618 research outputs found

    Learning with tangible interfaces

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    Trabalho apresentado no âmbito do Mestrado em Engenharia Informática, como requisito parcial para obtenção do grau de Mestre em Engenharia InformáticaTechnology is an active part of our lives and, without even noticing it, part of our daily activities became dependent on it. For that reason, software constructors began to pay special attention on people’s needs and interaction with both hardware and software they must deal with. Children are an emergent users’ group, as they are confronted with technology from an early stage of their development. Knowing that children see the world in a different way adults do and haven’t got yet the necessary dexterity to interact with some physical devices, special concerns arise. This happens especially if the application has an educational purpose, because they are more likely to need an extra motivation to use it than adults. Given that, a new subfield of Human-Computer Interaction appeared with special concerns related to children’s applications and how they interact with them: Child-Computer Interaction. When creating children’s technology the concept of ubiquity seems to rise almost naturally. The idea of children interacting with technology without even noticing it seems perfect. This may be achieved if the interactions are based on everyday objects and actions children are used to. The purpose of this thesis is to create a tool that enables children to build their own educational games, based on physical objects with which they usually interact. This idea follows a Learning-by-Teaching approach in which children are given the instructor’s role. Researchers have found that the best way to create children’s software is to let them take an active part on the construction process. Bearing that in mind three design sessions were conducted with children, based on the Bluebells Method, so they could give us the insight needed to create an intuitive application. Finally, usability tests were made to the created prototype in order not only to study its’ usability but also to understand if children’s motivation to create their own game engages them into learning more about the application’s subject

    Social shaping of digital publishing: exploring the interplay between culture and technology

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    The processes and forms of electronic publishing have been changing since the advent of the Web. In recent years, the open access movement has been a major driver of scholarly communication, and change is also evident in other fields such as e-government and e-learning. Whilst many changes are driven by technological advances, an altered social reality is also pushing the boundaries of digital publishing. With 23 articles and 10 posters, Elpub 2012 focuses on the social shaping of digital publishing and explores the interplay between culture and technology. This book contains the proceedings of the conference, consisting of 11 accepted full articles and 12 articles accepted as extended abstracts. The articles are presented in groups, and cover the topics: digital scholarship and publishing; special archives; libraries and repositories; digital texts and readings; and future solutions and innovations. Offering an overview of the current situation and exploring the trends of the future, this book will be of interest to all those whose work involves digital publishing

    The contexts of use and the innovation of TV-centric network technologies: as viewers become consumer-users

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    This thesis seeks to explore something of the current nature of human, social and business contingencies constituting and motivating design, production, consumption and the use of technologies. It places a particular emphasis on the innovation of TV-centric network technologies - 'new' media technologies, particularly interactive television (i-Tv), intended to link, enhance or otherwise augment existing television technology and content. The empirical work in the thesis studied the development and implementation of a complex large-scale i-Tv trial in Cambridge, UK. Issues arising from the research led to the development of a general research framework - Contextual Usability (CU) - whose central aim is to draw awareness to the complex and multiple dimensions of the use process as a social and organisational construction, and also to redefine its place as an intrinsic experiential dimension in the domestication of products and services.Various senior managers and designers were interviewed within the company designing and producing the i-Tv technology and interface for the trial, as were 11 participant households. The author concludes with an overview suggesting the interconnected and interdependent nature of trials, technology, users, design, designers and organisation. For this he uses CU in relation to Molina's notion of Sociotechnical Constituencies to illustrate how social, cultural and organisational elements of trials both rely and impinge upon the implementation and interpretation of user and consumer research, and thus working 'images'of the user and the use process

    Accessibility of Health Data Representations for Older Adults: Challenges and Opportunities for Design

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    Health data of consumer off-the-shelf wearable devices is often conveyed to users through visual data representations and analyses. However, this is not always accessible to people with disabilities or older people due to low vision, cognitive impairments or literacy issues. Due to trade-offs between aesthetics predominance or information overload, real-time user feedback may not be conveyed easily from sensor devices through visual cues like graphs and texts. These difficulties may hinder critical data understanding. Additional auditory and tactile feedback can also provide immediate and accessible cues from these wearable devices, but it is necessary to understand existing data representation limitations initially. To avoid higher cognitive and visual overload, auditory and haptic cues can be designed to complement, replace or reinforce visual cues. In this paper, we outline the challenges in existing data representation and the necessary evidence to enhance the accessibility of health information from personal sensing devices used to monitor health parameters such as blood pressure, sleep, activity, heart rate and more. By creating innovative and inclusive user feedback, users will likely want to engage and interact with new devices and their own data

    Interactive Sound in Performance Ecologies: Studying Connections among Actors and Artifacts

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    This thesis’s primary goal is to investigate performance ecologies, that is the compound of humans, artifacts and environmental elements that contribute to the result of a per- formance. In particular, this thesis focuses on designing new interactive technologies for sound and music. The goal of this thesis leads to the following Research Questions (RQs): • RQ1 How can the design of interactive sonic artifacts support a joint expression across different actors (composers, choreographers, and performers, musicians, and dancers) in a given performance ecology? • RQ2 How does each different actor influence the design of different artifacts, and what impact does this have on the overall artwork? • RQ3 How do the different actors in the same ecology interact, and appropriate an interactive artifact? To reply to these questions, a new framework named ARCAA has been created. In this framework, all the Actors of a given ecology are connected to all the Artifacts throughout three layers: Role, Context and Activity. This framework is then applied to one systematic literature review, two case studies on music performance and one case study in dance performance. The studies help to better understand the shaded roles of composers, per- formers, instrumentalists, dancers, and choreographers, which is relevant to better design interactive technologies for performances. Finally, this thesis proposes a new reflection on the blurred distinction between composing and designing a new instrument in a context that involves a multitude of actors. Overall, this work introduces the following contributions to the field of interaction design applied to music technology: 1) ARCAA, a framework to analyse the set of inter- connected relationship in interactive (music) performances, validated through 2 music studies, 1 dance study and 1 systematic literature analysis; 2) Recommendations for de- signing music interactive system for performance (music or dance), accounting for the needs of the various actors and for the overlapping on music composition and design of in- teractive technology; 3) A taxonomy of how scores have shaped performance ecologies in NIME, based on a systematic analysis of the literature on score in the NIME proceedings; 4) Proposal of a methodological approach combining autobiographical and idiographical design approaches in interactive performances.O objetivo principal desta tese é investigar as ecologias performativas, conjunto formado pelos participantes humanos, artefatos e elementos ambientais que contribuem para o resultado de uma performance. Em particular, esta tese foca-se na conceção de novas tecnologias interativas para som e música. O objetivo desta tese originou as seguintes questões de investigação (Research Questions RQs): • RQ1 Como o design de artefatos sonoros interativos pode apoiar a expressão con- junta entre diferentes atores (compositores, coreógrafos e performers, músicos e dançarinos) numa determinada ecologia performativa? • RQ2 Como cada ator influencia o design de diferentes artefatos e que impacto isso tem no trabalho artístico global? • RQ3 Como os diferentes atores de uma mesma ecologia interagem e se apropriam de um artefato interativo? Para responder a essas perguntas, foi criado uma nova framework chamada ARCAA. Nesta framework, todos os atores (Actores) de uma dada ecologia estão conectados a todos os artefatos (Artefacts) através de três camadas: Role, Context e Activity. Esta framework foi então aplicada a uma revisão sistemática da literatura, a dois estudos de caso sobre performance musical e a um estudo de caso em performance de dança. Estes estudos aju- daram a comprender melhor os papéis desempenhados pelos compositores, intérpretes, instrumentistas, dançarinos e coreógrafos, o que é relevante para melhor projetar as tec- nologias interativas para performances. Por fim, esta tese propõe uma nova reflexão sobre a distinção entre compor e projetar um novo instrumento num contexto que envolve uma multiplicidade de atores. Este trabalho apresenta as seguintes contribuições principais para o campo do design de interação aplicado à tecnologia musical: 1) ARCAA, uma framework para analisar o conjunto de relações interconectadas em performances interativas, validado através de dois estudos de caso relacionados com a música, um estudo de caso relacionado com a dança e uma análise sistemática da literatura; 2) Recomendações para o design de sistemas interativos musicais para performance (música ou dança), tendo em conta as necessidades dos vários atores e a sobreposição entre a composição musical e o design de tecnologia interactiva; 3) Uma taxonomia sobre como as partituras musicais moldaram as ecologias performativas no NIME, com base numa análise sistemática da literatura dos artigos apresentados e publicados nestas conferência; 4) Proposta de uma aborda- gem metodológica combinando abordagens de design autobiográfico e idiográfico em performances interativas

    Framing Design Methods for Children’s Creativity

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