6,611 research outputs found

    Evocative computing ā€“ creating meaningful lasting experiences in connecting with the past

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    We present an approach ā€“ evocative computing ā€“ that demonstrates how ā€˜at handā€™ technologies can be ā€˜picked upā€™ and used by people to create meaningful and lasting experiences, through connecting and interacting with the past. The approach is instantiated here through a suite of interactive technologies configured for an indoor-outdoor setting that enables groups to explore, discover and research the history and background of a public cemetery. We report on a two-part study where different groups visited the cemetery and interacted with the digital tools and resources. During their activities serendipitous uses of the technology led to connections being made between personal memo-ries and ongoing activities. Furthermore, these experiences were found to be long-lasting; a follow-up study, one year later, showed them to be highly memorable, and in some cases leading participants to take up new directions in their work. We discuss the value of evocative computing for enriching user experiences and engagement with heritage practices

    Designing for digital playing out

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    We report on a design-led study in the UK that aimed to understand barriers to children (aged 5 to 14 years) 'playing out' in their neighbourhood and explore the potential of the Internet of Things (IoT) for supporting children's free play that extends outdoors. The study forms a design ethnography, combining observational fieldwork with design prototyping and co-creative activities across four linked workshops, where we used BBC micro:bit devices to co-create new IoT designs with the participating children. Our collective account contributes new insights about the physical and interactive features of micro:bits that shaped play, gameplay, and social interaction in the workshops, illuminating an emerging design space for supporting 'digital playing out' that is grounded in empirical instances. We highlight opportunities for designing for digital playing out in ways that promote social negotiation, supports varying participation, allows for integrating cultural influences, and accounts for the weaving together of placemaking and play

    Designing for Humanity\u27s Growing Disconnect from Nature

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    The Industrial & Interaction Design 5th year thesis project process began with an exploration of our personal passions. I started by researching mental health and outdoor activity. After realizing the fact that the two have been very closely connected i

    The Impact of Climate Change Education in an Outdoor Classroom on Middle School Students\u27 Attitudes and Understandings Towards Climate Change

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    This capstone paper and project seek to answer the question: how does learning about climate change in an outdoor classroom impact middle schoolersā€™ attitudes and understandings toward climate change? The most effective methods to teaching climate change include a place-based, multidisciplinary approach with high levels of inquiry and engagement. When students learn outdoors, they also engage in place-based learning that is highly inquiry based. Combining climate change education with outdoor education is an effective way to approach climate change education. Through use of the Learning Cycle and Understanding by Design, a unit on ecosystem dynamics, biodiversity, and ecosystem services was developed. This fifteen day unit is to be completed entirely in an outdoor classroom while still in the formal middle school setting. The unit meets the middle school Next Generation Science Standards for life science and includes a summative assessment. While none of the life science standards directly address climate change, students learn about climate change through threats to ecosystems and biodiversity. This project provides a framework for further development of outdoor units addressing climate change under NGSS

    Designing physical-digital artefacts for the public realm

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    The exploration of new types of everyday interactions enabled by the increasing integration of digital technologies with the physical world is a major research direction for interaction design research (Dourish, 2004), and a focus on materials and materiality is also of growing significance, e.g.: Internet of Things; interactive architecture; the intersection of craft and technology. Increasingly, designer-researchers from a range of material-focused creative design disciplines are starting to address these themes. Previous studies indicate that new approaches, methods and concepts are required to investigate the evolving field of physical-digital synthesis in the built environment. Addressing this, the thesis asks one central question: What resources for design research can help practitioners and researchers from multiple creative design disciplines improve the design of physical-digital artefacts located in the public realm? A detailed Scoping Study explored experimental research methods for this thesis and produced an overview of physical-digital artefacts in outdoor public space. This scoping influenced the subsequent research: an in-depth field study of the design culture and practices of fifty material-focused designer-researchers; four case studies of physical-digital artefacts in outdoor public spaces; a formative creative design workshop with fourteen participants to test the findings from the research. The chief contribution of this thesis to interaction design research is the development of two resources for design research (the Experiential Framework and the Conceptual Materials for Design Research) and the practical application of these new tools as a method for design research in a simulated ā€˜real-worldā€™ creative workshop setting. Both resources are intended to co-exist and be integrated with established design research methods and emerging approaches. Hence, the outputs from this thesis are intended to support designer-researchers from a range of creative design backgrounds to conceptualise and design physical-digital artefacts for urban outdoor public spaces that provide richer interaction paradigms for future city dwellers

    Increasing Access to Outdoor Play for Families of Children with Disabilities

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    Background. There are various benefits, supports, and barriers which contribute to participation in outdoor play for children with disabilities. Rainbow Tree Therapies (RTT) and its community face various accessibility challenges that limit outdoor play participation. Purpose. The purpose of this project was to develop educational materials and resources for families of children with disabilities who have experienced accessibility concerns. Approach. The approach of this project can be divided into 4 activities: (1) evaluation of RTT, (2) creation of accessible garden planters, (3) development of educational materials, and (4) analysis of survey results. Outcomes. There were seven survey responses, all of which identified themselves as parents. Respondents noted the desire to increase community accessibility, specifically including playgrounds as an area of need. Parents ranked high confidence levels in understanding accessibility, advocating for their child, and teaching their child self-advocacy skills following educational lesson participation. Implications. Making community spaces truly accessible and inclusive is a big undertaking that requires collaboration from leaders, professionals, and families. OT practitioners can and should undertake advocacy when considering accessibility, inclusion, and universal design

    VR/Urban: spread.gun - design process and challenges in developing a shared encounter for media faƧades

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    Designing novel interaction concepts for urban environments is not only a technical challenge in terms of scale, safety, portability and deployment, but also a challenge of designing for social configurations and spatial settings. To outline what it takes to create a consistent and interactive experience in urban space, we describe the concept and multidisciplinary design process of VR/Urban's media intervention tool called Spread.gun, which was created for the Media FaƧade Festival 2008 in Berlin. Main design aims were the anticipation of urban space, situational system configuration and embodied interaction. This case study also reflects on the specific technical, organizational and infrastructural challenges encountered when developing media faƧade installations

    Supporting lifelong learners to build personal learning ecologies in daily physical spaces

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    This article presents the results from a questionnaire filled out by 147 lifelong learners with the aim to analyse learning practices of adults, and to recognize patterns of lifelong learners in order to support them with technology. These patterns capture the context in which lifelong learners are more willing to learn, that is, the day of the week, duration, location activity being performed, type of device being used, way to interact with their devices and how these aspects can affect when an adult student takes the initiative to learn. Likewise, this article examines previous publications on surveys, questionnaires and information collected with the same objective, to corroborate and contrast the findings. Moreover, we present a literature review on augmented tangibles for learning identifying potential contexts to orchestrate tangibles depending on the physical space where they are normally used. As an outcome of this work, important research questions are risen to integrate smart learning objects in learner-centred ecologies of resource
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