32,102 research outputs found

    Rethinking 'multi-user': an in-the-wild study of how groups approach a walk-up-and-use tabletop interface

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    Multi-touch tabletops have been much heralded as an innovative technology that can facilitate new ways of group working. However, there is little evidence of these materialising outside of research lab settings. We present the findings of a 5-week in-the-wild study examining how a shared planning application – designed to run on a walk-up- and-use tabletop – was used when placed in a tourist information centre. We describe how groups approached, congregated and interacted with it and the social interactions that took place – noting how they were quite different from research findings describing the ways groups work around a tabletop in lab settings. We discuss the implications of such situated group work for designing collaborative tabletop applications for use in public settings

    Tangible user interfaces : past, present and future directions

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    In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this field. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research

    Social participation of families with children with autism spectrum disorder in a science museum

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    This article describes a qualitative research study undertaken as a collaboration between museum and occupational therapy (OT) researchers to better understand museum experiences for families with a child or children impacted by autism spectrum disorder (ASD). Inclusion for visitors with ASD is an issue that museums are increasingly considering, and the social dimension of inclusion can be particularly relevant for this audience. The construct of social participation, used in OT, provides a promising avenue for museum professionals to think about inclusion. Social participation situates social and community experiences within the context of peoples’ diverse motivations and the strategies they use to navigate environments. This study took these multiple factors into account when observing families’ museum visits—including analysis of their motivations for visiting, environmental features that influenced their visit, family strategies used before and during the visit, and the families’ definitions of a successful visit. Learning more about these factors that are associated with social participation can inform future efforts to improve museum inclusion for families with children with ASD

    Engaging with books you cannot touch: interactive multimedia to explore library treasures

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    Interactivity has proved a successful way to engage visitors of science museums. However it is not a common practice when the objects to exhibit are artefacts or, as in the case of this paper, books. A study was set up to investigate the driving criteria for the “The Life and Work of William Butler Yeats” exhibition at the National Library of Ireland and compare those with the visitors’ opinion. Books, notebooks and personal belongings of the poet have been digitized and used to create a rich and varied exhibition that used both interactivity and multimedia. The result of visitors’ survey showed that the variety was a key factor for the success of the exhibition: different people engaged with different contents and different medium to different degrees. The design of the ambience is critical: dim lights and the use of audio as a medium have to be carefully planned to avoid annoying instead of engaging

    Entry and access : how shareability comes about

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    Shareability is a design principle that refers to how a system, interface, or device engages a group of collocated, co-present users in shared interactions around the same content (or the same object). This is broken down in terms of a set of components that facilitate or constrain the way an interface (or product) is made shareable. Central are the notions of access points and entry points. Entry points invite and entice people into engagement, providing an advance overview, minimal barriers, and a honeypot effect that draws observers into the activity. Access points enable users to join a group's activity, allowing perceptual and manipulative access and fluidity of sharing. We show how these terms can be useful for informing analysis and empirical research

    Include 2011 : The role of inclusive design in making social innovation happen.

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    Include is the biennial conference held at the RCA and hosted by the Helen Hamlyn Centre for Design. The event is directed by Jo-Anne Bichard and attracts an international delegation

    Designing a Historically-themed Portable Miniature Golf Course as an Interactive Family Exhibit for Worcester Historical Museum

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    In hopes of attracting more families and expanding its interactive exhibits, Worcester Historical Museum (WHM) has proposed to develop a Worcester history-themed, portable miniature golf course that will be used by the museum during special events and functions. The goal of our project was to establish the learning outcomes of the course, determine the most popular and appropriate themes for each hole, and create bid-ready designs for the course. We determined criteria and developed designs for our project through a series of focus groups, interviews, surveys, and field research with project stakeholders. We provided the museum with a recommended design, any necessary graphics, and description of each of the nine holes
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