27,866 research outputs found

    Mediated intimacy in families: understanding the relation between children and parents

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    Mediating intimacy between children and their parents is still limited investigated and at the same time, we find that, emerging technologies are about to change and affect the way we interact with each other. In this paper, we report from an empirical study where we investigated the social interaction phenomena that unfold between children and their parents. We used cultural probes and contextual interviews to investigate the intimate acts between children and parents in three families. Our findings show that the intimate act between children and parents share a number of similarities with other types of intimate relations such as strong-tie intimacy (couples cohabiting). However, we also identified several issues of intimacy unique to the special relation between children and their parents. These unique acts of intimacy propose challenges when designing technologies for mediated intimacy in families. Author Keywords Children, parents, cultural probes, mediated intimac

    Designing assisted living technologies 'in the wild' : preliminary experiences with cultural probe methodology

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    Background There is growing interest in assisted living technologies to support independence at home. Such technologies should ideally be designed ‘in the wild’ i.e. taking account of how real people live in real homes and communities. The ATHENE (Assistive Technologies for Healthy Living in Elders: Needs Assessment by Ethnography) project seeks to illuminate the living needs of older people and facilitate the co-production with older people of technologies and services. This paper describes the development of a cultural probe tool produced as part of the ATHENE project and how it was used to support home visit interviews with elders with a range of ethnic and social backgrounds, family circumstances, health conditions and assisted living needs. Method Thirty one people aged 60 to 98 were visited in their homes on three occasions. Following an initial interview, participants were given a set of cultural probe materials, including a digital camera and the ‘Home and Life Scrapbook’ to complete in their own time for one week. Activities within the Home and Life Scrapbook included maps (indicating their relationships to people, places and objects), lists (e.g. likes, dislikes, things they were concerned about, things they were comfortable with), wishes (things they wanted to change or improve), body outline (indicating symptoms or impairments), home plan (room layouts of their homes to indicate spaces and objects used) and a diary. After one week, the researcher and participant reviewed any digital photos taken and the content of the Home and Life Scrapbook as part of the home visit interview. Findings The cultural probe facilitated collection of visual, narrative and material data by older people, and appeared to generate high levels of engagement from some participants. However, others used the probe minimally or not at all for various reasons including limited literacy, physical problems (e.g. holding a pen), lack of time or energy, limited emotional or psychological resources, life events, and acute illness. Discussions between researchers and participants about the materials collected (and sometimes about what had prevented them completing the tasks) helped elicit further information relevant to assisted living technology design. The probe materials were particularly helpful when having conversations with non-English speaking participants through an interpreter. Conclusions Cultural probe methods can help build a rich picture of the lives and experiences of older people to facilitate the co-production of assisted living technologies. But their application may be constrained by the participant’s physical, mental and emotional capacity. They are most effective when used as a tool to facilitate communication and development of a deeper understanding of older people’s needs

    Supporting Worth Mapping with Sentence Completion

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    Expectations for design and evaluation approaches are set by the development practices within which they are used. Worth Centred Development (WCD) seeks to both shape and fit such practices. We report a study that combined two WCD approaches. Sentence completion gathered credible quantitative data on user values, which were used to identify relevant values and aversions of two player groups for an online gambling site. These values provided human value elements for a complementary WCD approach of worth mapping. Initial worth maps were extended in three workshops, which focused on outcomes and user experiences that could be better addressed in the current product and associated marketing materials. We describe how worth maps were prepared for, and presented in, workshops, and how product owners and associated business roles evaluated the combination of WCD approaches. Based on our experiences, we offer practical advice on this combinination

    A Load of Cobbler’s Children: Beyond the Model Designing Processor

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    HCI has developed rich understandings of people at work and at play with technology: most people that is, except designers, who remain locked in the information processing paradigm of first wave HCI. Design methods are validated as if they were computer programs, expected to produce the same results on a range of architectures and hardware. Unfortunately, designers are people, and thus interfere substantially (generally to good effects) with the ‘code’ of design methods. We need to rethink the evaluation and design of design and evaluation methods in HCI. A logocentric proposal based on resource function vocabularies is presented

    Assessing capability in design and technology: The case for a minimally invasive approach

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    The approach to assessing capability in design and technology advocated requires four features. First, there is the requirement for tasks that are culturally and personally authentic through which pupils can demonstrate designerly behaviour by making design decisions. Second, there is the requirement that the pupils use job bags, whose contents are based on utility, as the means of making and recording their design decisions. Third there is the requirement that scripted probes are used at key points in the design task to enable pupils to divulge and record their designerly thinking through revealing and justifying their design decisions. Fourth, it requires teachers to play the part of mentor and client in helping pupils use the scripted probes effectively. The paper is in seven parts. Part 1 briefly explores the difficulties in defining designerly activity. Part 2 considers some of the problems in revealing designerly activity. Part 3 considers the nature of tasks that might be appropriate for assessment in design and technology. Part 4 considers how designing might be describes as a set of interrelated design decisions. Part 5 describes how such design decisions might be revealed and justified through the use of a series of scripted probes. Part 6 considers the nature of the portfolio that enables pupils to make design decisions. In the conclusion, the paper summarises the approach to assessment developed so far and justifies it in terms of overcoming the problems of revealing designerly activity and having minimum impact on the pupils experience of designing. While most of the examples in this paper are drawn from the specific context of assessment in England and Wales, the ideas and issues raised and discussed will have relevance for all concerned with developing authentic approaches to assessment in Technology Education

    Giving voice to equitable collaboration in participatory design

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    An AHRC funded research project titled Experimenting with the Co-experience Environment (June 2005 – June 2006) culminated in a physical environment designed in resonance with a small group of participants. The participants emerged from different disciplines coming together as a group to share their expertise and contribute their knowledge to design. They engaged in storytelling, individual and co-thinking, creating and co-creating, sharing ideas that did not require justification, proposed designs even though most were not designers …and played. The research questioned how a physical environment designed specifically for co-experiencing might contribute to new knowledge in design? Through play and by working in action together the participants demonstrated the potential of a physical co-experience environment to function as a scaffold for inter-disciplinary design thinking,saying, doing and making (Ivey & Sanders 2006). Ultimately the research questioned how this outcome might influence our approach to engaging participants in design research and experimentation

    Using popular culture to enable health service co-design with young people

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    This paper reports on participatory service design with young people with type 1 diabetes – a long-term condition that can impact their emotional wellbeing and where poor self-care often leads to negative health consequences. The paper describes a project working with young people with type 1 diabetes to design innovative health services. The project consisted of eight creative workshops, in which we used popular cultural references as a means to create enjoyable activities and encourage the young people to engage with design. These cultural references can be understood as creating design language games that allowed the young people to understand and participate in the activities required at each stage of the design process. However, not all popular culture references worked equally well and this paper explores the reasons for this

    Co-designing smart home technology with people with dementia or Parkinson's disease

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    Involving users is crucial to designing technology successfully, especially for vulnerable users in health and social care, yet detailed descriptions and critical reflections on the co-design process, techniques and methods are rare. This paper introduces the PERCEPT (PERrsona-CEntred Participatory Technology) approach for the co-design process and we analyse and discuss the lessons learned for each step in this process. We applied PERCEPT in a project to develop a smart home toolset that will allow a person living with early stage dementia or Parkinson's to plan, monitor and self-manage his or her life and well-being more effectively. We present a set of personas which were co-created with people and applied throughout the project in the co-design process. The approach presented in this paper will enable researchers and designers to better engage with target user groups in co-design and point to considerations to be made at each step for vulnerable users

    Remembering today tomorrow: exploring the human-centred design of digital mementos

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    This paper describes two-part research exploring the context for and human-centred design of ‘digital mementos’, as an example of technology for reflection on personal experience(in this case, autobiographical memories). Field studies into families’ use of physical and digital objects for remembering provided a rich understanding of associated user needs and human values, and suggested properties for ‘digital mementos’ such as being ‘not like work’, discoverable and fun. In a subsequent design study, artefacts were devised to express these features and develop the understanding of needs and values further via discussion with groups of potential ‘users’. ‘Critical artefacts’(the products of Critical Design)were used to enable participants to envisage broader possibilities for social practices and applications of technology in the context of personal remembering, and thus to engage in the design of novel devices and systems relevant to their lives. Reflection was a common theme in the work, being what the digital mementos were designed to afford and the mechanism by which the design activity progressed. Ideas for digital mementos formed the output of this research and expressed the designer’s and researcher’s understanding of participants’ practices and needs, and the human values that underlie them and, in doing so, suggest devices and systems that go beyond usability to support a broader conception of human activity
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