56,332 research outputs found

    Designing novel applications inspired by emerging media technologies

    Get PDF
    The field of Human-Computer Interaction provides a number of useful tools and methods for obtaining information on end-users and their usage context to inform the design of computer systems, yet relatively little is known on how to go about designing for a completely novel application where there is no user base, no existing practice of use available at the start. The success of the currently available HCI methodology that focuses on understanding users’ needs and establishing requirements is well-deserved in making computing applications usable in terms of fitting them to end-users’ usage contexts. However, too much emphasis on identifying user needs tends to stifle other more exploratory design activities where new types of applications are invented in order to discover or create new activities currently not practiced. In this paper, we argue that a great starting point of novel application design is not the problem space (trying to rigorously define the user requirements) but the solution space (trying to leverage emerging computational technologies and growing design knowledge for various interaction platforms), and we build a foundation for a pragmatic design methodology supported by the authors’ extensive experience in designing novel applications inspired by emerging media technologies

    Designing novel applications inspired by emerging media technologies

    Get PDF
    The lack of HCI provisions in the invention of novel software applications and the bias of design knowledge towards desktop GUI make it difficult for us to design for novel scenarios and applications that leverage emerging computational technologies. These include new media platforms such as mobiles, interactive TV, tabletops and large multi-touch walls on which many of our future applications will operate. In this presentation I will discuss that novel application design should come not from user-centred requirements engineering as in developing a conventional application, but from understanding the interaction characteristics of the new platforms. Ensuring general usability for a particular interaction platform without rigorously specifying envisaged usage contexts helps us to design an artifact that does not restrict the possible application contexts and yet is usable enough to help brainstorm its more exact place for future exploitation. With the themes on Multitouch, I will give examples of design effort currently underway with mobile and Multitouch Wall applications, and also raise (possibly) controversial issues in designing such novel applications when there is no user-base or work practice we can base our knowledge on

    Designing Novel Applications Inspired by Emerging Media Technologies

    Get PDF
    The field of Human-Computer Interaction provides a number of useful tools and methods for obtaining information on end-users and their usage context to inform the design of computer systems, yet relatively little is known on how to go about designing for a completely novel application where there is no user base, no existing practice of use available at the start. The success of the currently available HCI methodology that focuses on understanding users' needs and establishing requirements is well-deserved in making computing applications usable in terms of fitting them to end-users' usage contexts. However, too much emphasis on identifying user needs tends to stifle other more exploratory design activities where new types of applications are invented in order to discover or create new activities currently not practiced. In this paper, we argue that a great starting point of novel application design is not the problem space (trying to rigorously define the user requirements) but the solution space (trying to leverage emerging computational technologies and growing design knowledge for various interaction platforms), and we build a foundation for a pragmatic design methodology supported by the authors' extensive experience in designing novel applications inspired by emerging media technologies

    Interaction platform-orientated perspective in designing novel applications

    Get PDF
    The lack of HCI offerings in the invention of novel software applications and the bias of design knowledge towards desktop GUI make it difficult for us to design for novel scenarios and applications that leverage emerging computational technologies. These include new media platforms such as mobiles, interactive TV, tabletops and large multi-touch walls on which many of our future applications will operate. We argue that novel application design should come not from user-centred requirements engineering as in developing a conventional application, but from understanding the interaction characteristics of the new platforms. Ensuring general usability for a particular interaction platform without rigorously specifying envisaged usage contexts helps us to design an artifact that does not restrict the possible application contexts and yet is usable enough to help brainstorm its more exact place for future exploitation

    JENTIL: responsive clothing that promotes an ‘holistic approach to fashion as a new vehicle to treat psychological conditions’

    Full text link
    This paper explores an ongoing interdisciplinary research project at the cutting edge of sensory, aroma and medical work, which seeks to change the experience of fragrance to a more intimate communication of identity, by employing emerging technologies with the ancient art of perfumery. The project illustrates .holistic' clothing called the JENTIL¼ Collection, following on from the Author’s SmartSecondSkin' PhD research, which describes a new movement in functional, emotional clothing that incorporates scent. The project investigates the emergent interface between the arts and biomedical sciences, around new emerging technologies and science platforms, and their applications in the domain of health and well-being. The JENTIL¼ Collection focuses on the development of .gentle., responsive clothing that changes with emotion, since the garments are designed for psychological end benefit to reduce stress. This is achieved by studying the mind and advancing knowledge and understanding of how known well-being fragrances embedded in holistic Fashion, could impact on mental health. This paper aims to combine applied theories about human well-being, with multisensory design, in order to create experimental strategies to improve self and social confidence for individuals suffering from depressive illnesses. The range of methodologies employed extends beyond the realm of fashion and textile techniques, to areas such as neuroscience, psychiatry, human sensory systems and affective states, and the increase in popularity of complementary therapies. In this paper the known affective potential of the sense of smell is discussed, by introducing Aroma-Chology as a tool that is worn as an emotional support system to create a personal scent bubble. around the body, with the capacity to regulate mood, physiological and psychological state and improve self-confidence in social situations. The clothing formulates a healing platform around the wearer, by creating novel olfactory experiences in textiles that are not as passive as current microencapsulated capsule systems generally are

    Human computer interaction for international development: past present and future

    Get PDF
    Recent years have seen a burgeoning interest in research into the use of information and communication technologies (ICTs) in the context of developing regions, particularly into how such ICTs might be appropriately designed to meet the unique user and infrastructural requirements that we encounter in these cross-cultural environments. This emerging field, known to some as HCI4D, is the product of a diverse set of origins. As such, it can often be difficult to navigate prior work, and/or to piece together a broad picture of what the field looks like as a whole. In this paper, we aim to contextualize HCI4D—to give it some historical background, to review its existing literature spanning a number of research traditions, to discuss some of its key issues arising from the work done so far, and to suggest some major research objectives for the future

    A Pedagogy for Original Synners

    Get PDF
    Part of the Volume on Digital Young, Innovation, and the UnexpectedThis essay begins by speculating about the learning environment of the class of 2020. It takes place entirely in a virtual world, populated by simulated avatars, managed through the pedagogy of gaming. Based on this projected version of a future-now-in-formation, the authors consider the implications of the current paradigm shift that is happening at the edges of institutions of higher education. From the development of programs in multimedia literacy to the focus on the creation of hybrid learning spaces (that combine the use of virtual worlds, social networking applications, and classroom activities), the scene of learning as well as the subjects of education are changing. The figure of the Original Synner is a projection of the student-of-the-future whose foundational literacy is grounded in their ability to synthesize information from multiple information streams
    • 

    corecore