48,994 research outputs found

    Mapping, sensing and visualising the digital co-presence in the public arena

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    This paper reports on work carried out within the Cityware project using mobile technologies to map, visualise and project the digital co-presence in the city. This paper focuses on two pilot studies exploring the Bluetooth landscape in the city of Bath. Here we apply adapted and ‘digitally augmented’ methods for spatial observation and analysis based on established methods used extensively in the space syntax approach to urban design. We map the physical and digital flows at a macro level and observe static space use at the micro level. In addition we look at social and mobile behaviour from an individual’s point of view. We apply a method based on intervention through ‘Sensing and projecting’ Bluetooth names and digital identity in the public arena. We present early findings in terms of patterns of Bluetooth flow and presence, and outline initial observations about how people’s reaction towards the projection of their Bluetooth names practices in public. In particular we note the importance of constructing socially meaningful relations between people mediated by these technologies. We discuss initial results and outline issues raised in detail before finally describing ongoing work

    Exploring the methods of autophotography and photointerviews: children taking pictures of science and technology.

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    In this paper we discuss the methods of auto-photography and photo-interviews. The benefits and disadvantages of using these methods with young children are examined in relation to a photographic study we conducted in a rural two-teacher primary school (years 1-8) to explore children's perceptions of science and technology (Moreland & Cowie, 2004). Combined, the photographs and the photo-interviews provided a unique insight into children's thinking about science and technology. They proved useful for accessing different viewpoints, as children took photographs at school, at home and in their communities. As methods, auto-photography and photo-interviews newly exposed the issues and challenges inherent in qualitative research, especially the need for the research process and the researcher to be open to the unexpected and surprising

    Promising Beginning? Evaluating Museum Mobile Phone Apps

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    Since 2009 museums have started introducing mobile apps in their range of interpretative media and visitor services. As mobile technology continues to develop and permeate all aspects of our life, and the capabilities of smart phones increase while they become more accessible and popular, new possibilities arise for cultural institutions to exploit these tools for communicating in new ways and promoting their exhibitions and programmes. The use of mobile apps opens up new channels of communication between the cultural institution and the user, which extent to his or her personal space and go beyond the boundaries of the museum’s walls. The paper presents a survey carried out of mobile apps designed by art or cultural historical museums and analyses the wider issues which are raised by the findings. It discusses, among others, the kind of use these apps were designed to fulfil (e.g. the majority are guided tours to the permanent collections or to temporary exhibitions), the layering of content,and the type of user interaction and involvement they support

    Technology use in everyday life: Implications for designing for older users

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    This study examines the experience and attitudes of older adults towards technology and how they compare with younger age groups. Two hundred and thirty seven participants completed an extensive questionnaire exploring their daily lifestyle, use of technology, attitudes towards technology, and perceived difficulty of household devices. The main findings from the study were; (1) there was a strong motivation to learn or to continue learning to use computers by the older group; (2) social connectedness influenced how the older group used or would like to use technology and also why some preferred not to use it; and finally (3) there was an age-related increase in perceived difficulty for many household devices, however some devices maintained intergenerational usability. These finding can be used to inform the design of future intergenerational household technologies

    Public and Situated Displays to Support Communities

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    This workshop will bring together researchers and practitioners working with public displays in communities to share experiences and to identify research themes and issues arising from social and community use of public and situated displays, while increasing awareness of various relevant projects and encouraging collaboration

    Smartphones

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    Many of the research approaches to smartphones actually regard them as more or less transparent points of access to other kinds of communication experiences. That is, rather than considering the smartphone as something in itself, the researchers look at how individuals use the smartphone for their communicative purposes, whether these be talking, surfing the web, using on-line data access for off-site data sources, downloading or uploading materials, or any kind of interaction with social media. They focus not so much on the smartphone itself but on the activities that people engage in with their smartphones

    Alternative Presents and Speculative Futures: Designing fictions through the extrapolation and evasion of product lineages.

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    The core question addressed by this invited keynote and conference paper is how fictions are designed to negotiate, critique and realise the multiplicity of possible new technological futures. Focusing on methods, processes and strategies the presentation initially describes how things/technologies become products, employing the perspective of domestication to describe the transition from extraordinary to everyday. This development suggests a product history, a traceable lineage that goes back through generations, each one a small iteration of the previous. By modelling this lineage, design fictions can do two things: 1. Project current emerging technological development to create Speculative Futures: hypothetical products of tomorrow. 2. Break free of the lineage to speculate on Alternative Presents. These fictions effectively act as cultural litmus paper, either offering vignettes of how it might be to live with the technology in question or challenging contemporary applications of technology through demonstrable alternatives. The presentation focused on how these two types of fiction are created, how they differ from science fiction, other modes of future thinking and technological critique - more specifically how both methodologies utilise designed artefacts. What informs the development, aesthetics, behaviour, interactions and function of these objects? Once created, how and where do they operate? How can we gauge and understand their impact and meaning? As a consequence of the presentation Auger was invited to run workshops and projects in Basel (Hochschule fĂŒr Gestaltung und Kunst) and HEAD (Haute Ă©cole d’art et de design), Geneva and is advising on the design of a new masters programme at the Basel Hochschule
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