154,507 research outputs found
Recommended from our members
Entertaining situated messaging at home
Leisure and entertainment-based computing has been traditionally associated with interactive entertainment media and game playing, yet the forms of engagement offered by these technologies only support a small part of how we act when we are at leisure. In this paper, we move away from the paradigm of leisure technology as computer-based entertainment consumption, and towards a broader view of leisure computing. This perspective is more in line with our everyday experience of leisure as an embodied, everyday accomplishment in which people artfully employ the everyday resources in the world around them in carrying out their daily lives outside of work. We develop this extended notion of leisure using data from a field study of domestic communication focusing on asynchronous and situated messaging to explore some of these issues, and develop these findings towards design implications for leisure technologies. Central to our discussion on the normal, everyday and occasioned conduct of leisure lie the notions of playfulness and creativity, the interweaving of the worlds of work and leisure, and in the creation of embodied displays of affect, all of which may be seen manifested in the use of messaging artefacts. This view of technology in support of leisure-in-the-broad is strongly divergent from traditional entertainment computing models in its coupling of the mechanics of the organisation of everyday life to the ways that we make entertainment for ourselves. This recognition allows us to draw specific implications for domestic situated messaging technologies, but also more generally for technology design by tying activities that we tend to regard as purely functional to other multifaceted and leisure-related purposes
Workplace Surfaces as Resource for Social Interactions
Space and spatial arrangements play an important role in our everyday social interactions. The way we use and manage our surrounding space is not coincidental, on the contrary, it reflects the way we think, plan and act. Within collaborative contexts, its ability to support social activities makes space an important component of human cognition in the post-cognitive era. As technology designers, we can learn a lot by rigorously understanding the role of space for the purpose of designing collaborative systems. In this paper, we describe an ethnographic study on the use of workplace surfaces in design studios. We introduce the idea of artful surfaces. Artful surfaces are full of informative, inspirational and creative artefacts that help designers accomplish their everyday design practices. The way these surfaces are created and used could provide information about how designers work. Using examples from our fieldwork, we show that artful surfaces have both functional and inspirational characteristics. We indentify four types of artful surfaces: personal, shared, project-specific and live surfaces. We believe that a greater insight into how these artful surfaces are created and used could lead to better design of novel display technologies to support designers' everyday work
Situating graphs as workplace knowledge
We investigate the use and knowledge of graphs in the context of a large industrial factory. We are particularly interested in the question of "transparency", a question that has been extensively considered in the general literature on tool use, and more recently, by Michael Roth and his colleagues in the context of scientific work. Roth uses the notion of transparency to characterise instances of graph use by highly educated scientists in cases where the context was familiar: the scientists were able to read the situation "through" the graph. This paper explores the limits of the validity of the transparency metaphor. We present two vignettes of actual graph use by a factory worker, and contrast his actions and knowledge with that of a highly-qualified process engineer working on the same production line. We note that in neither case were the graphs transparent. We argue that a fuller account that describes a spectrum of transparency is needed, and we seek to achieve this by adopting some elements of a semiotic approach that enhance a strictly activity-theoretical view
Brainatwork: Logging Cognitive Engagement and Tasks in the Workplace Using Electroencephalography
Today's workplaces are dynamic and complex. Digital data sources such as email and video conferencing aim to support workers but also add to their burden of multitasking. Psychophysiological sensors such as Electroencephalography (EEG) can provide users with cues about their cognitive state. We introduce BrainAtWork, a workplace engagement and task logger which shows users their cognitive state while working on different tasks. In a lab study with eleven participants working on their own real-world tasks, we gathered 16 hours of EEG and PC logs which were labeled into three classes: central, peripheral and meta work. We evaluated the usability of BrainAtWork via questionnaires and interviews. We investigated the correlations between measured cognitive engagement from EEG and subjective responses from experience sampling probes. Using random forests classification, we show the feasibility of automatically labeling work tasks into work classes. We discuss how BrainAtWork can support workers on the long term through encouraging reflection and helping in task scheduling
E-reading in organizations: Users' satisfaction and preference
This paper defines electronic reading (e-reading) and then continues to discuss the diverse definitions of the main resource of e-reading, which are, electronic books (e-books). It then proceeds to describe the formats and standards of existing e-book initiatives, which are gaining wider interest since the introduction of portable electronic reading devices and software-based readers that provide users with a more realistic book reading experience. Advantages, disadvantages, and problems with paper-based reading are also explained. In addition, a study concerning an evaluation of e-reading satisfaction is
described. Three different e-book formats (LIT, PDF, and HTML) were utilised to accomplish the primary aims of the study, which were to identify the most preferred format, associated software-based reader (Microsoft Reader, Adobe Acrobat Reader, Internet Explorer), and the potential of e-reading in the workplace. Based on a proposed preferred index, the results seem to suggest that Microsoft Reader is
more preferable when compared to the other two. However, most participants preferred reading on paper rather than on screen. Although this was the case, some participants would e-read depending on resources and situations
Recommended from our members
PaperChain: A Collaborative Healthcare System Grounded in Field Study Work
In this extended abstract we summarise our recent experiences of designing and deploying PaperChain, a system to support real-time information sharing in healthcare work. A guiding principle has been the development of a deep understanding of the work as the foundation for effective system design. We summarise the field work that motivated the development of PaperChain, some of the key findings and the resulting system. We briefly reflect on the benefits gained from undertaking substantial HCI work in the design of a healthcare system
Motivating physical activity at work: using persuasive social media extensions for simple mobile devices
Powerful behaviour change programmes can be developed through a combination of very simple, accessible technology, and an understanding of the psychological processes that drive behaviour change. We present a study in which very basic digital pedometers were used to record the number of steps taken by participants over the course of a normal working day. A Facebook application, named Step Matron, was utilised to provide a social and competitive context for pedometer readings. We were particularly interested in whether interactions between users via the application more successfully motivated physical activity than simply recording daily step counts in a similar application. Ten participants (1 male), all nurses working in a UK hospital, used the application across two conditions over the course of the study. In the socially-enabled condition, participants could view each other’s step data and make comparisons and comments. In the non-social condition, participants could only view their own personal step data. A significant increase in step activity was observed in the socially enabled condition. Our findings highlight the potential of social media as a means for generating positive behaviour change. They also suggest that simple mobile devices can function as an inexpensive, accessible and powerful trigger towards this behaviour change without necessitating the use of overly complex and expensive mobile applications or device
The Family Window: Perceived Usage and Privacy Concerns
Families have a strong need to connect with their loved ones over distance. However, most technologies do not provide the same feelings of connectedness that one feels from seeing remote family members. Hence our goal was to understand if a video connection, in the form of a media space, could help families feel more connected. To answer this, we designed a video media space called the Family Window and deployed it within the homes of two families for eight months and four families for five weeks. We also interviewed 16 individuals to obtain additional feedback about the system and to learn about their privacy concerns
- …