1,371 research outputs found

    Walking in a Winter Wonderland? The role of weather for older adults’ winter walking practices in County Durham.

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    Currently we know that as age increases so does physical inactivity, and generally the more affluent an area is the more active people are. We also know that staying physically active through activities such as walking is important for healthy ageing for older adults. This is increasingly important due to an ageing population and the capability of preventive health care. However, in winter older adults are often less physically active citing the weather as something that dissuades participation. However, we currently know very little about how the varied and combined elements that comprise winter weather (precipitation, ice, wind, sunlight, snow, temperature, fog) shape older adults’ perceptions and experience of walking in winter. This thesis explores the role of weather for older adults’ winter walking practices. Both mobile and traditional semi-structured interviews and creative workshops were used to explore the role of the weather for older adults’ winter walking practices. Data collected was analysed using reflexive thematic analysis that facilitated the findings to be separated into four key areas: Winter Weather and Mental Health, Adapting to the Winter Weather, Constructing and Reinforcing Place Based Identities, and Sensing the weather. Overall, the findings show the complexity of how weather, person, and place interact which effect how the participants live within and are physically active with a place. The findings of this study have also informed a set of practical recommendations for people supporting older adults to be active in winter

    Interaction Design: Foundations, Experiments

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    Interaction Design: Foundations, Experiments is the result of a series of projects, experiments and curricula aimed at investigating the foundations of interaction design in particular and design research in general. The first part of the book - Foundations - deals with foundational theoretical issues in interaction design. An analysis of two categorical mistakes -the empirical and interactive fallacies- forms a background to a discussion of interaction design as act design and of computational technology as material in design. The second part of the book - Experiments - describes a range of design methods, programs and examples that have been used to probe foundational issues through systematic questioning of what is given. Based on experimental design work such as Slow Technology, Abstract Information Displays, Design for Sound Hiders, Zero Expression Fashion, and IT+Textiles, this section also explores how design experiments can play a central role when developing new design theory

    Extended Skin: Designing Interactive Content for Ubiquitous Computing Materials

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    Current research is inspired by the impact of digital media on disciplinary division. Sim- ultaneously, recognizes the difficulty of engineering (applied science) to consider the humani- ties as fundamental contributors in the process of making. Steaming from a design perspective, the intersection between art (design) and science, questions if these relations can open per- spectives on the matter of designing within a U.C. context, and fundamentally, introduces the question on how this can be done Furthermore, the motivation for this research arises from considering that innovation in technology is happening in the fields typically identified as engineering. And, despite this, the in-corporation of these inventions in life, considering some discussed exceptions, has not typ- ically been present in the concerns of design action and methods. Therefore, the challenge of current research is to contribute to the realm of ubiquitous computing, routed by design, to some degree aiming to contribute to the field. A deeper analysis into the subject of U.C., there is the realization that there is minority presence of the humanities in the discussion of U.C. (Dourish and Bell, 2011). Technological disruption offers continuous inspiration for design innovation within U.C. Furthermore, the inquiry labeled as “material turn” contextualizes a dialogue between nano- technology and traditional materials. Nanotechnology is applied to project development, while considering a human centred design approach. This focus is present throughout this disserta- tion. The research proposal describes SuberSkin, as a responsive surface that works as a screen. The exploration of aesthetical effects is focused on visual properties – using high con- trast between natural cork colors, dark and light brown. The proposal is highly experimental, and ultimately, aims to explore potential routes on cork research, linked to that of U.C. Thus, recreating and transforming this material into an intelligent surface. In sum, this thesis discusses displacement of disciplines suggested as having a positive impact in interdisciplinary thought and for future design. Therefore a methodology, "research through techne" is presented that illustrates this intention.A presente pesquisa é inspirada pelo impacto exercido pelos media digitais na divisão disciplinar. Simultaneamente, reconhece a dificuldade da engenharia (ciência aplicada) em considerar as humanidades como contribuintes fundamentais no processo de fazer. Partindo de uma perspectiva de design e da interseção entre arte (design) e ciência, questiona-se se essas relações poderão abrir perspectivas na criação no âmbito da Computação Ubíqua. Fun- damentalmente, introduz a questão de como poderá ser feito. A motivação para esta pesquisa decorre de considerar que a inovação tecnológica acontece nas áreas normalmente identificadas como engenharia. E, apesar disso, a incor- poração dessas invenções na vida, considerando as exceções discutidas, normalmente não está presente nas preocupações, ação e métodos de design. Portanto, o desafio da pesquisa é con- tribuir para o domínio da Computação Ubíqua, orientada pelo design. Uma análise mais pro- funda sobre o tema da Computação Ubiqua, constata que há na sua discussão uma presença minoritária das humanidades (Dourish e Bell, 2011). A disrupção tecnológica oferece inspiração contínua para inovação de design, e o mesmo se aplica no âmbito da Computação Ubíqua. Além disso, a pesquisa intitulada como “material turn” contextualiza um diálogo entre a nanotecnologia e os materiais tradicionais. A nanotecnologia é aplicada ao desenvolvimento de projetos, considerando uma abordagem de design centrada no ser humano. Este foco está presente ao longo desta dissertação. O projecto de pesquisa descreve SuberSkin, uma superfície responsiva. A exploração centra-se nos efeitos estéticos da cortiça, recorrendo a um contraste entre as suas cores natu- rais: castanho escuro e claro. A proposta é experimental e, em última análise, visa explorar potenciais linhas de investigação ligando a cortiça à Computação Ubíqua. E assim, recriar e transformar este material numa superfície inteligente. Em suma, esta tese discute o deslocamento disciplinar como tendo um impacto posi- tivo no pensamento interdisciplinar e no futuro da prática do design. Consequentemente, apresenta uma metodologia, "investigação através da techne" que a exemplifica

    Bridges Structural Health Monitoring and Deterioration Detection Synthesis of Knowledge and Technology

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    INE/AUTC 10.0

    Is it still "cycling"? Pedelec-commuting from a social-practice-perspective

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    The sales of pedelecs are currently skyrocketing in Germany and in many other places. As a low-carbon means of mobility, pedelecs have the potential to make a substantial contribution to the mobility transition. This thesis employs practice theory as proposed by Shove et al. (2012) to investigate this quickly evolving phenomenon. The analysis is based on interviews with e-bike commuters which were investigated using template analysis and exploratory memos. To obtain a broad picture the practice, a maximum variance sampling strategy was carried out in two cities that vary substantially with regard to velomobility: Wuppertal and Münster. This thesis one hand presents the first encompassing account on the practice elements which commuting by pedelec is composed of. It hence contributes to the debate about the depiction of practices. Furthermore, the thesis finds that pedelec commuting should be conceptualized as a variant of velomobility and not as a variant of motoring or as an independent practice. Yet, the elements integrated in pedelec-commuting are found to clearly differ from those of cycling, so that pedelec-commuting meets the requirements of everyday life much better than commuting on non-electrified bikes. The findings of this thesis suggest several pathways to strengthening this novel practice. The capacity of e-biking to serve mundane trips can for example be supported through the normalization of the use of weather- and transport relevant materials and competences. Deeper linkages with interacting practices from other sectors, such as an integration of cycling materials (GPS-trackers) into policing practices, can also con-tribute to this goal. With regard to research, the present work offers starting points for quantifications, for example on the relative importance of single elements as well as on the characteristics of their relations among each other or with regard to typical constellations of elements

    Activating play : a design research study on how to elicit playful interaction from teenagers

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    Space for mankind's benefit

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    Proceedings of conference on benefits of space exploration conducted at Huntsville, Alabama Nov. 197

    Digital Interaction and Machine Intelligence

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    This book is open access, which means that you have free and unlimited access. This book presents the Proceedings of the 9th Machine Intelligence and Digital Interaction Conference. Significant progress in the development of artificial intelligence (AI) and its wider use in many interactive products are quickly transforming further areas of our life, which results in the emergence of various new social phenomena. Many countries have been making efforts to understand these phenomena and find answers on how to put the development of artificial intelligence on the right track to support the common good of people and societies. These attempts require interdisciplinary actions, covering not only science disciplines involved in the development of artificial intelligence and human-computer interaction but also close cooperation between researchers and practitioners. For this reason, the main goal of the MIDI conference held on 9-10.12.2021 as a virtual event is to integrate two, until recently, independent fields of research in computer science: broadly understood artificial intelligence and human-technology interaction
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