18,720 research outputs found
Mobility is the Message: Experiments with Mobile Media Sharing
This thesis explores new mobile media sharing applications by building, deploying, and studying their use. While we share media in many different ways both on the web and on mobile phones, there are few ways of sharing media with people physically near us. Studied were three designed and built systems: Push!Music, Columbus, and Portrait Catalog, as well as a fourth commercially available system â Foursquare. This thesis offers four contributions: First, it explores the design space of co-present media sharing of four test systems. Second, through user studies of these systems it reports on how these come to be used. Third, it explores new ways of conducting trials as the technical mobile landscape has changed. Last, we look at how the technical solutions demonstrate different lines of thinking from how similar solutions might look today.
Through a Human-Computer Interaction methodology of design, build, and study, we look at systems through the eyes of embodied interaction and examine how the systems come to be in use. Using Goffmanâs understanding of social order, we see how these mobile media sharing systems allow people to actively present themselves through these media. In turn, using McLuhanâs way of understanding media, we reflect on how these new systems enable a new type of medium distinct from the web centric media, and how this relates directly to mobility.
While media sharing is something that takes place everywhere in western society, it is still tied to the way media is shared through computers. Although often mobile, they do not consider the mobile settings. The systems in this thesis treat mobility as an opportunity for design. It is still left to see how this mobile media sharing will come to present itself in peopleâs everyday life, and when it does, how we will come to understand it and how it will transform society as a medium distinct from those before. This thesis gives a glimpse at what this future will look like
Visions, Values, and Videos: Revisiting Envisionings in Service of UbiComp Design for the Home
UbiComp has been envisioned to bring about a future dominated by calm
computing technologies making our everyday lives ever more convenient. Yet the
same vision has also attracted criticism for encouraging a solitary and passive
lifestyle. The aim of this paper is to explore and elaborate these tensions
further by examining the human values surrounding future domestic UbiComp
solutions. Drawing on envisioning and contravisioning, we probe members of the
public (N=28) through the presentation and focus group discussion of two
contrasting animated video scenarios, where one is inspired by "calm" and the
other by "engaging" visions of future UbiComp technology. By analysing the
reasoning of our participants, we identify and elaborate a number of relevant
values involved in balancing the two perspectives. In conclusion, we articulate
practically applicable takeaways in the form of a set of key design questions
and challenges.Comment: DIS'20, July 6-10, 2020, Eindhoven, Netherland
Resonating Experiences of Self and Others enabled by a Tangible Somaesthetic Design
Digitalization is penetrating every aspect of everyday life including a
human's heart beating, which can easily be sensed by wearable sensors and
displayed for others to see, feel, and potentially "bodily resonate" with.
Previous work in studying human interactions and interaction designs with
physiological data, such as a heart's pulse rate, have argued that feeding it
back to the users may, for example support users' mindfulness and
self-awareness during various everyday activities and ultimately support their
wellbeing. Inspired by Somaesthetics as a discipline, which focuses on an
appreciation of the living body's role in all our experiences, we designed and
explored mobile tangible heart beat displays, which enable rich forms of bodily
experiencing oneself and others in social proximity. In this paper, we first
report on the design process of tangible heart displays and then present
results of a field study with 30 pairs of participants. Participants were asked
to use the tangible heart displays during watching movies together and report
their experience in three different heart display conditions (i.e., displaying
their own heart beat, their partner's heart beat, and watching a movie without
a heart display). We found, for example that participants reported significant
effects in experiencing sensory immersion when they felt their own heart beats
compared to the condition without any heart beat display, and that feeling
their partner's heart beats resulted in significant effects on social
experience. We refer to resonance theory to discuss the results, highlighting
the potential of how ubiquitous technology could utilize physiological data to
provide resonance in a modern society facing social acceleration.Comment: 18 page
Recommended from our members
Using mobile RE tools to give end-users their own voice
Researchers highlight end-user involvement in system design as an important concept for developing useful and usable solutions. However, end-user involvement in software engineering is still an open-ended topic. Novel paradigms such as service-oriented computing strengthen the need for more active end-user involvement in order to provide systems that are tailored to individual end-user needs. Our work is based on the fact that the majority of end-users are familiar with mobile devices and use an increasing number of mobile applications. A mobile tool enabling end-user led requirements elicitation could be just one of many applications installed on end-users' mobile devices. In this paper, we present a framework of end-user involvement in requirements elicitation which motivates our research. The main contribution of our research is a tool-supported requirements elicitation approach allowing end-users to document needs in situ. Furthermore, we present first evaluation results to highlight the feasibility of on-site end-user led requirements elicitation
Recommended from our members
Location-based and contextual mobile learning. A STELLAR Small-Scale Study
This study starts from several inputs that the partners have collected from previous and current running research projects and a workshop organised at the STELLAR Alpine Rendevous 2010. In the study, several steps have been taken, firstly a literature review and analysis of existing systems; secondly, mobile learning experts have been involved in a concept mapping study to identify the main challenges that can be solved via mobile learning; and thirdly, an identification of educational patterns based on these examples has been done.
Out of this study the partners aim to develop an educational framework for contextual learning as a unifying approach in the field. Therefore one of our central research questions is: how can we investigate, theorise, model and support contextual learning
Living Without a Mobile Phone: An Autoethnography
This paper presents an autoethnography of my experiences living without a
mobile phone. What started as an experiment motivated by a personal need to
reduce stress, has resulted in two voluntary mobile phone breaks spread over
nine years (i.e., 2002-2008 and 2014-2017). Conducting this autoethnography is
the means to assess if the lack of having a phone has had any real impact in my
life. Based on formative and summative analyses, four meaningful units or
themes were identified (i.e., social relationships, everyday work, research
career, and location and security), and judged using seven criteria for
successful ethnography from existing literature. Furthermore, I discuss factors
that allow me to make the choice of not having a mobile phone, as well as the
relevance that the lessons gained from not having a mobile phone have on the
lives of people who are involuntarily disconnected from communication
infrastructures.Comment: 12 page
Mobile exergaming in adolescentsâ everyday lifeâcontextual design of where, when, with whom, and how: the SmartLife case
Exergames, more specifically console-based exergames, are generally enjoyed by adolescents and known to increase physical activity. Nevertheless, they have a reduced usage over time and demonstrate little effectiveness over the long term. In order to increase playing time, mobile exergames may increase potential playing time, but need to be engaging and integrated in everyday life. The goal of the present study was to examine the context of gameplay for mobile exergaming in adolescents’ everyday life to inform game design and the integration of gameplay into everyday life. Eight focus groups were conducted with 49 Flemish adolescents (11 to 17 years of age). The focus groups were audiotaped, transcribed, and analyzed by means of thematic analysis via Nvivo 11 software (QSR International Pty Ltd., Victoria, Australia). The adolescents indicated leisure time and travel time to and from school as suitable timeframes for playing a mobile exergame. Outdoor gameplay should be restricted to the personal living environment of adolescents. Besides outdoor locations, the game should also be adaptable to at-home activities. Activities could vary from running outside to fitness exercises inside. Furthermore, the social context of the game was important, e.g., playing in teams or meeting at (virtual) meeting points. Physical activity tracking via smart clothing was identified as a motivator for gameplay. By means of this study, game developers may be better equipped to develop mobile exergames that embed gameplay in adolescents’ everyday life
Going with the grain: mobile devices in practice
Fifty-seven alumni of a global Masters program participated in research into their use of mobile devices. Drawing on questionnaire and interview data,the paper examines how far the devices were embedded in the personal and professional lives of these alumni, most of whom were aged 35-54. All had experience of online and distance education, and most worked in education or training. The study revealed some innovative uses of mobile devices, a selection of which is reported in this paper. The paper links the findings to wider debates about the changing relationship between learners and educational institutions, and the role of mobile devices in enabling individuals to engage in learning conversations. Data are provided on which devices were used by the alumni and for what purposes, and the paper explores the implications of these findings for educators
- âŠ