256 research outputs found
Towards a ubiquitous end-user programming system for smart spaces
This article presents a ruleâbased agent mechanism as the kernel of a ubiquitous
endâuser, UIâindependent programming system. The underlying goal of our work is to allow
endâusers to control and program their environments in a uniform, applicationâindependent
way. The heterogeneity of environments, users and programming skills, as well as the
coexistence of different users and domains of automation in the same environment are some of the main challenges analyzed. For doing so, we present our system and describe some of the realâenvironments, user studies and experiences we have had in the development process.This work has been partially funded by the following projects: HADA (Ministerio de
Ciencia y Educación de España, TIN2007-64718), Vesta (Ministerio de Industria,
Turismo y Comercio de España, TSI-020100-2009-828) y eMadrid (Comunidad de
Madrid, S2009/TIC-1650)
Artful Systems: Investigating everyday practices of family life to inform the design of information technology for the home
This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel University.The research in this thesis was motivated by an interest in understanding the work and effort that goes into organising family homes, with the aim of informing the design of novel information technology for the home. It was undertaken to address a notable absence of in-depth research into domestic
information and communication technology in the fields of Human Computer
Interaction (HCI) and Computer Supported Cooperative Work (CSCW). To that end, this thesis presents an ethnographic study of everyday routines in thirteen family homes. Following an established tradition within
HCI and CSCW, the study applies qualitative fieldwork methods as a means to investigate and interpret the empirical materials. Periods of extended observation and semi-structured interviews with the thirteen families over a three-year period form the basis of the empirical material. The materials are analysed using a hybrid perspective composed of a combination of influences from the study of material culture, to interaction analysis and ethnography. The hybrid analytical perspective draws out insights regarding the
familiesâ mundane practices and the artfully devised solutions they use to organise daily life. Four household activities and artefacts are given specific focus: (i) household list making, (ii) the display qualities of refrigerator doors, (iii) the organisation of household clutter, and (iv) the devising of bespoke solutions in organising home life. Broader findings include the observations that people tailor solutions to meet their needs, that optimum efficiency is not the pre-eminent determinant in what method or artefact people choose to organise themselves and their homes, and that homes determine their
individual characters in part by how everyday tasks and organisation are accomplished. In short, the personal qualities of these mundane practices are
part of what makes a home a home. These findings are used to elicit implications for information technology design, with the aim of encouraging designers of domestic technology to be aware of and respectful towards the idiosyncratic nature of the home, and, wherever possible, to design in such a way as to allow the technology to be
appropriated for familiesâ bespoke tailoring. To evaluate and address this point, two design projects, one on augmented magnets and another on a âmedia bowlâ, are used to develop and test out this approach. Both projects are critically examined to reflect on the efficacy of the design approach and what lessons might be learnt for future studies and design exercises. The
combination of detailed ethnographic fieldwork on family homes combined with the development of experimental design projects is intended to deepen the understanding of the mundane behaviours and everyday routines of family homes, in order to better inform the design of information technology for the
home
Recommended from our members
Entertaining situated messaging at home
Leisure and entertainment-based computing has been traditionally associated with interactive entertainment media and game playing, yet the forms of engagement offered by these technologies only support a small part of how we act when we are at leisure. In this paper, we move away from the paradigm of leisure technology as computer-based entertainment consumption, and towards a broader view of leisure computing. This perspective is more in line with our everyday experience of leisure as an embodied, everyday accomplishment in which people artfully employ the everyday resources in the world around them in carrying out their daily lives outside of work. We develop this extended notion of leisure using data from a field study of domestic communication focusing on asynchronous and situated messaging to explore some of these issues, and develop these findings towards design implications for leisure technologies. Central to our discussion on the normal, everyday and occasioned conduct of leisure lie the notions of playfulness and creativity, the interweaving of the worlds of work and leisure, and in the creation of embodied displays of affect, all of which may be seen manifested in the use of messaging artefacts. This view of technology in support of leisure-in-the-broad is strongly divergent from traditional entertainment computing models in its coupling of the mechanics of the organisation of everyday life to the ways that we make entertainment for ourselves. This recognition allows us to draw specific implications for domestic situated messaging technologies, but also more generally for technology design by tying activities that we tend to regard as purely functional to other multifaceted and leisure-related purposes
The Goths & Other Stories
"In the winter of 476 A.D. the Ostrogoths, hungry and exhausted from wandering for months along the barren confines of the Byzantine Empire, wrote to Emperor Zeno in Constantinople requesting permission to enter the walled city of Epidaurum and just kinda crash and charge their phones. Closer to home, Orpheus walks Eurydice through a suburban refrigerator as a matter of tax planning.
In The Goths & Other Stories, sexual desire, food, space, and anger are distorted; prose fiction, experimental poetry, philosophy, and design theory intersect and breed. The poetics of car accidents, capitalist consumption, and anarchist terrorism unfold at a Southern California car dealership.
Readers of all centuries will feel at home in this book. The smell of seafood and speculative urban planning merge into a 1990s computer game, Abidjan has 12,756 streets with no way to go from one to another, an apocalypse of tax law and classical mythology descends upon suburbia and reveals a medieval theology of design, theater, and light.
The bookâs six stories are set in different times and places â sometimes within the same narrative â but have in common a slippery approach to the boundaries between fiction and theory, between ontological planes, between the comical and the moral. Together they also form a treatise on the nature of writing as a branch of design â one whose medium is easier to reveal than to define.
Coping: Landscapes of the Human Mind
The following novel excerpt and story investigate the ways in which people cope. These works look closely at the way experience affects perception, memory and thought. Characters in these works willingly misinterpret reality and view the world through a lens distorted by their experience. These variations carve pathways in the mind's landscape, restructuring the way the world is understood
The Goths & Other Stories
"In the winter of 476 A.D. the Ostrogoths, hungry and exhausted from wandering for months along the barren confines of the Byzantine Empire, wrote to Emperor Zeno in Constantinople requesting permission to enter the walled city of Epidaurum and just kinda crash and charge their phones. Closer to home, Orpheus walks Eurydice through a suburban refrigerator as a matter of tax planning.
In The Goths & Other Stories, sexual desire, food, space, and anger are distorted; prose fiction, experimental poetry, philosophy, and design theory intersect and breed. The poetics of car accidents, capitalist consumption, and anarchist terrorism unfold at a Southern California car dealership.
Readers of all centuries will feel at home in this book. The smell of seafood and speculative urban planning merge into a 1990s computer game, Abidjan has 12,756 streets with no way to go from one to another, an apocalypse of tax law and classical mythology descends upon suburbia and reveals a medieval theology of design, theater, and light.
The bookâs six stories are set in different times and places â sometimes within the same narrative â but have in common a slippery approach to the boundaries between fiction and theory, between ontological planes, between the comical and the moral. Together they also form a treatise on the nature of writing as a branch of design â one whose medium is easier to reveal than to define.
Artful systems : investigating everyday practices of family life to inform the design of information technology for the home
The research in this thesis was motivated by an interest in understanding the work and effort that goes into organising family homes, with the aim of informing the design of novel information technology for the home. It was undertaken to address a notable absence of in-depth research into domestic information and communication technology in the fields of Human Computer Interaction (HCI) and Computer Supported Cooperative Work (CSCW). To that end, this thesis presents an ethnographic study of everyday routines in thirteen family homes. Following an established tradition within HCI and CSCW, the study applies qualitative fieldwork methods as a means to investigate and interpret the empirical materials. Periods of extended observation and semi-structured interviews with the thirteen families over a three-year period form the basis of the empirical material. The materials are analysed using a hybrid perspective composed of a combination of influences from the study of material culture, to interaction analysis and ethnography. The hybrid analytical perspective draws out insights regarding the familiesâ mundane practices and the artfully devised solutions they use to organise daily life. Four household activities and artefacts are given specific focus: (i) household list making, (ii) the display qualities of refrigerator doors, (iii) the organisation of household clutter, and (iv) the devising of bespoke solutions in organising home life. Broader findings include the observations that people tailor solutions to meet their needs, that optimum efficiency is not the pre-eminent determinant in what method or artefact people choose to organise themselves and their homes, and that homes determine their individual characters in part by how everyday tasks and organisation are accomplished. In short, the personal qualities of these mundane practices are part of what makes a home a home. These findings are used to elicit implications for information technology design, with the aim of encouraging designers of domestic technology to be aware of and respectful towards the idiosyncratic nature of the home, and, wherever possible, to design in such a way as to allow the technology to be appropriated for familiesâ bespoke tailoring. To evaluate and address this point, two design projects, one on augmented magnets and another on a âmedia bowlâ, are used to develop and test out this approach. Both projects are critically examined to reflect on the efficacy of the design approach and what lessons might be learnt for future studies and design exercises. The combination of detailed ethnographic fieldwork on family homes combined with the development of experimental design projects is intended to deepen the understanding of the mundane behaviours and everyday routines of family homes, in order to better inform the design of information technology for the home.EThOS - Electronic Theses Online ServiceGBUnited Kingdo
I+
I+ is a hybrid poetry and short prose manuscript accompanied by a critical essay that explores a non-essentialist journey of self-acceptance and subversion in the face of compulsory heteronormativity and compulsory able-bodiedness. The poems follow the posthuman protagonist âiâ through her engagement to her fiancĂ© âyu,â pregnancy, death, revivification and mutation/mutilation into a posthuman cyborgâthe authorâs literal interpretation of Donna Harawayâs metaphorical social feminist cyborg. âiCarus,â as she is known after her regeneration, is half of the dual-entity âI+.â She shares her brain and first person narration with âmax,â her mechanical counterpart. The poems highlight the female body as a site of heteronormative and able-bodied cultural inscription by imagining the page as iâs skin; the disjointed, repetitive poetics encourage the reader to re-member and rebuild iCarus and maxâs body poem by poem. The prose section displays a similar narrative arc to the poems, but provides further details, so the reader can have a more full (though still partial and incomplete) understanding of I+âs journey, illustrating the feminist concept of multiple or fractured identities. The text ends with iCarusâs acceptance of max as part of her self, the two of them continuing their life as I+
- âŠ