256 research outputs found

    Towards a ubiquitous end-user programming system for smart spaces

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    This article presents a rule–based agent mechanism as the kernel of a ubiquitous end–user, UI–independent programming system. The underlying goal of our work is to allow end–users to control and program their environments in a uniform, application–independent 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 real–environments, 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 EducaciĂłn 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

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    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 families’ 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 families’ bespoke tailoring. To evaluate and address this point, two design projects, one on augmented magnets and another on a “media bowl”, 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

    The Goths & Other Stories

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    "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 book’s six stories are set in different times and places – sometimes within the same narrative – 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 – one whose medium is easier to reveal than to define.

    Coping: Landscapes of the Human Mind

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    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

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    "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 book’s six stories are set in different times and places – sometimes within the same narrative – 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 – 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

    Get PDF
    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 families’ 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 families’ bespoke tailoring. To evaluate and address this point, two design projects, one on augmented magnets and another on a “media bowl”, 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+

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    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 “i” through her engagement to her fiancĂ© “yu,” pregnancy, death, revivification and mutation/mutilation into a posthuman cyborg—the author’s literal interpretation of Donna Haraway’s metaphorical social feminist cyborg. “iCarus,” as she is known after her regeneration, is half of the dual-entity “I+.” She shares her brain and first person narration with “max,” her mechanical counterpart. The poems highlight the female body as a site of heteronormative and able-bodied cultural inscription by imagining the page as i’s skin; the disjointed, repetitive poetics encourage the reader to re-member and rebuild iCarus and max’s 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+’s journey, illustrating the feminist concept of multiple or fractured identities. The text ends with iCarus’s acceptance of max as part of her self, the two of them continuing their life as I+

    The Oval, 2015 - Staff Issue

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