67,048 research outputs found

    Towards a framework for investigating tangible environments for learning

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    External representations have been shown to play a key role in mediating cognition. Tangible environments offer the opportunity for novel representational formats and combinations, potentially increasing representational power for supporting learning. However, we currently know little about the specific learning benefits of tangible environments, and have no established framework within which to analyse the ways that external representations work in tangible environments to support learning. Taking external representation as the central focus, this paper proposes a framework for investigating the effect of tangible technologies on interaction and cognition. Key artefact-action-representation relationships are identified, and classified to form a structure for investigating the differential cognitive effects of these features. An example scenario from our current research is presented to illustrate how the framework can be used as a method for investigating the effectiveness of differential designs for supporting science learning

    Design and semantics of form and movement (DeSForM 2006)

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    Design and Semantics of Form and Movement (DeSForM) grew from applied research exploring emerging design methods and practices to support new generation product and interface design. The products and interfaces are concerned with: the context of ubiquitous computing and ambient technologies and the need for greater empathy in the pre-programmed behaviour of the ‘machines’ that populate our lives. Such explorative research in the CfDR has been led by Young, supported by Kyffin, Visiting Professor from Philips Design and sponsored by Philips Design over a period of four years (research funding £87k). DeSForM1 was the first of a series of three conferences that enable the presentation and debate of international work within this field: • 1st European conference on Design and Semantics of Form and Movement (DeSForM1), Baltic, Gateshead, 2005, Feijs L., Kyffin S. & Young R.A. eds. • 2nd European conference on Design and Semantics of Form and Movement (DeSForM2), Evoluon, Eindhoven, 2006, Feijs L., Kyffin S. & Young R.A. eds. • 3rd European conference on Design and Semantics of Form and Movement (DeSForM3), New Design School Building, Newcastle, 2007, Feijs L., Kyffin S. & Young R.A. eds. Philips sponsorship of practice-based enquiry led to research by three teams of research students over three years and on-going sponsorship of research through the Northumbria University Design and Innovation Laboratory (nuDIL). Young has been invited on the steering panel of the UK Thinking Digital Conference concerning the latest developments in digital and media technologies. Informed by this research is the work of PhD student Yukie Nakano who examines new technologies in relation to eco-design textiles

    Technology Culture of Mobile Maintenance Men

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    Technology plays a major role in our life and the role is increasing as a result of fast technological development occurring all the time. Technology’s impact on our everyday life sets new challenges also to designers. In order to design products which are usable. We need to understand technologies and devices we are developing, users of our designed products, and the relationships our users have with different kinds of technologies. User-centred design (UCD) has emerged as a counter part for traditional technology centred product development. UCD emphasizes the role of the users in every phase of product design and development. However, it seems that the users’ relationships with technologies is underestimated and sometimes even forgotten also in UCD. The users’ current tools and technological environment is seen as just surroundings and task related tools instead of as an important factor that affects to users’ actions and opinions. This article presents a case study where mobile IT maintenance men where studied with traditional UCD methods and in addition the user research was deepened with focusing on users’ relationships with technology. The results show that UCD’s methods can miss some critical phenomena relating to users’ relationships with technology and affecting to usability and quality of the developed products. Understanding how users comprehend the technologies they use, i.e. understanding what kind of technology culture the users are a part of, enables designers to better evaluate how well the developed product will fit in the lives of it’s users and what sorts of changes are possibly going to happen or required to happen in order the new product to be included in the users’ technology culture. These kinds of evaluations help the designers to design better products and the companies to better estimate business risks relating to for example technology acceptance. Keywords: Technology Culture, User-Centred Design, User Research, Distributed and Mobile Work</p

    Beyond representations: towards an action-centric perspective on tangible interaction

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    In the light of theoretical as well as concrete technical development, we discuss a conceptual shift from an information-centric to an action-centric perspective on tangible interactive technology. We explicitly emphasise the qualities of shareable use, and the importance of designing tangibles that allow for meaningful manipulation and control of the digital material. This involves a broadened focus from studying properties of the interface, to instead aim for qualities of the activity of using a system, a general tendency towards designing for social and sharable use settings and an increased openness towards multiple and subjective interpretations. An effect of this is that tangibles are not designed as representations of data, but as resources for action. We discuss four ways that tangible artefacts work as resources for action: (1) for physical manipulation; (2) for referential, social and contextually oriented action; (3) for perception and sensory experience; (4) for digitally mediated action
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