39,511 research outputs found
The Art and Craft of Train Travel.
Current theories concerning the social and material construction of time and space have little to say concerning the specific things and people involved. For example, how do times and spaces get made on a trainâwith passengers, train seats, tables, and views through the window? Through a travelogue of one train journey across England, this paper explores the art and craft of train travel, and the making of a particular time and space. The paper draws together science studies approaches to socio-material relations, and geographical concerns with socio-spatiality, to discuss passengers as spatially distributed persons and property. Reflecting on ethnographic evidence in the form of quotations and photographs woven through the text, it demonstrates how these heterogeneous passengers craft their travel times as an effect of their travel time use; how socio-material interactions with pens, papers, puzzles and electricity pylons make time. Following Michel Serres, it also suggests how passenger time is not a simple flow but a percolation, and how these passenger times coalesce in train carriages to form communities. The paper is itself a journey, in the form of words and images, which begins and ends with the imaginary, social, and material work of making a destination
Using popular culture to enable health service co-design with young people
This paper reports on participatory service design with young people with type 1 diabetes â a long-term condition that can impact their emotional wellbeing and where poor self-care often leads to negative health consequences. The paper describes a project working with young people with type 1 diabetes to design innovative health services. The project consisted of eight creative workshops, in which we used popular cultural references as a means to create enjoyable activities and encourage the young people to engage with design. These cultural references can be understood as creating design language games that allowed the young people to understand and participate in the activities required at each stage of the design process. However, not all popular culture references worked equally well and this paper explores the reasons for this
Designing Gender Inclusivity and Equality
In consideration of the labels and definitions of gender identities, and the differences in experience of stasis or fluidity of gender, this paper describes a role for design in the political activities of gender diversity inclusion and equality as a facilitator of open-minded debate and decision-making. The process of design in âenabling the improvement of qualities of lifeâ, can positively transform the way we see, think and behave, and so, not only can it enable creation of products and services to support inclusive practices, it can also be socially innovative in developing new models and policies for inclusion and equality. One particular model is the Gender Cube, which enables individuals to dimensionally define and consider their gender identity rather than seek to fit to a category, labelled by society, with its incumbent expectations.
With consideration of both personal and social constructs of gender, experienced alone at home and socially in our cities, it is argued here that inclusion cannot be seen as simply an attitude of ânot excludingâ, but must actively develop coherence in both perspective and behaviour through mindful acceptance, integration and equality. The limitations of an androcentric, male dominant, binary model, and associated behaviours are discussed, including the need for a more balanced and credible engagement in supporting the design of gender inclusivity, for equality to be achieved for the expressions of the full range of gender identities
Printing-while-moving: a new paradigm for large-scale robotic 3D Printing
Building and Construction have recently become an exciting application ground
for robotics. In particular, rapid progress in materials formulation and in
robotics technology has made robotic 3D Printing of concrete a promising
technique for in-situ construction. Yet, scalability remains an important
hurdle to widespread adoption: the printing systems (gantry- based or
arm-based) are often much larger than the structure to be printed, hence
cumbersome. Recently, a mobile printing system - a manipulator mounted on a
mobile base - was proposed to alleviate this issue: such a system, by moving
its base, can potentially print a structure larger than itself. However, the
proposed system could only print while being stationary, imposing thereby a
limit on the size of structures that can be printed in a single take. Here, we
develop a system that implements the printing-while-moving paradigm, which
enables printing single-piece structures of arbitrary sizes with a single
robot. This development requires solving motion planning, localization, and
motion control problems that are specific to mobile 3D Printing. We report our
framework to address those problems, and demonstrate, for the first time, a
printing-while-moving experiment, wherein a 210 cm x 45 cm x 10 cm concrete
structure is printed by a robot arm that has a reach of 87 cm.Comment: 6 pages, 7 figur
Demanding by Design: Supporting Effortful Communication Practices in Close Personal Relationships
The investment of effort into personal communication can be highly meaningful to people, and has particular significance for the mediation of close relationships. This paper presents qualities of effort investment that are seen to be valuable. Furthermore, we consider how these qualities might sensitise designers of communication technologies to the meaningfulness of effort. We report a qualitative study focusing on individual descriptions of meaningful effort invested into everyday correspondence. We encapsulate our findings in the form of five qualities that characterise valued effort: discretionary investment, personal craft, focused time, responsiveness to the recipient, and challenge to a senderâs capacities. Drawing on ideas generated in brainstorming sessions, we present two illustrative concepts for new communication technologies, highlighting how our findings can guide the creation of designed artefacts
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Entertaining situated messaging at home
Leisure and entertainment-based computing has been traditionally associated with interactive entertainment media and game playing, yet the forms of engagement offered by these technologies only support a small part of how we act when we are at leisure. In this paper, we move away from the paradigm of leisure technology as computer-based entertainment consumption, and towards a broader view of leisure computing. This perspective is more in line with our everyday experience of leisure as an embodied, everyday accomplishment in which people artfully employ the everyday resources in the world around them in carrying out their daily lives outside of work. We develop this extended notion of leisure using data from a field study of domestic communication focusing on asynchronous and situated messaging to explore some of these issues, and develop these findings towards design implications for leisure technologies. Central to our discussion on the normal, everyday and occasioned conduct of leisure lie the notions of playfulness and creativity, the interweaving of the worlds of work and leisure, and in the creation of embodied displays of affect, all of which may be seen manifested in the use of messaging artefacts. This view of technology in support of leisure-in-the-broad is strongly divergent from traditional entertainment computing models in its coupling of the mechanics of the organisation of everyday life to the ways that we make entertainment for ourselves. This recognition allows us to draw specific implications for domestic situated messaging technologies, but also more generally for technology design by tying activities that we tend to regard as purely functional to other multifaceted and leisure-related purposes
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