9 research outputs found

    Human-computer interaction for development (HCI4D): who, what, where, when and how

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    There is increasing interest in finding ways to bridge the "Digital Divide" by using the techniques, approaches and mindset of human-computer interaction (HCI) or user-centred design (UCD) when developing new technology for use in the so-called "Developing" world. This new sub-discipline, called variously “HCI for Development” (HCI4D), "Human-Centered Computing for Development" (HCC4D), or “UCD for Development (UCD4D) among other things, is growing rapidly as an exciting mix of students, academics and practitioners are finding ways to collaborate and developing a new community of practice. This topic, introduced in the early part of this century [6], is the basis of a series of workshops that have been held at a variety of conferences and venues [1,2,3,4,5,8] in order to be inclusive and to build the community. These workshops have succeeded beyond the organisers' wildest dreams and have lead to a vital community that is actively sharing and working together to exchange and critique ideas, share funding resources, develop methods, and engage in critical discourse about the philosophical, ethical, technical, organizational, academic and practical factors that will influence its long-term success. Within the HCI community more broadly, HCI4D answers the recent call to reflect "human values in the digital age" [7]. However, in order to build capacity outside of our own subcommunity, wider participative engagement is needed. The purpose of this workshop is to develop and share that vision. It opens up HCI4D to all, by presenting a series of case studies and expertise from a variety of people, with two intentions. • The first is to share experiences within the HCI4D community, to combine knowledge and expertise, and provide cross-fertilization of ideas and concepts. • The second is to run HCI4D activities in a grounded, accessible manner, so that people who are not involved in the activities can come along and find all about it. • The third is to examine in detail different organizational arrangements that can be applied in seeking to develop the role of HCI in economic and community development activity. It is therefore in a middle ground between an academic workshop and the educational approach of a tutorial

    Computing technology in international development: who, what, where, when, why and how

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    Building on the successes of prior workshops at CHI and other HCI conferences on computing in international development, we propose a panel to engage with the broader CHI community. Topics to be discussed include why international development is important to HCI as a discipline, and how CHI researchers and practitioners who are not already involved in international development can contribute

    Gender inclusiveness in the adoption and use of home energy technologies

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    Home energy technologies, such as smart home energy management systems (SHEMS), are important in reducing energy-related emissions and empowering energy users. However, there are concerns on gender inclusiveness of the adoption and use of SHEMS. So far, information systems research has failed to address this significant challenge. This study examines factors shaping gendered adoption and use of smart home technologies, particularly SHEMS, and the implications this has for sustainability and energy equality. Applying a critical lens, we examine findings from a sensory ethnographic study on the adoption of SHEMS in households. The findings underline the need for more inclusive energy technology design, more understanding of diversity of households and more variety in the approaches for increasing awareness on and facilitating the adoption of energy technologies. We contribute to research on gender and home energy technologies, and to the larger discussion of gender and energy

    Gender inclusiveness in the adoption and use of home energy technologies

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    Home energy technologies, such as smart home energy management systems (SHEMS), are important in reducing energy-related emissions and empowering energy users. However, there are concerns on gender inclusiveness of the adoption and use of SHEMS. So far, information systems research has failed to address this significant challenge. This study examines factors shaping gendered adoption and use of smart home technologies, particularly SHEMS, and the implications this has for sustainability and energy equality. Applying a critical lens, we examine findings from a sensory ethnographic study on the adoption of SHEMS in households. The findings underline the need for more inclusive energy technology design, more understanding of diversity of households and more variety in the approaches for increasing awareness on and facilitating the adoption of energy technologies. We contribute to research on gender and home energy technologies, and to the larger discussion of gender and energy.© 2023 the Authors. This material is brought to you by the ECIS 2023 Proceedings at AIS Electronic Library (AISeL). It has been accepted for inclusion in ECIS 2023 Research Papers by an authorized administrator of AIS Electronic Library (AISeL). For more information, please contact [email protected]=vertaisarvioitu|en=peerReviewed

    Interaction on digital tv : electronic government study and proposal

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    Orientador: Maria Cecilia Calani BaranauskasDissertação (mestrado) - Universidade Estadual de Campinas, Instituto de ComputaçãoResumo: A TV digital interativa pode ser considerada uma ferramenta com potencial para contribuir na inclusão digital. Dentro de alguns anos, essa tecnologia estará disponível em grande parte dos domicílios brasileiros, incluindo aqueles que não possuem acesso a outros tipos de Tecnologia de Informação e Comunicação. Além disso, a TV já é um dispositivo conhecido por grande parte da população, o que pode facilitar a transposição de barreiras relacionadas à alfabetização digital. Para oferecer aplicações interativas na TV digital que façam sentido para a população brasileira, é necessário conhecer esses usuários prospectivos e entender como eles poderão interagir com essa nova mídia. Além disso, é preciso despertar o interesse dessa população em experimentar a interação na TV, até que essa tecnologia se torne parte do dia-a-dia dessas pessoas. Nesse contexto, este trabalho faz uma análise do cenário brasileiro para a oferta de interatividade na TV com o objetivo de identificar as principais questões que um designer de aplicações interativas encontra ao projetar uma interface de usuário para toda a população, incluindo usuários inexperientes e com baixa alfabetização digital. Artefatos da Semiótica Organizacional são aplicados na condução dessa análise. Conceber uma aplicação de governo eletrônico com o intuito de abranger a maior parte da sociedade implica em analisar a acessibilidade dessa mídia. Esse tema é estudado, mais uma vez fazendo uso da Semiótica Organizacional, para se chegar a recomendações de acessibilidade que possam ser aplicadas à interface de aplicações em TV interativa. Com base nesses estudos, é proposto um protótipo de aplicação de governo eletrônico na TV. Essa aplicação, chamada ciT-goV, representa um canal de comunicação entre o cidadão e a prefeitura de sua cidade. Sua interface de usuário foi concebida de forma a ser auto-explicativa, auxiliando a interação de usuários na sua primeira experiência com a TV interativa. A validação desse protótipo por grupos de usuários confirmou o interesse potencial da população nesse tipo de aplicação. Também foram avaliadas as decisões de design tomadas na sua concepção, respondendo algumas das questões levantadas no início do trabalho e apontando direções para futuras pesquisasAbstract: The interactive digital TV can be considered a potential tool to cope with digital divide. In some years, this technology will be available to most of Brazilians households, including those without access to other Information and Communications Technologies. Furthermore, as TV is already a familiar device for most part of the population, this may overcome a digital literacy barrier. To offer interactive applications on digital TV that make sense to the Brazilian people, it is necessary to identify the prospective users and to understand how they would interact with this new media. Moreover, it is necessary to attract people¿s interest to try interaction on TV, until this technology become part of their daily life. In this context, this work analyses the Brazilian scenario to offer interactivity on TV aiming at identifying the main questions an application designer faces to design a user interface to the whole population, including non-expert and low digital literacy users. Organizational Semiotics artifacts are applied to conduct this analysis. Conceiving an electronic government application to reach most part of the society implies analyzis of this media accessibility. This topic is studied, once again using Organizational Semiotics artifacts, to determine accessibility recommendations that may be applied to applications interfaces of interactive TV. Based on these studies, a prototype of an electronic government application on TV prototype is proposed. This application, named ciT-goV, stands for a communication channel between the citizen and the municipal administration. Its user interface was conceived to be self-explanatory, helping users during their first experience with interactive TV. The validation of this prototype validation by groups of users confirmed the potential population¿s interest on this kind of application. Design decisions on conception were also validated, answering some questions identified in the beginning of this work and pointing out some directions for future researchesMestradoMestre em Ciência da Computaçã

    An explorative action research study toward the design of a digital knowledge organisation as part of an indigenous knowledge management system with a Herero community

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    Indigenous Knowledge Management Systems are being developed in order to preserve, process and retrieve knowledge. Unfortunately, most of the systems available do not take into account the different cultural ways of organising and sharing indigenous knowledge. Current technology trends and developments have hardly been informed by African indigenous and rural knowledge systems. Either substantial modifications are necessary in adapting technology to the requirements of indigenous knowledge systems, or those systems are inadequately represented through technologies. This dissertation explores different options for organising video recorded indigenous knowledge, in the pursuit of maintaining local communication patterns and practices. Furthermore, methodological perspectives on the challenges and aims of designing products suited to rural practices and conceptualisations in Southern Africa will be explored. We pursue an explorative study following and action research approach. The evolutionary design of our indigenous knowledge management system is informed by a series of interactions, reflections, discussions and prototype evaluations with a pilot community in Eastern Namibia. We have extracted themes out of the discussions and interactions to inform our design and the development of a digital knowledge organisation

    THE DEVELOPMENT OF GUIDELINES FOR DESIGNING DIGITAL MEDIA TO ENGAGE VISITORS WITH NON-VISIBLE OUTDOOR HERITAGE

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    This PhD investigates the role of digital media in optimising visitor engagement with non-visible outdoor heritage. Motivated by concerns that digital media products developed for the heritage sector might not be reaching their potential to enrich the visit experience and concerned about a lack of clarity as to what constitutes visitor engagement; this thesis proposes guidance for the production of interpretive digital media and a framework for visitor engagement. Cultural heritage sites featured in this study are characteristically outdoor locations; frequently non-stewarded with very little tangible evidence of the historical or cultural relevance of the site. The unique potential of digital media products to address the specific challenges of engaging visitors with invisible heritage in these locations is discussed within this thesis. The practice of interpreting heritage is investigated to identify the processes, stages, experiences and behavioural states associated with a high level of engagement. Visitor engagement is defined in this study as being a transformational experience in which the visitor’s emotional and/or cognitive relationship with the heritage is altered. This is achieved when the visitor sufficiently experiences appropriate states of engagement across all stages of the visitor engagement framework. This study proposes guidance to advise and support heritage professionals and their associated designers in the design, development and implementation of interpretive digital media products. Within this guide sits the engagement framework which proposes a framework for engagement, defining the stages (process) and the states (experiences and behaviours) of visitor engagement with cultural heritage. In using this resource the cultural heritage practitioner can be confident of their capacity to run and deliver interpretive digital media projects regardless of their expertise in design or technology. This thesis proposes that well designed interpretive digital media can optimise the engagement of visitors in ways which cannot be achieved by any other single method of interpretation. This PhD contributes a design guide and an engagement framework to the existing field of knowledge regarding interpretive digital design

    Making scenarios more worthwhile: orienting to design story work

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    Increased complexity in contemporary design work has led designers to place greater dependence on the use of story and narrative. Though many consider story and narrative a fundamental part of design, use continues to present challenges and efficacy is poorly understood. With regards to use, challenges stem from a lack of support in directing strategic conversations towards getting the right stories and to getting stories right. With regards to efficacy, poor understanding stems from a lack of research and a corresponding lack of unifying theory. Scenario research represents the largest body of knowledge on the use and efficacy of story and narrative in design. Yet, scenarios are characteristically narrow in scope and their descriptions typically thin. Scenario research is in decline, and what theory exists is neither extensive nor extensible. Nevertheless, scenarios serve as a starting point for this research, with questions posed about how designers work with story and narrative, and how, in turn, story and narrative work for designers. To explore these questions epistemological, philosophical and theoretical positions are taken up and these underpin a Research into/through/for Design methodology. A series of self-reflective experiments lead to the creation of novel narrative resources and approaches, which empirical studies expose to a range of increasingly challenging settings. Findings from these studies show that narrative resources coupled with resource-based approaches provide targeted support for cognitively challenging aspects of story work. Furthermore, outcomes from a programme of critical analysis provide insights into how story, narrative and narrative resources work for designers. Contributions to knowledge are made in three areas: first, in the area of design practice in relation to narrative resources and approaches to story work; second, in the area of design theory in relation to realistic approaches to method innovation; and third, in the area of research practice in relation to aids to visual analysis
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