17,168 research outputs found
Designing appliances for mobile commerce and retailtainment
In the emerging world of the new consumer and the `anytime, anywhere' mobile commerce, appliances are located at the collision point of the retailer and consumer agendas. The consequence of this is twofold: on the one hand appliances that were previously considered plain and utilitarian become entertainment devices and on the other, for the effective design of consumer appliances it becomes paramount to employ multidisciplinary expertise. In this paper, we discuss consumer perceptions of a retailtainment commerce system developed in collaboration between interactivity designers, information systems engineers, hardware and application developers, marketing strategists, product development teams, social scientists and retail professionals. We discuss the approached employed for the design of the consumer experience and its implications for appliance design
Towards NFC payments using a lightweight architecture for the Web of Things
The Web (and Internet) of Things has seen the rapid emergence of new protocols and standards, which provide for innovative models of interaction for applications. One such model fostered by the Web of Things (WoT) ecosystem is that of contactless interaction between devices. Near Field Communication (NFC) technology is one such enabler of contactless interactions. Contactless technology for the WoT requires all parties to agree one common definition and implementation and, in this paper, we propose a new lightweight architecture for the WoT, based on RESTful approaches. We show how the proposed architecture supports the concept of a mobile wallet, enabling users to make secure payments employing NFC technology with their mobile devices. In so doing, we argue that the vision of the WoT is brought a step closer to fruition
Social positioning: Designing the Seams between Social, Physical and Digital Space
Mobile settings are not only physically and digitally mediated; they are also inhabited by people - a social space. We argue that careful design exposing the connections, gaps, overlays and mismatches within and between physical, digital and social space allow for a better understanding and thereby mastering of the resulting combined space. Two concepts are explored in MobiTip, a social mobile service for exchanging opinions among peers: intramedia seams concerning network coverage and position technology, and intermedia seams between digitally transmitted tips and the physical, social context surrounding the user. We introduce social positioning as an alternative and complement to the current strive for seamless connectedness and exact positioning in physical space
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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)
Include 2011 : The role of inclusive design in making social innovation happen.
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
Challenges in Developing Applications for Aging Populations
Elderly individuals can greatly benefit from the use of computer applications, which can assist in monitoring health conditions, staying in contact with friends and family, and even learning new things. However, developing accessible applications for an elderly user can be a daunting task for developers. Since the advent of the personal computer, the benefits and challenges of developing applications for older adults have been a hot topic of discussion. In this chapter, the authors discuss the various challenges developers who wish to create applications for the elderly computer user face, including age-related impairments, generational differences in computer use, and the hardware constraints mobile devices pose for application developers. Although these challenges are concerning, each can be overcome after being properly identified
User Research and Real User Problems: Improving the User Experience of Online Shopping
“User Research and Real User Problems: Improving the User Experience of Online Shopping” is a creative thesis project that incorporates user research, user experience design, and coding skills. The first phase of the project consisted of market research and generative user research to develop a plan for a shopping companion app. The findings of this research shaped the scope of the project according to user needs and established the basis of a plan to create a progressive web application and Google Chrome browser extension that will respond to specific user problems. These tools would solve three key user problems: users do not know what size to order when shopping online, users are uncertain about the items they order online due to a lack of familiarity with the items prior to purchase, and users cannot visualize items on themselves when shopping online. I constructed a user experience that would solve these problems, incorporating the principles of user-centered design and user experience best practices. The progressive web application and Google Chrome extension will work together to store user-provided data, create size/style recommendations based on this data, and display crowd-sourced reviews for items in online stores. Using the Vue.js JavaScript framework, Firebase data storage, and the Agile Project Management Methodology, I built a proof of concept for the progressive web app, and have outlined a comprehensive plan for next steps
Trust and Privacy Permissions for an Ambient World
Ambient intelligence (AmI) and ubiquitous computing allow us to consider a future where computation is embedded into our daily social lives. This vision raises its own important questions and augments the need to understand how people will trust such systems and at the same time achieve and maintain privacy. As a result, we have recently conducted a wide reaching study of people’s attitudes to potential AmI scenarios with a view to eliciting their privacy concerns. This chapter describes recent research related to privacy and trust with regard to ambient technology. The method used in the study is described and findings discussed
V-Sphere Rubik's Bookcase Interface for Exploring Content in Virtual Reality Marketplace
In this work, we developed a new interface concept for content exploring in immersing Virtual Reality environments. In our shopping interface, we represent products as true 3D shapes with global illumination effects. This representation can provide more realistic and consistent Virtual Reality experience. Our shopping interface is really a giant spherical Rubik’s cube that consists of closed loops of book-shelves or cabinets. Users, who are located inside of this spherical Rubik interface will feel like they are in front of a spherical bookcase that consists of an infinite number of rows and columns. They can view the products by simply sliding rows horizontally and by sliding columns vertically. Further more, we discovered additional scenarios where users can grab the products by distance and examine their suitability by placing them into real environment. This new 3D interface concept can help to develop more realistic 3D interactive shopping framework in the future
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