172 research outputs found

    Designing and evaluating mobile multimedia user experiences in public urban places: Making sense of the field

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    The majority of the world’s population now lives in cities (United Nations, 2008) resulting in an urban densification requiring people to live in closer proximity and share urban infrastructure such as streets, public transport, and parks within cities. However, “physical closeness does not mean social closeness” (Wellman, 2001, p. 234). Whereas it is a common practice to greet and chat with people you cross paths with in smaller villages, urban life is mainly anonymous and does not automatically come with a sense of community per se. Wellman (2001, p. 228) defines community “as networks of interpersonal ties that provide sociability, support, information, a sense of belonging and social identity.” While on the move or during leisure time, urban dwellers use their interactive information communication technology (ICT) devices to connect to their spatially distributed community while in an anonymous space. Putnam (1995) argues that available technology privatises and individualises the leisure time of urban dwellers. Furthermore, ICT is sometimes used to build a “cocoon” while in public to avoid direct contact with collocated people (Mainwaring et al., 2005; Bassoli et al., 2007; Crawford, 2008). Instead of using ICT devices to seclude oneself from the surrounding urban environment and the collocated people within, such devices could also be utilised to engage urban dwellers more with the urban environment and the urban dwellers within. Urban sociologists found that “what attracts people most, it would appear, is other people” (Whyte, 1980, p. 19) and “people and human activity are the greatest object of attention and interest” (Gehl, 1987, p. 31). On the other hand, sociologist Erving Goffman describes the concept of civil inattention, acknowledging strangers’ presence while in public but not interacting with them (Goffman, 1966). With this in mind, it appears that there is a contradiction between how people are using ICT in urban public places and for what reasons and how people use public urban places and how they behave and react to other collocated people. On the other hand there is an opportunity to employ ICT to create and influence experiences of people collocated in public urban places. The widespread use of location aware mobile devices equipped with Internet access is creating networked localities, a digital layer of geo-coded information on top of the physical world (Gordon & de Souza e Silva, 2011). Foursquare.com is an example of a location based 118 Mobile Multimedia – User and Technology Perspectives social network (LBSN) that enables urban dwellers to virtually check-in into places at which they are physically present in an urban space. Users compete over ‘mayorships’ of places with Foursquare friends as well as strangers and can share recommendations about the space. The research field of Urban Informatics is interested in these kinds of digital urban multimedia augmentations and how such augmentations, mediated through technology, can create or influence the UX of public urban places. “Urban informatics is the study, design, and practice of urban experiences across different urban contexts that are created by new opportunities of real-time, ubiquitous technology and the augmentation that mediates the physical and digital layers of people networks and urban infrastructures” (Foth et al., 2011, p. 4). One possibility to augment the urban space is to enable citizens to digitally interact with spaces and urban dwellers collocated in the past, present, and future. “Adding digital layer to the existing physical and social layers could facilitate new forms of interaction that reshape urban life” (Kjeldskov & Paay, 2006, p. 60). This methodological chapter investigates how the design of UX through such digital placebased mobile multimedia augmentations can be guided and evaluated. First, we describe three different applications that aim to create and influence the urban UX through mobile mediated interactions. Based on a review of literature, we describe how our integrated framework for designing and evaluating urban informatics experiences has been constructed. We conclude the chapter with a reflective discussion on the proposed framework

    Erotic Aspects of Everyday Life as a Challenge for Ubiquitous Computing

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    In this paper we discuss how interactive technology disables or enables erotic aspects of everyday life, and we discuss a number of design concepts in order to relate erotic aspects to the issue of visibility versus invisibility in ambient computing. This discussion has general relevance for the study of residual categories in ubiquitous computing

    "Like a candy shop with forbidden fruits": Exploring Sexual Desire of Cohabiting Millennial Couples with Technology

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    Many cohabiting millennials report dissatisfaction about declining levels of sexual desire. Barriers such as desire discrepancy, lack of communication, changing needs, and habituality interfere with sexual desire and relationship satisfaction. This paper explores whether technology has a role in supporting and increasing sexual desire or developing an understanding of different individual needs towards sexual desire within couples’ relationships and how it can do so. To explore this, we conducted a survey (n=77) and interview study (n=12). Results show that participants wanted a shared, dedicated, and protected space to playfully explore their individual desire with each other. They felt technology could facilitate a better understanding of their evolving needs as a couple, motivate open sexual communication, bring spontaneity, and hands-on exploration; however, technology should not inflict judgement or obligations on desire levels; it should help to understand and situate differing needs in a relationship meaningfully. We share our reflections on the role of technology and raise important considerations in such technology design

    Staying with the Trouble through Design: Critical-feminist Design of Intimate Technology

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    This dissertation explores staying with the trouble through design as a design theory of intimacy and intimate technology. To research and design with the subject of intimacy is to trouble and to ask for trouble, and by staying with the trouble of intimacy, to paraphrase Donna Haraway, I articulate and perform a way of designing not as a way out of trouble, but as a way of making trouble and staying with the trouble. I argue that by staying with the trouble, designers may learn to be “truly present” and respond to social, cultural and political issues of intimate technology.The methodology interweaves design research, feminist technoscience, critical theory and software studies into a critical-feminist design methodology. As a response to design and designing intimate technology I have engaged in Donna Haraway’s “Staying with the Trouble” (Donna J. Haraway 2016) and solutionism as a critique of technology development, as well as feminist theories on fantasies of “the good life” and gender and technology, and critical theories on the role of intimacy in digital culture.Within the field of interaction design research, this dissertation’s contribution can be divided into three parts: 1) an exploration of the role of intimate technologies in our everyday lives and ways of being, 2) a critical and feminist design methodology of staying with the trouble through design, and 3) design proposals that stay with the trouble of designing with intimacy.My design research has evolved through four design projects that interweave different intimate topics and technologies through varied design practices: 1. PeriodShare: an internet-connected menstrual cup. 2. Marcelle: a wearable sex toy reacting on wifi-activity. 3. Ingrid: a woman living with electromagnetic hypersensitivity. And 4. Intimate Futures: two digital personal assistants where one is pushing back on sexual harassment and the other is assisting with hormone level tracking.The main contribution of the dissertation is the design methodology staying with the trouble through design, which is an anti-solutionist approach to design that interweaves the situated, personal and political role of design. By responding to/with trouble, rather than designing solutions to problems, staying with the trouble through design aims to better understand the conflicts and responsibilities involved in complex social, cultural and political issues, in order to imagine and design still possible futures. The design methodology interweaves three practices that unfold the self-reflective, ethnographic and collaborative process of staying with the trouble through design. The first practice, the willful practice of Staying with the Wrong, is a continuous process of becoming a feminist designer and it includes actively learning to be present; question the given as given, stay with the feelings you wish would go away, continuously practice self-reflection on own positionality and using feminist humour when designing with taboos. The second practice, Curious Visiting, encourages the designer to go beyond their own positionality, by listening to stories of pleasure and pain and visiting ongoing pasts and alternatives nows. This challenges the designer’s notion of the present by interweaving fact and fiction, and it highlights that this practice is never innocent but involves risks. Lastly, the third practice Collective Imagining highlights how design by proposing future change can respond to and/or with trouble and how we collectively can engage with futures to rewrite collective imaginings and tell other possible stories within and across social and cultural contexts. Together, these three interwoven practices propose a way of staying with the trouble through design, as a feminist contribution to current critical approaches within interaction design.

    Annual Report 2019-2020

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    LETTER FROM THE DEAN As I write this letter wrapping up the 2019-20 academic year, we remain in a global pandemic that has profoundly altered our lives. While many things have changed, some stayed the same: our CDM community worked hard, showed up for one another, and continued to advance their respective fields. A year that began like many others changed swiftly on March 11th when the University announced that spring classes would run remotely. By March 28th, the first day of spring quarter, we had moved 500 CDM courses online thanks to the diligent work of our faculty, staff, and instructional designers. But CDM’s work went beyond the (virtual) classroom. We mobilized our makerspaces to assist in the production of personal protective equipment for Illinois healthcare workers, participated in COVID-19 research initiatives, and were inspired by the innovative ways our student groups learned to network. You can read more about our response to the COVID-19 pandemic on pgs. 17-19. Throughout the year, our students were nationally recognized for their skills and creative work while our faculty were published dozens of times and screened their films at prestigious film festivals. We added a new undergraduate Industrial Design program, opened a second makerspace on the Lincoln Park Campus, and created new opportunities for Chicago youth. I am pleased to share with you the College of Computing and Digital Media’s (CDM) 2019-20 annual report, highlighting our collective accomplishments. David MillerDeanhttps://via.library.depaul.edu/cdmannual/1003/thumbnail.jp

    Sex Dolls at Sea

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    Investigating and reimagining the origin story of the sex doll through the tale of the sailor's dames de voyage. The sex doll and its high-tech counterpart the sex robot have gone mainstream, as both the object of consumer desire and the subject of academic study. But sex dolls, and sexual technology in general, are nothing new. Sex dolls have been around for centuries. In Sex Dolls at Sea, Bo Ruberg explores the origin story of the sex doll, investigating its cultural implications and considering who has been marginalized and who has been privileged in the narrative. Ruberg examines the generally accepted story that the first sex dolls were dames de voyage, rudimentary figures made of cloth and leather scraps by European sailors on long, lonely ocean voyages in centuries past. In search of supporting evidence for the lonesome sailor sex doll theory, Ruberg uncovers the real history of the sex doll. The earliest commercial sex dolls were not the dames de voyage but the femmes en caoutchouc: “women” made of inflatable vulcanized rubber, beginning in the late nineteenth century. Interrogating the sailor sex doll origin story, Ruberg finds beneath the surface a web of issues relating to gender, sexuality, race, and colonialism. What has been lost in the history of the sex doll and other sex tech, Ruberg tells us, are the stories of the sex workers, women, queer people, and people of color whose lives have been bound up with these technologies

    Power and transgression: margins, crossings and monstrous women in selected works of Bharati Mukherjee and Angela Carter

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    This study focuses on power and transgression in selected works of two disparate authors, Bharati Mukherjee and Angela Carter. Despite their differences of origins, cultures and styles, both writers articulate a vision of transgressive, unruly women, often situated at society's edges, who dare to challenge boundaries and who are capable of monstrous, larger-than-life acts. Setting these two authors side by side illuminates how the margins can unleash an energetic potency and reveals how transgression produces a liberatory effect that both unsettles power and provides a necessary advantage for those who wish to inhabit the space of power. Three main areas of investigation are covered. The initial section addresses people at the 'Margins' in terms of Carter's use of the carnivalesque and Mukherjee's application of chaos theory; unexpected confluences emerge which paradoxically speak to the symbolic force of those cast to the side or consigned to the edges, suggesting that the margins themselves can become places of power. The section on 'Crossings' looks at transgression both literally, as a crossing over from one space to another, and metaphorically, as a violation of normative codes of behaviour. For both authors, crossings of one kind or another, whether metaphoric, literal, or textual, foreground a transgressive edge. An analysis of the texts reveals how, in very different ways, Mukherjee and Carter articulate transgression as contesting established authority and creating space for a divergent form of ascendancy. The final section on 'Monstrous Women' deals with how women and foreigners are framed as 'freaks' or monsters in order to devalue their significance within hegemonic patriarchal structures. Ironically, this framing can be recuperated so that it simultaneously subverts power through parody, excess and violence, and creates a gap for accessing it. Borders, gaps and crossings underpin this entire study and drive the rationale for reading these two authors together, revealing the spaces between them, and how they criss-cross, meet, collide or fail to align. The journey of this thesis has travelled a counterpath: it has demanded openness to the encounter with the unexpected, resulting in the discovery of insights, and being surprised and enlightened by unsuspected alliances and evocative mismatches
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