42,975 research outputs found

    The Family Window: Perceived Usage and Privacy Concerns

    Get PDF
    Families have a strong need to connect with their loved ones over distance. However, most technologies do not provide the same feelings of connectedness that one feels from seeing remote family members. Hence our goal was to understand if a video connection, in the form of a media space, could help families feel more connected. To answer this, we designed a video media space called the Family Window and deployed it within the homes of two families for eight months and four families for five weeks. We also interviewed 16 individuals to obtain additional feedback about the system and to learn about their privacy concerns

    User Perceptions of Smart Home IoT Privacy

    Full text link
    Smart home Internet of Things (IoT) devices are rapidly increasing in popularity, with more households including Internet-connected devices that continuously monitor user activities. In this study, we conduct eleven semi-structured interviews with smart home owners, investigating their reasons for purchasing IoT devices, perceptions of smart home privacy risks, and actions taken to protect their privacy from those external to the home who create, manage, track, or regulate IoT devices and/or their data. We note several recurring themes. First, users' desires for convenience and connectedness dictate their privacy-related behaviors for dealing with external entities, such as device manufacturers, Internet Service Providers, governments, and advertisers. Second, user opinions about external entities collecting smart home data depend on perceived benefit from these entities. Third, users trust IoT device manufacturers to protect their privacy but do not verify that these protections are in place. Fourth, users are unaware of privacy risks from inference algorithms operating on data from non-audio/visual devices. These findings motivate several recommendations for device designers, researchers, and industry standards to better match device privacy features to the expectations and preferences of smart home owners.Comment: 20 pages, 1 tabl

    Technology use in everyday life: Implications for designing for older users

    Get PDF
    This study examines the experience and attitudes of older adults towards technology and how they compare with younger age groups. Two hundred and thirty seven participants completed an extensive questionnaire exploring their daily lifestyle, use of technology, attitudes towards technology, and perceived difficulty of household devices. The main findings from the study were; (1) there was a strong motivation to learn or to continue learning to use computers by the older group; (2) social connectedness influenced how the older group used or would like to use technology and also why some preferred not to use it; and finally (3) there was an age-related increase in perceived difficulty for many household devices, however some devices maintained intergenerational usability. These finding can be used to inform the design of future intergenerational household technologies

    Resonating Experiences of Self and Others enabled by a Tangible Somaesthetic Design

    Get PDF
    Digitalization is penetrating every aspect of everyday life including a human's heart beating, which can easily be sensed by wearable sensors and displayed for others to see, feel, and potentially "bodily resonate" with. Previous work in studying human interactions and interaction designs with physiological data, such as a heart's pulse rate, have argued that feeding it back to the users may, for example support users' mindfulness and self-awareness during various everyday activities and ultimately support their wellbeing. Inspired by Somaesthetics as a discipline, which focuses on an appreciation of the living body's role in all our experiences, we designed and explored mobile tangible heart beat displays, which enable rich forms of bodily experiencing oneself and others in social proximity. In this paper, we first report on the design process of tangible heart displays and then present results of a field study with 30 pairs of participants. Participants were asked to use the tangible heart displays during watching movies together and report their experience in three different heart display conditions (i.e., displaying their own heart beat, their partner's heart beat, and watching a movie without a heart display). We found, for example that participants reported significant effects in experiencing sensory immersion when they felt their own heart beats compared to the condition without any heart beat display, and that feeling their partner's heart beats resulted in significant effects on social experience. We refer to resonance theory to discuss the results, highlighting the potential of how ubiquitous technology could utilize physiological data to provide resonance in a modern society facing social acceleration.Comment: 18 page

    Social positioning: Designing the Seams between Social, Physical and Digital Space

    Get PDF
    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

    Technology-Enhanced Teaching: A Technology Acceptance Model to Study Teachers’ Intentions to Use Digital Games in the Classroom

    Get PDF
    This research to practice paper uses a Technology Acceptance Model (TAM) to explore the factors that affect teachers’ intentions to use digital educational games in the classroom. Research shows that using computers and other digital technologies like digital games is one way to influence young people’s career aspirations and improve their digital literacy. This is particularly important as the world of work is changing and emerging jobs becoming more intensive in their use of digital technologies. In the developing world and in particular Nigeria, there have been calls to improve the digital literacy skills of young people to help them make informed career choices, and fully participate effectively and equally in the digital world. However, many of the computing and digital technology education initiatives have not produced the positive results intended. The lack of awareness, readiness and buy-in of the relevant stakeholders are some of the factors that has been identified as a barrier here. For example, for computing and digital technology-based projects in schools, the success largely depends on the support and attitude of teachers. As one of the major stakeholders in the classroom, teachers need to be consulted in decisions that affect the way they deliver their lessons; especially when novel ideas and approaches that challenge tradition are introduced. It is therefore important to consider their acceptance or otherwise of digital games in the classroom. A Technology Acceptance Model (TAM) was modified to include constructs previously identified by teachers that potentially influence their intention to use digital games in the classroom. The extended TAM was developed into a questionnaire and tested with 220 teachers in Nigeria. Analyses of the results show that syllabus connectedness, perceived usefulness and self-efficacy are significant predictors of the intention of teachers to adoptdigital game-based learning in the classroom. Furthermore, the teachers' demographics including experience of teaching, age and gender all mediated the intention of the teachers to use digital game-based learning. The results and findings present recommendations for school leaders and developers of digital educational games. The practical insights from this are also important here and helpful for guiding the deployment of such games particularly in areas where such technological interventions have not been used before

    Social Control Experience Design:A Cross-Domain Investigation on Media

    Get PDF
    • 

    corecore