8 research outputs found
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User Experience for Elephants: Researching Interactive Enrichment through Design and Craft
This thesis explores the challenge for humans of designing and crafting interactive enrichment systems for elephants housed in captivity.
Captive elephants may have limited opportunity to express a full range of natural behaviours and therefore benefit from well-designed environmental enrichment. We asked whether technology could support the design and development of novel enrichment for elephants and investigated what kinds of technology-enabled systems would hold their interest. Crucially, these systems were designed to provide the elephants with opportunities to make and enact choices – giving them more control over what happened in their environment.
After researching wild elephant lifestyle and characteristics, our fieldwork started with an ethnographic study of captive elephants. We then followed an exploratory approach: Research through Design and Craft. Over several years, a range of interactive systems were crafted for elephants. Each device included embedded technology that enabled elephant interactions to be captured and mapped to associated system outputs. Elephants and their keepers were involved in this cyclical process, and the elephants’ reactions to the devices were noted and interpreted, giving rise to insights that informed the subsequent designs.
Analysis of the design and development of the enrichment systems revealed important interface attributes and design considerations that we describe in this document. Finally, we offer five contributions for the ACI community: (i) Research through Design and Craft methodology, which was developed and tested over several years; (ii) ZooJam workshops, which were organised with colleagues over three years; (iii) six key principles of interaction design for ACI development – consistency, differentiation, graduation, specificity, multiplicity and affordance; (iv) an exploration of More than Human Aesthetics focusing on performative aesthetics; (v) a prototype deck of Concept Craft Cards that share theoretical and practical topics with other designers and developers
Design revolutions: IASDR 2019 Conference Proceedings. Volume 4: Learning, Technology, Thinking
In September 2019 Manchester School of Art at Manchester Metropolitan University was honoured to host the bi-annual conference of the International Association of Societies of Design Research (IASDR) under the unifying theme of DESIGN REVOLUTIONS. This was the first time the conference had been held in the UK. Through key research themes across nine conference tracks – Change, Learning, Living, Making, People, Technology, Thinking, Value and Voices – the conference opened up compelling, meaningful and radical dialogue of the role of design in addressing societal and organisational challenges. This Volume 4 includes papers from Learning, Technology and Thinking tracks of the conference
Enhancing Free-text Interactions in a Communication Skills Learning Environment
Learning environments frequently use gamification to enhance user interactions.Virtual characters with whom players engage in simulated conversations often employ prescripted dialogues; however, free user inputs enable deeper immersion and higher-order cognition. In our learning environment, experts developed a scripted scenario as a sequence of potential actions, and we explore possibilities for enhancing interactions by enabling users to type free inputs that are matched to the pre-scripted statements using Natural Language Processing techniques. In this paper, we introduce a clustering mechanism that provides recommendations for fine-tuning the pre-scripted answers in order to better match user inputs
Out of sight, out of mind: accessibility for people with hidden disabilities in museums and heritage sites
As of 2020, an estimated 14.1 million residents of the United Kingdom reported a disability (DWP 2020). Within this population, approximately 6.1 million people have a hidden disability (Buhalis and Michopoulou 2011). These hidden disabilities range widely, from neurodiverse conditions like autism and dyslexia to long term chronic conditions such as fibromyalgia and arthritis. Due to the wide range of disabilities and their impact on a disabled person’s life, they have generally been underrepresented in accessibility studies.
This thesis uncovers the accessibility needs of people with hidden disabilities, specifically in museums and heritage sites where they have heretofore mostly been overlooked. I utilise semi-structured interviews and correspondence with people with hidden disabilities, as well as participant-led experiences through three case study sites in Northern England, to understand the barriers they face. Their experiences help me expose the importance of passive accessibility – accessibility measures built directly into an exhibition design, such as adequate lighting and personal interpretation boards.
Additionally, this thesis aims to understand the cultural forces that prevent or support accessibility-related improvements to such sites from taking place. By studying the cultural make-up of each case study organisation through ethnographic observations of the staff at these sites, institutional roadblocks to enacting accessibility-related adjustments are revealed. Specifically, the lack of communication at these sites presents a significant barrier to enacting accessibility suggestions from disabled visitors.
Tying together the themes of active/passive accessibility and lack of communication is the theme of gaps in disability awareness, by which I mean that heritage organisations do not wilfully create these barriers to inclusion, and yet they create them still because they simply do not realise these things. Filling these gaps opens up countless possibilities for improving accessibility not only for people with hidden disabilities but for all visitors and staff at museums and heritage sites