29,598 research outputs found
Co-designing smart home technology with people with dementia or Parkinson's disease
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
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Behaviour change at work: Empowering energy efficiency in the workplace through user-centred design
Copyright @ 2011 University of California eScholarship RepositoryCO2 emissions from non-domestic buildings - primarily workplaces - make up 18 percent of the UK's carbon footprint. A combination of technology advances and behavioural changes have the potential to make significant impact, but interventions have often been planned in ways which do not take into account the needs, levels of understanding and everyday behavioural contexts of building users - and hence do not achieve the hoped-for success.This paper provides a brief introduction to the Empower project, a current industrial-academic collaboration in the UK which is applying methods from user-centred design practice to understand diverse users' needs, priorities, mental models of energy and decision-making heuristics - as well as the affordances available to them - in a number of office buildings. We are developing and trialling a set of low-cost, simple software interventions tailored to multiple user groups with different degrees of agency over their energy use, which seek to influence more energy efficient behaviour at work in areas such as HVAC, lighting and equipment use. The project comprises an ethnographic research phase, a participatory design programme involving building users in the design of interventions, and iterative trials in a large office building in central London
Roles and responsibilities in agile ICT for development
This paper examines the different roles in designing interactive software in a ICT for development context.
Using experiences from a participatory action research project, in which we used agile methods to design and
deploy an system to support âagricultural information flowâ for a co-operative of small farmers in rural India, we
identify points of difference between the roles in standard descriptions of agile software methods and the roles as
they emerged in our project. A key finding is the critical role played by a âDevelopment Project Managerâ in
facilitating dialogue, orchestrating the activities of other actors and in building the capabilities and confidence of
all the participants in joint action
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Tensions of Data-Driven Reflection: A Case Study of Real-Time Emotional Biosensing
Biosensing displays, increasingly enrolled in emotional reflection, promise authoritative insight by presenting usersâ emotions as discrete categories. Rather than machines interpreting emotions, we sought to explore an alternative with emotional biosensing displays in which users formed their own interpretations and felt comfortable critiquing the display. So, we designed, implemented, and deployed, as a technology probe, an emotional biosensory display: Ripple is a shirt whose pattern changes color responding to the wearerâs skin conductance, which is associated with excitement. 17 participants wore Ripple over 2 days of daily life. While some participants appreciated the âphysical connectionâ Ripple provided between body and emotion, for others Ripple fostered insecurities about âhow muchâ feeling they had. Despite our design intentions, we found participants rarely questioned the displayâs relation to their feelings. Using biopolitics to speculate on Rippleâs surprising authority, we highlight ethical stakes of biosensory representations for sense of self and ways of feeling
Resonating Experiences of Self and Others enabled by a Tangible Somaesthetic Design
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
Experiential Role of Artefacts in Cooperative Design
The role of material artefacts in supporting distributed and co-located work practices has been well acknowledged within the HCI and CSCW research. In this paper, we show that in addition to their ecological, coordinative and organizational support, artefacts also play an âexperientialâ role. In this case, artefacts not only improve efficiency or have a purely functional role (e.g. allowing people to complete tasks quickly), but the presence and manifestations of these artefacts bring quality and richness to peopleâs performance and help in making better sense of their everyday lives. In a domain like industrial design, such artefacts play an important role for supporting creativity and innovation. Based on our prolonged ethnographic fieldwork on understanding cooperative design practices of industrial design students and researchers, we describe several experiential practices that are supported by mundane artefacts like sketches, drawings, physical models and explorative prototypes â used and developed in designersâ everyday work. Our main intention to carry out this kind of research is to develop technologies to support designersâ everyday practices. We believe that with the emergence of ubiquitous computing, there is a growing need to focus on personal, emotional and social side of peopleâs everyday experiences. By focusing on the experiential practices of designers, we can provide a holistic view in the design of new interactive technologies
Group-centered framework towards a positive design of digital collaboration in global settings
Globally distributed groups require collaborative systems to support their
work. Besides being able to support the teamwork, these systems also should
promote well-being and maximize the human potential that leads to an engaging
system and joyful experience. Designing such system is a significant challenge
and requires a thorough understanding of group work. We used the field theory
as a lens to view the essential aspects of group motivation and then utilized
collaboration personas to analyze the elements of group work. We integrated
well-being determinants as engagement factors to develop a group-centered
framework for digital collaboration in a global setting. Based on the outcomes,
we proposed a conceptual framework to design an engaging collaborative system
and recommend system values that can be used to evaluate the system furtherComment: 6 Pages, 3 Figures, Positive computing, International Conference on
Industrial Enterprise and System Engineerin
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