11,176 research outputs found
Mobile Life: A Research Foundation for Mobile Services
The telecom and IT industry is now facing the challenge of a second IT-revolution, where the
spread of mobile and ubiquitous services will have an even more profound effect on commercial
and social life than the recent Internet revolution. Users will expect services that are unique and
fully adapted for the mobile setting, which means that the roles of the operators will change, new
business models will be required, and new methods for developing and marketing services have
to be found. Most of all, we need technology and services that put people at core. The industry
must prepare to design services for a sustainable web of work, leisure and ubiquitous technology
we can call the mobile life. In this paper, we describe the main components of a research agenda
for mobile services, which is carried out at the Mobile Life Center at Stockholm University. This
research program takes a sustainable approach to research and development of mobile and
ubiquitous services, by combining a strong theoretical foundation (embodied interaction), a welldefined
methodology (user-centered design) and an important domain with large societal
importance and commercial potential (mobile life). Eventually the center will create an
experimental mobile services ecosystem, which will serve as an open arena where partners from
academia and industry can develop our vision an abundant future marketplace for future mobile servíces
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
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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
Weaving Lighthouses and Stitching Stories: Blind and Visually Impaired People Designing E-textiles
We describe our experience of working with blind and visually impaired people to create interactive art objects that are personal to them, through a participatory making process using electronic textiles (e-textiles) and hands-on crafting techniques. The research addresses both the practical considerations about how to structure hands-on making workshops in a way which is accessible to participants of varying experience and abilities, and how effective the approach was in enabling participants to tell their own stories and feel in control of the design and making process. The results of our analysis is the offering of insights in how to run e-textile making sessions in such a way for them to be more accessible and inclusive to a wider community of participants
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Mobile assistive technologies for the visually impaired
There are around 285 million visually impaired people worldwide, and around 370,000 people are registered as blind or partially sighted in the UK. Ongoing advances in information technology (IT) are increasing the scope for IT-based mobile assistive technologies to facilitate the independence, safety, and improved quality of life of the visually impaired. Research is being directed at making mobile phones and other handheld devices accessible via our haptic (touch) and audio sensory channels. We review research and innovation within the field of mobile assistive technology for the visually impaired and, in so doing, highlight the need for successful collaboration between clinical expertise, computer science, and domain users to realize fully the potential benefits of such technologies. We initially reflect on research that has been conducted to make mobile phones more accessible to people with vision loss. We then discuss innovative assistive applications designed for the visually impaired that are either delivered via mainstream devices and can be used while in motion (e.g., mobile phones) or are embedded within an environment that may be in motion (e.g., public transport) or within which the user may be in motion (e.g., smart homes)
Developing Unobtrusive Mobile Interactions: a Model Driven Engineering approach
In Ubiquitous computing environments, people are surrounded by a lot of embedded services. With the inclusion of pervasive technologies such as sensors or GPS receivers, mobile devices turn into an effective communication tool between users and the services embedded in their environment. All these services compete for the attentional resources of the user. Thus, it is essential to consider the degree in which each service intrudes the user mind when services are designed.
In order to prevent service behavior from becoming overwhelming, this work, based on Model Driven Engineering foundations, is devoted to develop services according to user needs. In this thesis, we provide a systematic method for the development of mobile services that can be adapted in terms of obtrusiveness. That is, services can be developed to provide their functionality at different obtrusiveness levels by minimizing the duplication of efforts.
For the system specification, a modeling language is defined to cope with the particular requirements of the context-aware user interface domain. From this specification, following a sequence of well-defined steps, a software solution is obtained.Gil Pascual, M. (2010). Developing Unobtrusive Mobile Interactions: a Model Driven Engineering approach. http://hdl.handle.net/10251/12745Archivo delegad
Supporting localized activities in ubiquitous computing environments
The design of pervasive and ubiquitous computing systems must be centered on users' activity in
order to bring computing systems closer to people. Adopting an activity-centered approach to the
design of pervasive and ubiquitous computing systems leads us to seek to understand: a) how humans naturally accomplish an activity; and b) how computing artifacts from both the environmental and personal domains may contribute to the accomplishment of an activity. This work particularly focuses on localized activities, i.e., activities having a strong association with a specific physical environment. This work investigates how ubiquitous computing environments can publish and offer user-centered
activity support to users with heterogeneous personal environments, by exploring mechanisms allowing for the integration between local and personal environments
Chapter 15 Empathizing with Robots
Typically, social robots are supposed to empathize with humans, understand human emotions, and anticipate human needs. With this chapter, the authors turn the table: What can humans learn through empathizing with technology? How might the design of robots change if developers adopted the perspective of a robot, walking in its shoes to perceive and understand the world from its point of view through sensors and actuators? Is the technomorphization of human bodies a mind-expanding complement to the anthropomorphization of technology? The authors present a range of innovative methods, all of which are based on empathy, for use by robot designers. For example, Thing Ethnography works by attaching cameras to access the perspective of an object. Object Personas is about imagining the personality of an object. When applying Enacting Utopia, designers perform like an object in a positive future. Through with Techno-Mimesis, they are able to perceive a use scenario as an object does. The authors clarify that such kinds of empathy do not happen out of naïveté (Old Animism). When applied consciously, they generate knowledge about—and reflexive distance from—technological objects such as robots
Designing Familiar Open Surfaces
While participatory design makes end-users part of the design process, we might also want the resulting system to be open for interpretation, appropriation and change over time to reflect its usage. But how can we design for appropriation? We need to strike a good balance between making the user an active co-constructor of system functionality versus making a too strong, interpretative design that does it all for the user thereby inhibiting their own creative use of the system. Through revisiting five systems in which appropriation has happened both within and outside the intended use, we are going to show how it can be possible to design with open surfaces. These open surfaces have to be such that users can fill them with their own interpretation and content, they should be familiar to the user, resonating with their real world practice and understanding, thereby shaping its use
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