8 research outputs found

    Refining Design Principles for Value-Sensitive Digital Social Innovation to Support Homeless Neighbors

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    Homelessness is a major global challenge. It can have a negative impact on people’s social, physical, and psychological well-being, which makes those experiencing homelessness a particularly vulnerable group in society. Digital social innovations (DSIs) try to address social issues such as homelessness with the help of digital solutions. Since homeless neighbors are vulnerable, DSIs need to be designed and developed to fit their values and needs. Prior research has contributed design principles (DPs) to be acted upon for the creation of value-sensitive DSIs. However, these DPs have only been abstracted based on one action design research project, implicating a low projectability level. By analyzing these DPs’ fitness within currently available DSI applications to support homeless neighbors, we further codify, generalize, and refine them, inducing higher projectability. Researchers and practitioners can draw on our refined DPs to better understand value-sensitive DSI projects and simultaneously use this knowledge for instantiations

    The skype paradox:Homelessness and selective intimacy in the use of communications technology

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    Digital technologies are likely to be appropriated by the homeless just as they are by other segments of society. However, these appropriations will reflect the particularities of their circumstances. What are these appropriations? Are they beneficial or effective? Can Skype, as a case in point, assuage the social disconnection that must be, for many, the experience of being homeless? This paper analyses some evidence about these questions and, in particular, the ways communications media are selected, oriented to and accounted for by the homeless young. Using data from a small corpus of interviews, it examines the specific ways in which choice of communication (face-to-face, social media, or video, etc.), are described by these individuals as elected for tactical and strategic reasons having to do with managing their family relations. These relations are massively important both in terms of how communications media are deployed, and in terms of being one of the sources of the homeless state the young find themselves in. The paper examines some of the methodical ways these issues are articulated and the type of ‘causal facticity’ thereby constituted in interview talk. The paper also remarks on the paradoxical problem that technologies like Skype provide: at once allowing people in the general to communicate but in ways that the homeless young want to resist in the particular. The consequences of this for the shaping of communications technology in the future are remarked upon. © John Benjamins Publishing Company

    Provocations from #vanlife: Investigating Life and Work in a Community Extensively Using Technology Not Designed for Them

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    Research on how lived experiences with technology intersect with home and work are core themes within HCI. Prior work has primarily focused on conventional life and work in Western countries. However, the unconventional is becoming conventional—several rising subcultures are coming into prominence due to socio-economic pressures, aided by social media. One example—#vanlife—is now practised by an estimated three million people in North America. #vanlife combines travel, home, and work by their occupants (vanlifers) living full-time in cargo vans that they usually convert themselves into living spaces. We present a portrait of vanlifers’ current technology practices gleaned through ~200 hours of fieldwork and interviews. Following a thematic analysis of our data, we identified unique opportunities for integrating technology across culture, design, homesteading, offline organization, and gaming. We have distilled these opportunities into eleven provocations to inspire critical design and informed inquiry for technological interventions for #vanlife.Funder 1, NSERC Discovery Grant 2016-04422 || Funder 2, NSERC Discovery Accelerator Grant 492970-2016 || Funder 3, NSERC CREATE Saskatchewan-Waterloo Games User Research (SWaGUR) Grant 479724-2016 || Funder 4, Ontario Early Researcher Award ER15-11-18

    Practical, appropriate, empirically-validated guidelines for designing educational games

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    There has recently been a great deal of interest in the potential of computer games to function as innovative educational tools. However, there is very little evidence of games fulfilling that potential. Indeed, the process of merging the disparate goals of education and games design appears problematic, and there are currently no practical guidelines for how to do so in a coherent manner. In this paper, we describe the successful, empirically validated teaching methods developed by behavioural psychologists and point out how they are uniquely suited to take advantage of the benefits that games offer to education. We conclude by proposing some practical steps for designing educational games, based on the techniques of Applied Behaviour Analysis. It is intended that this paper can both focus educational games designers on the features of games that are genuinely useful for education, and also introduce a successful form of teaching that this audience may not yet be familiar with

    Homeless young people and living with personal digital artifacts

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    This paper reports on an investigation of how homeless young people hold themselves in relation to personal digital artifacts. Twelve participants, aged 19-29, took part in semi-structured interviews. Participants answered questions about the acquisition and disposition of personal artifacts, digital and non-digital, including mobile phones, music players, and wallets. The analysis of the interview transcripts reveals that young people often part with their digital artifacts in order to meet immediate needs, including the need to create and reciprocate goodwill. This contingent holding of personal artifacts illuminates both the ordinary and extraordinary circumstances of homelessness. The paper concludes with a discussion of constraints and implications for the design of information systems for improving the welfare of homeless young people. Author Keywords Homeless young people, attachment, personal digita
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