2,548 research outputs found

    A Design Framework for Engaging Collective Interaction Applications for Mobile Devices

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    The main objective of this research is to define the conceptual and technological key factors of engaging collective interaction applications for mobile devices. To answer the problem, a throwaway prototyping software development method is utilized to study design issues. Furthermore, a conceptual framework is constructed in accordance with design science activities. This fundamentally exploratory research is a combination of literature review, design and implementation of mobile device based prototypes, as well as empirical humancomputer interaction studies, which were conducted during the period 2008 - 2012. All the applications described in this thesis were developed mainly for research purposes in order to ensure that attention could be focused on the problem statement. The thesis presents the design process of the novel Engaging Collective Interaction (ECI) framework that can be used to design engaging collective interaction applications for mobile devices e.g. for public events and co-creational spaces such as sport events, schools or exhibitions. The building and evaluating phases of design science combine the existing knowledge and the results of the throwaway prototyping approach. Thus, the framework was constructed from the key factors identified of six developed and piloted prototypes. Finally, the framework was used to design and implement a collective sound sensing application in a classroom setting. The evaluation results indicated that the framework offered knowledge to develop a purposeful application. Furthermore, the evolutionary and iterative framework building process combined together with the throwaway prototyping process can be presented as an unseen Dual Process Prototyping (DPP) model. Therefore it is claimed that: 1) ECI can be used to design engaging collective interaction applications for mobile devices. 2) DPP is an appropriate method to build a framework or a model. This research indicates that the key factors of the presented framework are: collaborative control, gamification, playfulness, active spectatorship, continuous sensing, and collective experience. Further, the results supported the assumption that when the focus is more on activity rather than technology, it has a positive impact on the engagement. As a conclusion, this research has shown that a framework for engaging collective interaction applications for mobile devices can be designed (ECI) and it can be utilized to build an appropriate application. In addition, the framework design process can be presented as a novel model (DPP). The framework does not provide a step-by-step guide for designing applications, but it helps to refine the design of successful ones. The overall benefit of the framework is that developers can pay attention to the factors of engaging application at an early stage of design

    Virtual Reality and Spatial Augmented Reality for Social Inclusion: The “Includiamoci” Project

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    Extended Reality (XR) technology represents an innovative tool to address the challenges of the present, as it allows for experimentation with new solutions in terms of content creation and its fruition by different types of users. The potential to modulate the experience based on the target audience’s needs and the project’s objectives makes XR suitable for creating new accessibility solutions. The “Includiamoci” project was carried out with the aim of creating workshops on social inclusion through the combination of art and technology. Specifically, the experimentation involved ten young people between the ages of 28 and 50, with cognitive disabilities, who participated in Extended Reality workshops and Art Therapy workshops. In the course of these activities, the outputs obtained were two: a virtual museum, populated by the participants’ works, and a digital set design for a theatrical performance. Through two tests, one on user experience (UX) and one on the degree of well-being, the effectiveness of the entire project was evaluated. In conclusion, the project demonstrated how the adopted solutions were appropriate to the objectives, increasing our knowledge of UX for a target audience with specific user needs and using XR in the context of social inclusion

    Ctrl Shift: How Crip Alt Ctrl Designers Change the Game and Reimagine Access

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    My journey as a disabled arts practitioner has been one of invention, hacking, and re-imagining what input systems could be. I have created my own modalities for creating work, rather than relying on commercially available options. This is a common practice within the disabled community, as individuals often modify and hack their surroundings to make them more usable. For example, ADAPT activists took sledgehammers to smash curb cuts and poured curb ramps with cement bags, ultimately leading to the widespread adoption of curb cuts as a standard architectural feature. As Yergeau notes, this type of "criptastic hacking" represents a creative resistance.(Yergeau, 2012) My interfaces and art projects are a combination of science fiction world-building, technology prototyping, and experimentation with novel ways of experiencing the world that work for my ability. I have been building interactive objects for over 20 years, and my bespoke controller games are both pieces I find comfortable to play and conceptual proposals that I share with the games community to spark consideration for alternative ways of interacting with games culture. This interdisciplinary design research herein crosses a range of disciplines, drawing inspiration from radical forms of cognitive science, games studies, feminist studies, HCI, crip technoscience, radical science fiction, disability studies, and making practices. What has emerged through studying my own practice and the practices of others during this research is a criptastic design framework for creating playful experiences. My research aims to gain a deeper understanding of the ways that hacking and remaking the world manifests as modifications to the design process itself. I created four versions of a physical alt ctrl game and conducted a design study with disabled artists and alt ctrl game creators. The game, Bot Party, was developed through a series of public exhibitions and explored my relationship between criptastic bespoke interface design and embodied experiences of group play. Bot Party involves physical interaction among players in groups to understand my own ways of designing, while the study looks three other disabled designers to understand the ways in which their process is similar or different to my own. By conducting this work, I aim to contribute to the larger conversation within the games studies community about the importance of accessibility and inclusivity in game design. The results highlight the need for continued exploration and development in this area, specifically in design methods. The study’s findings as they relate to my own practice revealed the importance of considering a set of values and design processes in relation to disability when creating games and playful experiences. With this perspective, I propose an initial framework that outlines possible key themes for disabled game designers. Using values as a starting point for creating deeply accessible games, this framework serves as a starting point for future research into accessible game design. This framework seeks to subvert the notion that accessibility is a list of UX best practices, audio descriptions, captions, and haptic additions and moves towards embedding within game design the values and practices used by disabled designers from the outset of the creative process. Access can be a creative framework. An important point to make is that my efforts to do a PhD resist the academic ableism limiting the participation of people who are not from a normative background. The act of creating this PhD has eaten at the edge of my ability, and the research here was often conducted in pain under extremely trying circumstances. This perspective is relevant because it often informed my design choices and thinking. Additionally, it was conducted at a university where I experienced active discrimination from members of staff who simply refused to believe in disabilities they could not see, and in one case writing down my disability was, “self-ascribed.” To work, I had to move outside the academy and seek out workshops which gave me accessible, ergonomic equipment as is discussed in the Bot Party section. This bears mentioning because it reflects on how threatening disabilities can be within academic settings and how even providing basic levels of accessibility remains a challenge for academic institutions. The above framework could benefit academia if used to redesign postgraduate academic research practices within the academy from a place of Crip-informed pedagogy. This is future work that this academic researcher hopes to explore in depth within their academic journey. It is important to note, much of the most relevant research to this thesis around disability studies and technology has emerged in recent years and as a result, was included iteratively in the literature review. It has informed the third study and my iterative design practice as part of the journey; however, I began this work before much of the writing in the literature review existed, including the creation of Bot Party’s first iterations. Finding this scholarship and these authors has been a kinning. Kinship, according to Gavin Van Horn, “can be considered a noun
shared and storied relations and memories that inhere in people and places; or more metaphorical imaginings that unite us to faith traditions, cultures, countries, or the planet
Perhaps this kinship-in-action should be called kinning.” (Horn et al., 2021) Kinning happened throughout this work and this thesis served me as a place for discovery, contemplation, and empowerment. It is my hope sections of it will serve this function for others within my community. I found kinship with other authors working in the field of disability studies and technology, particularly with Alison Kafer, who offers a critique of Donna Haraway's cyborg in her book "Feminist Queer Crip." (Kafer, 2013) Kafer's work highlights the limitations of Haraway's cyborg as a figure of empowerment for marginalized bodies and identities, and instead advocates for a crip-queer-feminist perspective on technology and embodiment. Additionally, the author has also found resonance in the work of Aimi Hamraie and Kelly Fritsh, whose work in disability studies and HCI has been instrumental in shaping this research. Specifically, their concept of "crip technoscience" has been a key framework for understanding technology creation by disabled technologists. (Hamraie and Fritsch, 2019) Overall, it is my hope that this thesis will serve as a generative resource for others within the community on this journey, particularly for those who are working towards a more inclusive and intersectional understanding of technology and embodiment

    Emerging technologies for learning (volume 2)

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    Designing Activist Spatial Experiences Using Mixed-Media Virtual Environments

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    This research investigated how to design “activist spatial experiences” to communicate contemporary political narratives of under-resourced or misrepresented people. The research involved designing a prototype that was evaluated using experts testing and feedback. The innovative design solution used low-cost interactive and digital technology to create a mixed-media virtual environment. The findings successfully demonstrated significant embodied and affective spatial immersivity between viewers and the multimodal content, but also found challenges in navigation and interaction

    Emerging technologies for learning (volume 1)

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    Collection of 5 articles on emerging technologies and trend

    Ghosts of the Horseshoe: A Mobilization of a Critical Interactive

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    Critical Interactives (CIs) are designed to harness the voluntary, reality-bending excitement of discovery as afforded by play, but to do so in the context of rules that mobilize procedural rhetoric to instantiate critical awareness. Critical interactives are not just about improving lives through code or education; rather, they establish a methodology for generating more aesthetic and reflective interactive experiences. To grasp more fully the logic underpinning CIs, we need to understand the powerful nature of interactivity and outline how such interactivity involves a notion of ethics, i.e., a way of living, in and through media practice. Ghosts of the Horseshoe is a critical interactive, in this case a mobile interactive application for iPad, that presents the largely unknown role of South Carolina College, the predecessor of the University of South Carolina, in slavery during the years prior to the CivilWar. The USC Horseshoe was built by enslaved persons, and the bricks of the Wall and buildings made by enslaved persons, and yet this history is for the most part not known by the USC community and not acknowledged by the institution. We discuss the role of critical interactives as instruments of procedural rhetoric— software artifacts that interact with their participants to carry a message, in this case a message about a sensitive topic in the history of the institution. Ghosts as a CI uses ludic methods as a rhetorical technique. We place CIs, and Ghosts in particular, in the general context of games, computer video games, and serious games, commenting on the use of ludic methods in presenting topics like slavery about which one cannot legitimately produce a “game”. We discuss further the iterative development and testing process that produced the final version that is available today

    VANET Applications: Hot Use Cases

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    Current challenges of car manufacturers are to make roads safe, to achieve free flowing traffic with few congestions, and to reduce pollution by an effective fuel use. To reach these goals, many improvements are performed in-car, but more and more approaches rely on connected cars with communication capabilities between cars, with an infrastructure, or with IoT devices. Monitoring and coordinating vehicles allow then to compute intelligent ways of transportation. Connected cars have introduced a new way of thinking cars - not only as a mean for a driver to go from A to B, but as smart cars - a user extension like the smartphone today. In this report, we introduce concepts and specific vocabulary in order to classify current innovations or ideas on the emerging topic of smart car. We present a graphical categorization showing this evolution in function of the societal evolution. Different perspectives are adopted: a vehicle-centric view, a vehicle-network view, and a user-centric view; described by simple and complex use-cases and illustrated by a list of emerging and current projects from the academic and industrial worlds. We identified an empty space in innovation between the user and his car: paradoxically even if they are both in interaction, they are separated through different application uses. Future challenge is to interlace social concerns of the user within an intelligent and efficient driving

    After Over-Privileged Permissions: Using Technology and Design to Create Legal Compliance

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    Consumers in the mobile ecosystem can putatively protect their privacy with the use of application permissions. However, this requires the mobile device owners to understand permissions and their privacy implications. Yet, few consumers appreciate the nature of permissions within the mobile ecosystem, often failing to appreciate the privacy permissions that are altered when updating an app. Even more concerning is the lack of understanding of the wide use of third-party libraries, most which are installed with automatic permissions, that is permissions that must be granted to allow the application to function appropriately. Unsurprisingly, many of these third-party permissions violate consumers’ privacy expectations and thereby, become “over-privileged” to the user. Consequently, an obscurity of privacy expectations between what is practiced by the private sector and what is deemed appropriate by the public sector is exhibited. Despite the growing attention given to privacy in the mobile ecosystem, legal literature has largely ignored the implications of mobile permissions. This article seeks to address this omission by analyzing the impacts of mobile permissions and the privacy harms experienced by consumers of mobile applications. The authors call for the review of industry self-regulation and the overreliance upon simple notice and consent. Instead, the authors set out a plan for greater attention to be paid to socio-technical solutions, focusing on better privacy protections and technology embedded within the automatic permission-based application ecosystem
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