220,580 research outputs found
From Codes to Patterns: Designing Interactive Decoration for Tableware
ABSTRACT
We explore the idea of making aesthetic decorative patterns that contain multiple visual codes. We chart an iterative collaboration with ceramic designers and a restaurant to refine a recognition technology to work reliably on ceramics, produce a pattern book of designs, and prototype sets of tableware and a mobile app to enhance a dining experience. We document how the designers learned to work with and creatively exploit the technology, enriching their patterns with embellishments and backgrounds and developing strategies for embedding codes into complex designs. We discuss the potential and challenges of interacting with such patterns. We argue for a transition from designing âcodes to patternsâ that reflects the skills of designers alongside the development of new technologies
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Emotional Biosensing: Exploring Critical Alternatives
Emotional biosensing is rising in daily life: Data and categories claim to know how people feel and suggest what they should do about it, while CSCW explores new biosensing possibilities. Prevalent approaches to emotional biosensing are too limited, focusing on the individual, optimization, and normative categorization. Conceptual shifts can help explore alternatives: toward materiality, from representation toward performativity, inter-action to intra-action, shifting biopolitics, and shifting affect/desire. We contribute (1) synthesizing wide-ranging conceptual lenses, providing analysis connecting them to emotional biosensing design, (2) analyzing selected design exemplars to apply these lenses to design research, and (3) offering our own recommendations for designers and design researchers. In particular we suggest humility in knowledge claims with emotional biosensing, prioritizing care and affirmation over self- improvement, and exploring alternative desires. We call for critically questioning and generatively re- imagining the role of data in configuring sensing, feeling, âthe good life,â and everyday experience
Infrastructural Speculations: Tactics for Designing and Interrogating Lifeworlds
This paper introduces âinfrastructural speculations,â an orientation toward speculative design that considers the complex and long-lived relationships of technologies with broader systems, beyond moments of immediate invention and design. As modes of speculation are increasingly used to interrogate questions of broad societal concern, it is pertinent to develop an orientation that foregrounds the âlifeworldâ of artifactsâthe social, perceptual, and political environment in which they exist. While speculative designs often imply a lifeworld, infrastructural speculations place lifeworlds at the center of design concern, calling attention to the cultural, regulatory, environmental, and repair conditions that enable and surround particular future visions. By articulating connections and affinities between speculative design and infrastructure studies research, we contribute a set of design tactics for producing infrastructural speculations. These tactics help design researchers interrogate the complex and ongoing entanglements among technologies, institutions, practices, and systems of power when gauging the stakes of alternate lifeworlds
Persuasive Engagement: Exploiting lifestyle as a driving force to promote energy-aware use patterns and behaviours.
Electricity consumption has been rising significantly in the western world the last decades and this has affected the environment negatively. Efficient use and more energy conservative usage patterns could be ways to approach this problem. However, electricity has for a long time actively been hidden away and it is rarely thought of unless it ceases to exist. From the perspective of critical design, we have been working to find methods to visualise electricity and electricity consumption in everyday life to promote environmentally positive behavioural change. In this paper, we are looking at how aspects of lifestyles can be used in design as central driving forces that could lead to changed behaviour. Attempts to promote behavioural changes related to energy consumption might be successfully carried out when people are offered desirable alternatives that are engaging and that do not impose a perceived extra burden in their everyday life. This argument is exemplified through two design concepts, the AWARE Laundry Lamp and the Energy Plant, which are examples on how to increase peopleâs energy awareness and offer them means for reducing their energy consumption in the home. Both prototypes are inspired by current trends in lifestyle as well as actual observed user behaviour.
Keywords:
Interaction Design; Sustainable Design; Energy; Lifestyle; Persuasive Design</p
An investigation into the validation of formalised cognitive dimensions
The cognitive dimensions framework is a conceptual framework
aimed at characterising features of interactive systems that are strongly influential upon their effective use. As such the framework facilitates the critical assessment and design of a wide variety of information artifacts. Although the framework has proved to be of considerable interest to researchers and practitioners, there has been little research examining how easily the dimensions used by it can be consistently applied. The work reported in this paper addresses this
problem by examining an approach to the systematic application of dimensions and assessing its success empirically. The findings demonstrate a relatively successful approach to validating the systematic application of some concepts found in the cognitive dimensions framework.</p
Cloudworks: social networking for learning design
Why do some social networking services work and others fail? Can we apply the best of Web 2.0 principles to an educational context? More specifically can we use this as a means of shifting teaching practice to a culture of sharing learning ideas and designs? Can we harness the potential of technologies to create more engaging learning experiences for students? These are the key questions this paper addresses. We describe how we are using the concept of 'object-orientated social networking' to underpin the creation of a social networking tool, Cloudworks, for sharing learning ideas and designs
Learning Visual Importance for Graphic Designs and Data Visualizations
Knowing where people look and click on visual designs can provide clues about
how the designs are perceived, and where the most important or relevant content
lies. The most important content of a visual design can be used for effective
summarization or to facilitate retrieval from a database. We present automated
models that predict the relative importance of different elements in data
visualizations and graphic designs. Our models are neural networks trained on
human clicks and importance annotations on hundreds of designs. We collected a
new dataset of crowdsourced importance, and analyzed the predictions of our
models with respect to ground truth importance and human eye movements. We
demonstrate how such predictions of importance can be used for automatic design
retargeting and thumbnailing. User studies with hundreds of MTurk participants
validate that, with limited post-processing, our importance-driven applications
are on par with, or outperform, current state-of-the-art methods, including
natural image saliency. We also provide a demonstration of how our importance
predictions can be built into interactive design tools to offer immediate
feedback during the design process
Designing for innovation around OER
This paper argues that designing collections of 'closed' educational resources (content and technologies) for use by specific student cohorts and collections of open educational resources for use by any 'learner' require different design approaches. Learning design for formal courses has been a research topic for over 10 years as the ever growing range of digital content and technologies has potentially offered new opportunities for constructing effective learning experiences, primarily through greater sharing and re-use of such content and technologies. While progress in adopting learning design by teaching practitioners has appeared slow so far the advent of open educational resources (OER) has provided a substantive boost to such sharing activity and a subsequent need for employing learning design in practice. Nevertheless there appears to be a paradox in that learning design assumes a reasonably well known and well defined student audience with presumed learning needs and mediating technologies while OER are exposed to a multitude of potential learners, both formal and informal, with unknown learning needs and using diverse technologies. It can be argued that innovative designs for formal courses involve creating structured pathways through a mixture of existing and new content and activities using a mixture of media and technologies in the process. This type of 'configurational' design that blends together given items to meet a particular need, rather than designing something fully de novo is typical in many areas of work and not just teaching. Such designs work very well when there is a small set of users of the innovation or their use of the innovation is narrow. However many innovations in information, communication and computing technologies often have multiple types of users and many more layers of complexity. In these cases, rather than heavily pre-define an innovative solution just to meet certain user requirements, it is necessary to design for greater flexibility so as to allow the users to adapt their use of the innovative solution for their own requirements once it has been deployed. The use of such an 'innofusion' approach for OER is highlighted using the case study of OpenLearn (www.open.ac.uk/openlearn)
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