5 research outputs found

    Fail Better: Lessons Learned from a Formative Evaluation of Social Object Labels

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    This paper presents Social Object Labels as an in-gallery commenting platform and reports on a formative evaluation of the concept focusing on visitors' awareness and mental models of the developed prototype. Findings confirm many design assumptions underlying the evaluated prototype but also flag up serious problems resulting in low engagement levels. They suggest a need to de-emphasise optical markers in the user interface, to provide visitors with a clear idea about the potential rewards of engagement and to align the interaction design with users' expectations shaped by the wider interaction environment. The paper concludes with an tentative outlook on future design directions

    Inch-scale interactive displays for social object annotation

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    A design space for social object labels in museums

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    Taking a problematic user experience with ubiquitous annotation as its point of departure, this thesis defines and explores the design space for Social Object Labels (SOLs), small interactive displays aiming to support users' in-situ engagement with digital annotations of physical objects and places by providing up-to-date information before, during and after interaction. While the concept of ubiquitous annotation has potential applications in a wide range of domains, the research focuses in particular on SOLs in a museum context, where they can support the institution's educational goals by engaging visitors in the interpretation of exhibits and providing a platform for public discourse to complement official interpretations provided on traditional object labels. The thesis defines and structures the design space for SOLs, investigates how they can support social interpretation in museums and develops empirically validated design recommendations. Reflecting the developmental character of the research, it employs Design Research as a methodological framework, which involves the iterative development and evaluation of design artefacts together with users and other stakeholders. The research identifies the particular characteristics of SOLs and structures their design space into ten high-level aspects, synthesised from taxonomies and heuristics for similar display concepts and complemented with aspects emerging from the iterative design and evaluation of prototypes. It presents findings from a survey exploring visitors' mental models, preferences and expectations of commenting in museums and translates them into requirements for SOLs. It reports on scenario-based design activities, expert interviews with museum professionals, formative user studies and co-design sessions, and two empirical evaluations of SOL prototypes in a gallery environment. Pulling together findings from these research activities it then formulates design recommendations for SOLs and supports them with related evidence and implementation examples. The main contributions are (i) to delineate and structure the design space for SOLs, which helps to ground SOLs in the literature and understand them as a distinct display concept with its own characteristics; (ii) to explore, for the first time, a visitor perspective on commenting in museums, which can inform research, development and policies on user-generated content in museums and the wider cultural heritage sector; (iii) to develop empirically validated design recommendations, which can inform future research and development into SOLs and related display concept. The thesis concludes by summarising findings in relation to its stated research questions, restating its contributions from ubiquitous computing, domain and methodology perspectives, and discussing open issues and future work

    ‘Subtle’ Technology: Design for Facilitating Face-to-Face Interaction for Socially Anxious People

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    PhD thesisShy people have a desire for social interaction but fear being scrutinised and rejected. This conflict results in attention deficits during face-to-face situations. It can cause the social atmosphere to become ‘frozen’ and shy persons to appear reticent. Many of them avoid such challenges, taking up the ‘electronic extroversion’ route and experiencing real-world social isolation. This research is aimed at improving the social skills and experience of shy people. It establishes conceptual frameworks and guidelines for designing computer-mediated tools to amplify shy users’ social cognition while extending conversational resources. Drawing on the theories of Social Objects, ‘natural’ HCI and unobtrusive Ubiquitous Computing, it proposes the Icebreaker Cognitive-Behavioural Model for applying user psychology to the systems’ features and functioning behaviour. Two initial design approaches were developed in forms of Wearable Computer and evaluated in a separate user-centred study. One emphasised the users’ privacy concerns in the form of a direct but covert display of the Vibrosign Armband. Another focused on low-attention demand and low-key interaction preferences – rendered through a peripheral but overt visual display of the Icebreaker T-shirt, triggered by the users’ handshake and disguised in the system’s subtle operation. Quantitative feedback by vibrotactile experts indicated the armband effective in signalling various types of abstract information. However, it added to the mental load and needed a disproportionate of training time. In contrast, qualitative-based feedback from shy users revealed unexpected benefits of the information display made public on the shirt front. It encouraged immediate and fluid interaction by providing a mutual ‘ticket to talk’ and an interpretative gap in the users’ relationship, although the rapid prototype compromised the technology’s subtle characteristics and impeded the users’ social experience. An iterative design extended the Icebreaker approach through a systematic refinement and resulted in the Subtle Design Principle implemented in the Icebreaker Jacket. Its subtle interaction and display modalities were compared to those of a focal-demand social aid, using a mixed-method evaluation. Inferential analysis results indicated the subtle technology more engaging with users’ social aspirations and facilitating a higher degree of unobtrusive experience. Through the Icebreaker model and Subtle Design Principle, together with the exploratory research framework and study outcome, this thesis demonstrates the advantages of using subtle technology to help shy users cope with the challenges of face-to-face interaction and improve their social experience.RCUK under the Digital Economy Doctoral Training scheme, through MAT programme, EPSRC Doctoral Training Centre EP/G03723X/1
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