61 research outputs found

    East Bay Coalition for the Homeless: Branding Study and Marketing Strategy

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    There are a number of potential positioning strategies. The two which make the most sense for the EBCH are to “position the EBCH away from others in the category” and to “position the EBCH as unique.” These strategies have the advantage of setting the EBCH apart from the other organizations that address homelessness. Occupying its own “position” in the minds of potential and current donors is not only an effective communications/marketing strategy but also a less costly one because it avoids head-to-head competition and comparisons

    East Bay Coalition for the Homeless Project: Final Report

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    The report suggests strategies that can be incorporated into the current work flow and builds upon the current work of the EBCH. The report also presents ways in which to create a more efficient platform for completing marketing tasks, creating opportunities for awareness and knowledge of the EBCH, and increasing consideration of the EBCH as a potential donation focus

    Digital Fabrication Approaches for the Design and Development of Shape-Changing Displays

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    Interactive shape-changing displays enable dynamic representations of data and information through physically reconfigurable geometry. The actuated physical deformations of these displays can be utilised in a wide range of new application areas, such as dynamic landscape and topographical modelling, architectural design, physical telepresence and object manipulation. Traditionally, shape-changing displays have a high development cost in mechanical complexity, technical skills and time/finances required for fabrication. There is still a limited number of robust shape-changing displays that go beyond one-off prototypes. Specifically, there is limited focus on low-cost/accessible design and development approaches involving digital fabrication (e.g. 3D printing). To address this challenge, this thesis presents accessible digital fabrication approaches that support the development of shape-changing displays with a range of application examples – such as physical terrain modelling and interior design artefacts. Both laser cutting and 3D printing methods have been explored to ensure generalisability and accessibility for a range of potential users. The first design-led content generation explorations show that novice users, from the general public, can successfully design and present their own application ideas using the physical animation features of the display. By engaging with domain experts in designing shape-changing content to represent data specific to their work domains the thesis was able to demonstrate the utility of shape-changing displays beyond novel systems and describe practical use-case scenarios and applications through rapid prototyping methods. This thesis then demonstrates new ways of designing and building shape-changing displays that goes beyond current implementation examples available (e.g. pin arrays and continuous surface shape-changing displays). To achieve this, the thesis demonstrates how laser cutting and 3D printing can be utilised to rapidly fabricate deformable surfaces for shape-changing displays with embedded electronics. This thesis is concluded with a discussion of research implications and future direction for this work

    Gendered Design in STEAM (Science, Technology, Engineering, Arts, and Mathematics) in lower- and middle-income countries (LMIC)

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    The Gendered Design in STEAM (GDS) research Program subsumed the approaches of design, arts, and social sciences to enhance gender aware and inclusive research amongst twenty academic teams of Science, Technology, Engineering, Arts and Mathematics (STEAM) located in lower- and middle-income countries (LMICs). The empirical exploration supported the emergence of a transdisciplinary area of research and practice which we defined as ‘gendered design’. The key factors that proved crucial to overcome the disciplinary boundaries and catalyse processes of empowerment were: theoretical and methodological openness, design-driven strategies, and experimentations, as well as a holistic and affective approach to collaborations and relationships

    Enabling Collaborative Visual Analysis across Heterogeneous Devices

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    We are surrounded by novel device technologies emerging at an unprecedented pace. These devices are heterogeneous in nature: in large and small sizes with many input and sensing mechanisms. When many such devices are used by multiple users with a shared goal, they form a heterogeneous device ecosystem. A device ecosystem has great potential in data science to act as a natural medium for multiple analysts to make sense of data using visualization. It is essential as today's big data problems require more than a single mind or a single machine to solve them. Towards this vision, I introduce the concept of collaborative, cross-device visual analytics (C2-VA) and outline a reference model to develop user interfaces for C2-VA. This dissertation covers interaction models, coordination techniques, and software platforms to enable full stack support for C2-VA. Firstly, we connected devices to form an ecosystem using software primitives introduced in the early frameworks from this dissertation. To work in a device ecosystem, we designed multi-user interaction for visual analysis in front of large displays by finding a balance between proxemics and mid-air gestures. Extending these techniques, we considered the roles of different devices–large and small–to present a conceptual framework for utilizing multiple devices for visual analytics. When applying this framework, findings from a user study showcase flexibility in the analytic workflow and potential for generation of complex insights in device ecosystems. Beyond this, we supported coordination between multiple users in a device ecosystem by depicting the presence, attention, and data coverage of each analyst within a group. Building on these parts of the C2-VA stack, the culmination of this dissertation is a platform called Vistrates. This platform introduces a component model for modular creation of user interfaces that work across multiple devices and users. A component is an analytical primitive–a data processing method, a visualization, or an interaction technique–that is reusable, composable, and extensible. Together, components can support a complex analytical activity. On top of the component model, the support for collaboration and device ecosystems comes for granted in Vistrates. Overall, this enables the exploration of new research ideas within C2-VA
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