79,830 research outputs found

    Privacy of Personal Things in Active Learning Spaces Need Individually Evolved Requirements

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    Technology-enhanced active learning (TEAL) spaces could represent a significant benefit to learning and teaching at universities. TEAL spaces support students in projecting presentations (e.g. from smart-phones) and sharing notes (e.g. from smart-watches) with peers. Importantly, this sharing is partly amongst their co-present small group but sometimes to the whole class. However, plugging personal things into smart spaces whose first requirement is to accept as many devices as possible is not without consequence. A projected notification of a political conversation, for example, has the potential to harm the individual both within the space and beyond, opening them to unwanted judgment, criticism and assessment. The traditional argument from the usable security community is that of intervention prior to any use whatever: users need to be trained, taught and/or nudged to avoid such problems. We conducted an informal focus group with students in a pilot TEAL space, exploring issues around the privacy and security of using personal devices in such spaces. The reality is that it is hard to perceive the privacy and security challenges prior to using the space. We argue that such prior interventions are not only a significant barrier to student adoption of smart spaces, but ineffective in ensuring the safety of individuals in the long-term. We argue that in designing smart spaces, both on-campus and off, designers need to adopt an approach of individually evolved privacy requirements to ensure an on-going safe, creative space for students. Two important features are: (a) as a small group develops bonds, its privacy level needs to be reduced over time and (b) the best privacy level depends on the whether the screen is currently shared with the small group or the large class

    IAMS framework: a new framework for acceptable user experiences for integrating physical and virtual identity access management systems

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    The modern world is populated with so many virtual and physical Identity Access Management Systems (IAMSs) that individuals are required to maintain numerous passwords and login credentials. The tedious task of remembering multiple login credentials can be minimised through the utilisation of an innovative approach of single sign-in mechanisms. During recent times, several systems have been developed to provide physical and virtual identity management systems; however, most have not been very successful. Many of the available systems do not provide the feature of virtual access on mobile devices via the internet; this proves to be a limiting factor in the usage of the systems. Physical spaces, such as offices and government entities, are also favourable places for the deployment of interoperable physical and virtual identity management systems, although this area has only been explored to a minimal level. Alongside increasing the level of awareness for the need to deploy interoperable physical and virtual identity management systems, this paper addresses the immediate need to establish clear standards and guidelines for successful integration of the two medium

    Designing with Care - Interior Design and Residential Child Care Final Report

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    This exploratory study examined the attitudes to a range of design interventions in four residential care homes for children in South Lanarkshire. The project set out to identify the benefits and disadvantages to young people and staff of a change in approach to the design of interior spaces. It was undertaken by Farm7 (specialists in design research and consultancy) and the Scottish Institute for Residential Child Care (SIRCC). The main focus of the research was to evaluate design interventions aimed at removing 'institutional' approaches to design in the care environment and improving the experience of looked after children. This involved the commissioning of interior design consultants Graven Images in the development and design of South Lanarkshire's residential children's homes. Post-occupancy evaluation of the four residential homes was undertaken with the participation of both looked after children and staff. It was envisaged that this study would contribute to the development of design guidance that will promote a more systematic approach to the design of care environments. This will allow social work and design professionals to draw on a design framework in order to significantly enhance the experience of looked after children and staff

    Toward the Environmental Design of Library Buildings

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    Technology that enhances without inhibiting learning

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    Technology supported information sharing could be argued to both enhance and inhibit learning. However, social and affective issues that motivate learners' technology interactions are often overlooked. Are learners avoiding valuable learning applications because of privacy fears and trust issues? Will inaccurate technology assumptions and awareness inhibit information sharing? Do learners need control over technology enhanced safe creative spaces or can they be motivated to overcome badly designed systems because sharing is 'valuable' or 'fun'. This presentation details a model of privacy and trust issues that can be used to enhance elearning. Several OU case-studies of multimedia, mobile and elearning applications (conducted within IET, KMI and the Open CETL) are evaluated using this model. The model helps to identify trade-offs that learners make for technology enhanced or inhibited learning. Theories of control, identity, information sensitivity and re-use are discussed within the context of these elearning examples

    Designing Spaces for Learning and Living in Schools: perspectives of a 'flaneuse'

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    The design elements of school learning spaces - classrooms, laboratories, libraries, studios - have the potential to position learners and teachers and to prohibit, authorise, situate and regulate the ways in which learning takes place. Approaches to the designing of learning spaces can fail to take into account the changing social, cultural, pedagogical and technological factors impacting on learners and teachers. How can such taken-for-granted spaces accommodate the needs of learners and teachers and respond to the demands of 'rich task' curriculum and 'real world' learning experiences? Acknowledging Donald Schon's (1983) perspective that 'all occupations engaged in converting actual to preferred situations are concerned with design', this paper is linked to a site visit and workshop conducted in the Ken Thamm Information Resource Centre at Immanuel Lutheran College, Buderim as part of the 2005 Australian Curriculum Studies Conference Blurring the Boundaries – Sharpening the Focus

    Emotions in context: examining pervasive affective sensing systems, applications, and analyses

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    Pervasive sensing has opened up new opportunities for measuring our feelings and understanding our behavior by monitoring our affective states while mobile. This review paper surveys pervasive affect sensing by examining and considering three major elements of affective pervasive systems, namely; “sensing”, “analysis”, and “application”. Sensing investigates the different sensing modalities that are used in existing real-time affective applications, Analysis explores different approaches to emotion recognition and visualization based on different types of collected data, and Application investigates different leading areas of affective applications. For each of the three aspects, the paper includes an extensive survey of the literature and finally outlines some of challenges and future research opportunities of affective sensing in the context of pervasive computing

    Multi-touch interaction principles for collaborative real-time music activities: towards a pattern language

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    In this paper we give an analysis of the literature on a set of problems that can arise when undertaking the interaction design of multi-touch applications for collaborative real-time music activities, which are designed for multitouch technologies (e.g. smartphones, tablets, interactive tabletops, among others). Each problem is described, and a candidate design pattern (CDP) is suggested in the form of a short sentence and a diagram—an approach inspired by Christopher Alexander’s A Pattern Language. These solutions relate to the fundamental collaborative principles of democratic relationships, identities and collective interplay. We believe that this approach might disseminate forms of best design practice for collaborative music applications, in order to produce real-time musical systems which are collaborative and expressive
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