9,410 research outputs found
Interactive Newsprint: The Future of Newspapers? Printed electronics meets hyperlocal and community co-design
The news industry is currently in a well-documented state of flux, with publishers from across the developed world examining new business models, reinterpreting existing relationships between their income streams and readers, while maintaining their ability to generate editorial output that is relevant and interesting to the communities they cover.
Interactive Newsprint seeks to add a new and revolutionary dimension to this media evolution by asking: can printed electronics and internet-enabled paper (technologies that utilise standard paper and printing processes and through conductive ink and battery power offer capacitive touch interactions similar to smartphones and tablets) create a new way of transmitting community-based news and information?
Utilising co-design techniques and practices, the project seeks to produce community- relevant hyperlocal text and audio content and place it on a centuries-old platform: the newspaper. As a result of the paper's internet connectivity, the project is also examining potential benefits of transplanting some online features such as analytic data on user interactions. Led by the School of Journalism, Media and Communication (JoMeC) at the University of Central Lancashire (UCLan), the 18-month, EPRSC-funded project is therefore examining the potential for community co-design and printed electronics to transform paper- based news and information for the 21st Century, along with revenue and data generation that is unique to digital formats such as websites, social networks, smartphones and tablets. Building on work carried out on the EPSRC-funded Bespoke project, researchers from UCLan, University of Dundee, University of Surrey and commercial printed electronics firm Novalia are prototyping a series of paper-based community news platforms that are populated by content produced by community reporters and generated through an iterative co-design process.
This paper will outline the methodology, technological potential of interactive newsprint and how the project is looking to embed analytic data into traditional printed-paper formats. It will also focus on how members of the Preston community are shaping both the news and platform over the 18-month process. As the project is mid-way through, the paper will present an overview of the project to date, outline the design methodology and describe and demonstrate the early-stage prototypes. The paper will also hint at new editorial construction practices as community and professional reporters all contribute to the hyperlocally-themed editorial output. The authors will present a discussion of the theoretical framework that underpins the project as a whole. In addition to the practical illustrations, the paper will outline the authors' initial thoughts on how interactive newsprint â through its internet connectivity and potential for data transfer â could revolutionise editorial and advertorial relationships
FM radio: family interplay with sonic mementos
Digital mementos are increasingly problematic, as people acquire large amounts of digital belongings that are hard to access and often forgotten. Based on fieldwork with 10 families, we designed a new type of embodied digital memento, the FM Radio. It allows families to access and play sonic mementos of their previous holidays. We describe our underlying design motivation where recordings are presented as a series of channels on an old fashioned radio. User feedback suggests that the device met our design goals: being playful and intriguing, easy to use and social. It facilitated family interaction, and allowed ready access to mementos, thus sharing many of the properties of physical mementos that we intended to trigger
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Building Mobile Learning Capacity in Higher Education:E-books and iPads
The growing popularity of e-books, e-book readers and tablet devices is forcing a reappraisal of the various functions of âthe bookâ in education. Furthermore, e-books are becoming a more salient element in the ecology of mobile learning, as new devices make reading a more comfortable and sociable experience. We report on the results of an 18-month project (2010-12) undertaken as part of The Open Universityâs Building Mobile Learning Capacity initiative. The project introduced a group of Associate Lecturers to interactive e-books produced by the university and to the iPadsÂź on which they could be accessed. The proliferation of increasingly interactive e-books and e-book collections calls for an examination of their evolving pedagogical purposes; an important aim of the project was therefore to enable this group to form ideas of how these resources could be incorporated in distance education and professional development of academic staff/faculty. The project used surveys, focus group meetings, online forum postings, blog posts and wikis to enable participants to record their experiences and ideas. One project output has been the identification of a spiral of six key use case areas for e-books. In particular, the categories âsituational readingâ, âcollaborative/group learningâ and âe-book productionâ inspired a collaboratively designed group activity for a face-to-face outdoor tutorial, which was trialled and is described in this paper. The experience has relevance for the design of blended learning as well as for mobile learning activities in many other settings
Exploring Research through Design in Animal-Computer Interaction
This paper explores Research through Design (RtD) as a potential methodology for developing new interactive experiences for animals. We present an example study from an on-going project and examine whether RtD offers an appropriate framework for developing knowledge in the context of Animal-Computer Interaction, as well as considering how best to document such work. We discuss the design journey we undertook to develop interactive systems for captive elephants and the extent to which RtD has enabled us to explore concept development and documentation of research. As a result of our explorations, we propose that particular aspects of RtD can help ACI researchers gain fresh perspectives on the design of technology-enabled devices for non-human animals. We argue that these methods of working can support the investigation of particular and complex situations where no idiomatic interactions yet exist, where collaborative practice is desirable and where the designed objects themselves offer a conceptual window for future research and development
Digital Barriers: Making Technology Work for People
This paper was originally given as an oral presentation at the â3rd International Conference for Universal Designâ, International Association for Universal Design, Hamamatsu, Japan (2010) and subsequently published. Peer reviewed by the conferenceâs International Scientific Committee, it looks at how the emerging techniques of design ethnography could be applied in a business context and qualitatively evaluates the benefits. It outlines the differences between inclusive design research conducted for digital devices/services and the large body of existing research on inclusive products, buildings and environments. It advances the view that technology companies are today in danger of repeating the same inclusive design mistakes made by kitchen and bathroom manufacturers 20 years ago, and calls for technology companies to develop new techniques to avoid this happening.
The paper charts in detail the challenges and processes involved in transferring academic inclusive design research into the business arena, describing research conducted by Gheerawo and his co-authors on projects with research partners Samsung and BlackBerry. The paper helped define the âpeople and technologyâ research theme in the Helen Hamlyn Centre for Designâs Age & Ability Research Lab, which Gheerawo leads. It was also important, as part of evidence of the benefits of an inclusive technology approach, in persuading a number of companies (Sony, BT, Samsung) to undertake new studies with the Lab.
Gheerawo used this pathfinder paper in further work, including an essay on digital communication for www.designingwithpeople.org (i-Design3 project EPSRC), membership of the steering committee for Age UKâs Engage accreditation for business, and lectures at âCitiesforAllâ conference, Helsinki (2012), âWorkTechâ, London (2010), âBudapest Design Weekâ (2011) and the âBusiness of Ageingâ conference, Dublin (2011). Gheerawo also co-wrote an article âMoving towards an encompassing universal design approach in ICTâ in The Journal of Usability Studies (2010), for which he was also a guest editor
Decoding learning: the proof, promise and potential of digital education
With hundreds of millions of pounds spent on digital technology for education every year â from interactive whiteboards to the rise of oneâtoâone tablet computers â every new technology seems to offer unlimited promise to learning. many sectors have benefitted immensely from harnessing innovative uses of technology. cloud computing, mobile communications and internet applications have changed the way manufacturing, finance, business services, the media and retailers operate.
But key questions remain in education: has the range of technologies helped improve learnersâ experiences and the standards they achieve? or is this investment just languishing as kit in the cupboard? and what more can decision makers, schools, teachers, parents and the technology industry do to ensure the full potential of innovative technology is exploited? There is no doubt that digital technologies have had a profound impact upon the management of learning. institutions can now recruit, register, monitor, and report on students with a new economy, efficiency, and (sometimes) creativity. yet, evidence of digital technologies producing real transformation in learning and teaching remains elusive. The education sector has invested heavily in digital technology; but this investment has not yet resulted in the radical improvements to learning experiences and educational attainment. in 2011, the Review of Education Capital found that maintained schools spent ÂŁ487 million on icT equipment and services in 2009-2010.
1 since then, the education system has entered a state of flux with changes to the curriculum, shifts in funding, and increasing school autonomy. While ring-fenced funding for icT equipment and services has since ceased, a survey of 1,317 schools in July 2012 by the british educational suppliers association found they were assigning an increasing amount of their budget to technology. With greater freedom and enthusiasm towards technology in education, schools and teachers have become more discerning and are beginning to demand more evidence to justify their spending and strategies. This is both a challenge and an opportunity as it puts schools in greater charge of their spending and use of technolog
Industry 4.0: Is it time for interaction design craftsmanship?
The technological innovation of Industry4.0 opens up new possibilities for bespoke and unique designs all rooted in the same technology and supported by the same services. Taken together, Cyber-Physical Systems, Cloud Computing and Internet of Things offer a neutral platform for the creation of hybrid digital physical objects. The economy of scale is reached by sharing the same technology across different projects and potentially very different domains. This vision is illustrated by the work done in the meSch project and its platform for the production of novel interactive experiences in museums. Six installations designed by recombining the same electronic components and the same services are used as a case study. They show how the meSch platform is aligned with Industry4.0 principles of enabling dynamic composition, supporting distributed production, and monitoring use for service improvement. As a platform it supports single-piece production and empowers designers to create bespoke solutions with the same technological core
Infrastructural Speculations: Tactics for Designing and Interrogating Lifeworlds
This paper introduces âinfrastructural speculations,â an orientation toward speculative design that considers the complex and long-lived relationships of technologies with broader systems, beyond moments of immediate invention and design. As modes of speculation are increasingly used to interrogate questions of broad societal concern, it is pertinent to develop an orientation that foregrounds the âlifeworldâ of artifactsâthe social, perceptual, and political environment in which they exist. While speculative designs often imply a lifeworld, infrastructural speculations place lifeworlds at the center of design concern, calling attention to the cultural, regulatory, environmental, and repair conditions that enable and surround particular future visions. By articulating connections and affinities between speculative design and infrastructure studies research, we contribute a set of design tactics for producing infrastructural speculations. These tactics help design researchers interrogate the complex and ongoing entanglements among technologies, institutions, practices, and systems of power when gauging the stakes of alternate lifeworlds
Empowering cultural heritage professionals with tools for authoring and deploying personalised visitor experiences
This paper presents an authoring environment, which supports cultural heritage professionals in the process of creating and deploying a wide range of different personalised interactive experiences that combine the physical (objects, collection and spaces) and the digital (multimedia content). It is based on a novel flexible formalism that represents the content and the context as independent from one another and allows recombining them in multiple ways thus generating many different interactions from the same elements. The authoring environment was developed in a co-design process with heritage stakeholders and addresses the composition of the content, the definition of the personalisation, and the deployment on a physical configuration of bespoke devices. To simplify the editing while maintaining a powerful representation, the complex creation process is deconstructed into a limited number of elements and phases, including aspects to control personalisation both in content and in interaction. The user interface also includes examples of installations for inspiration and as a means for learning what is possible and how to do it. Throughout the paper, installations in public exhibitions are used to illustrate our points and what our authoring environment can produce. The expressiveness of the formalism and the variety of interactive experiences that could be created was assessed via a range of laboratory tests, while a user-centred evaluation with over 40 cultural heritage professionals assessed whether they feel confident in directly controlling personalisation
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