3,076 research outputs found

    ‘Probing with the prototype’:using a prototype e-participation platform as a digital cultural probe to investigate youth engagement with the environment

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    This study describes how we used a prototype e-participation plat-form as a digital cultural probe to investigate youth motivation and engagement strategies. This is a novel way of considering digital cultural probes which can contribute to the better creation of e-participation platforms. This probe has been conducted as part of the research project STEP which aims at creating an e-participation platform to engage young European Citizens in environmental decision making. Our probe technique has given an insight into the environ-mental issues concerning young people across Europe as well as possible strat-egies for encouraging participation. How the e-participation platform can be utilised to support youth engagement through opportunities for social interac-tion and leadership is discussed. This study leads to a better understanding of how young people can co-operate with each other to provide collective intelli-gence and how this knowledge could contribute to effective e-participation of young people

    GeoCoin:supporting ideation and collaborative design with location-based smart contracts

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    Design and HCI researchers are increasingly working with complex digital infrastructures, such as cryptocurrencies, distributed ledgers and smart contracts. These technologies will have a profound impact on digital systems and their audiences. However, given their emergent nature and technical complexity, involving non-specialists in the design of applications that employ these technologies is challenging. In this paper, we discuss these challenges and present GeoCoin, a location-based platform for embodied learning and speculative ideating with smart contracts. In collaborative workshops with GeoCoin, participants engaged with location-based smart contracts, using the platform to explore digital `debit' and `credit' zones in the city. These exercises led to the design of diverse distributed-ledger applications, for time-limited financial unions, participatory budgeting, and humanitarian aid. These results contribute to the HCI community by demonstrating how an experiential prototype can support understanding of the complexities behind new digital infrastructures and facilitate participant engagement in ideation and design processes

    Amplifying Quiet Voices: Challenges and Opportunities for Participatory Design at an Urban Scale

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    Many Smart City projects are beginning to consider the role of citizens. However, current methods for engaging urban populations in participatory design activities are somewhat limited. In this paper, we describe an approach taken to empower socially disadvantaged citizens, using a variety of both social and technological tools, in a smart city project. Through analysing the nature of citizens’ concerns and proposed solutions, we explore the benefits of our approach, arguing that engaging citizens can uncover hyper-local concerns that provide a foundation for finding solutions to address citizen concerns. By reflecting on our approach, we identify four key challenges to utilising participatory design at an urban scale; balancing scale with the personal, who has control of the process, who is participating and integrating citizen-led work with local authorities. By addressing these challenges, we will be able to truly engage citizens as collaborators in co-designing their city

    Reflections on deploying distributed consultation technologies with community organisations

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    In recent years there has been an increased focus upon developing platforms for community decision-making, and an awareness of the importance of handing over civic platforms to community organisations to oversee the process of decision-making at a local level. In this paper, we detail fieldwork from working with two community organisations who used our distributed situated devices as part of consultation processes. We focus on some of the mundane and often-untold aspects of this type of work: how questions for consultations were formed, how locations for devices were determined, and the ways in which the data collected fed into decision-making processes. We highlight a number of challenges for HCI and civic technology research going forward, related to the role of the researcher, the messiness of decision making in communities, and the ability of community organisations to influence how citizens participate in democratic processes

    Troubling Vulnerability: Designing with LGBT Young People's Ambivalence Towards Hate Crime Reporting

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    HCI is increasingly working with ?vulnerable? people yet there is a danger that the label of vulnerability can alienate and stigmatize the people such work aims to support. We report our study investigating the application of interaction design to increase rates of hate crime reporting amongst Lesbian, Gay, Bisexual and Transgender young people. During design-led workshops participants expressed ambivalence towards reporting. While recognizing their exposure to hate crime they simultaneously rejected ascription as victim as implied in the act of reporting. We used visual communication design to depict the young people?s ambivalent identities and contribute insights on how these fail and succeed to account for the intersectional, fluid and emergent nature of LGBT identities through the design research process. We argue that by producing ambiguous designed texts, alongside conventional qualitative data, we ?trouble? our design research narratives as a tactic to disrupt static and reductive understandings of vulnerability within HCI

    A Process for Co-Designing Educational Technology Systems for Refugee Children

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    There is a growing interest in the potential for technology to facilitate emergency education of refugee children. However, designing in this space requires knowledge of the displaced population and the contextual dynamics surrounding it. Design should therefore be informed by both existing research across relevant disciplines, and from the practical experience of those who are on the ground facing the problem in real life. This paper describes a process for designing appropriate technology for these settings. The process draws on literature from emergency education, student engagement and motivation, educational technology, and participatory design. We emphasise a thorough understanding of the problem definition, the nature of the emergency, and of socio-cultural aspects that can inform the design process. We describe how this process was implemented leading to the design of a digital learning space for children living in a refugee camp in Greece. This drew on involving different groups of participants such as social-workers, parents, and children

    From Creating Spaces for Civic Discourse to Creating Resources for Action

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    In this paper, we investigate the role of technology to address the concerns of a civil society group carrying out community-level consultation on the allocation of £1 million of community funds. We explore issues of devolved decision-making through the evaluation of a sociodigital system designed to foster deliberative virtues. We describe the ways in which this group used our system in their consultation practices. Our findings highlight how they adopted our technology to privilege specific forms of expression, ascertain issues in their community, make use of and make sense of community data, and create resources for action within their existing practices. Based on related fieldwork we discuss the impacts of structuring and configuring tools for ‘talk-based’ consultation in order to turn attention to the potential pitfalls and prospects for designing civic technologies that create resources for action for civil society

    Creating personas for political and social consciousness in HCI design

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    Personas have become an important tool for Human-Computer Interaction professionals. However, they are not immune to limitations and critique, including stereotyping. We suggest that while some of the criticisms to personas are important, the use of personas is open to them in part because of an unquestioned focus on explicating user needs and goals in traditional persona research and creation. This focus, while helping designers, obscures some other potentially relevant aspects. In particular, when the goal of the product or software being designed is associated with social and political goals rather than with bringing a product to the market, it may be relevant to focus personas on political aspirations, social values and the will or capacity of personas to take action. We argue that it is possible when producing personas (and associated scenarios) to partially move away from representing needs and embrace personas which more explicitly represent political or social beliefs and values. We also suggest that a phenomenographic approach to user data analysis is one way to achieve this. We provide empirical evidence for our position from two large-scale European projects, the first one in the area of Social Innovation and the second in the area of eParticipation
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