolves. The question that emerges from this approach is quite different from the traditional question above, and presents a more useful approach to applying in- teractive narrative as a constructivist learning activity

    Interactive deep maps and spatial narratives for landscape conservation and public engagement

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    Landscape conservation science and practice has increasingly embraced a “people and nature” paradigm that recognizes the dynamic complexity and bidirectional relationships in social-ecological systems. Conservation research remains heavily biased toward the ecological dimensions of conservation, with socially focused research taking up a relatively small fraction. The digital revolution and accompanying geospatial web inspired platforms and methods that provide a significant opportunity for closing this divide. This article focuses on potential contributions to conservation science and practices from one such integrative platform—interactive deep maps and their resulting spatial narratives— that digitally combine the qualitative and experiential essence(s) of place with the quantitative capabilities of Cartesian space. By critically exploring emerging work, we propose that interactive deep maps and spatial narratives are uniquely positioned for integrating social and ecological dimensions of place-based conservation by linking the lived experiences of people with the spatially represented ecological characteristics of nature
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