329 research outputs found
Designing for frustration and disputes in the family car
This article appears with the express permission of the publisher, IGI Global.Families spend an increasing amount of time in the car carrying out a number of activities including driving to work, caring for children and co-ordinating drop-offs and pickups. While families travelling in cars may face stress from difficult road conditions, they are also likely to be frustrated by coordinating a number of activities and resolving disputes within the confined space of car. A rising number of in-car infotainment and driver-assistance systems aim to help reduce the stress from outside the vehicle and improve the experience of driving but may fail to address sources of stress from within the car. From ethnographic studies of family car journeys, we examine the work of parents in managing multiple stresses while driving, along with the challenges of distractions from media use in the car. Keeping these family extracts as a focus for analysis, we draw out some design considerations that help build on the observations from our empirical work.Microsoft Research and the Dorothy Hodgkin Awar
The intention to use mobile digital library technology: A focus group study in the United Arab Emirates
IGI Global (āIGIā) granted Brunel University London the permission to archive this article in BURA (http://bura.brunel.ac.uk).This paper presents a qualitative study on student adoption of mobile library technology in a developing world context. The findings support the applicability of a number of existing constructs from the technology acceptance literature, such as perceived ease of use, social influence and trust. However, they also suggest the need to modify some adoption factors previously found in the literature to fit the specific context of mobile library adoption. Perceived value was found to be a more relevant overarching adoption factor than perceived usefulness for this context. Facilitating conditions were identified as important but these differed somewhat from those covered in earlier literature. The research also uncovered the importance of trialability for this type of application. The findings provide a basis for improving theory in the area of mobile library adoption and suggest a number of practical design recommendations to help designers of mobile library technology to create applications that meet user needs
Life-long collections: motivations and the implications for lifelogging with mobile devices
In this paper the authors investigate the motivations for life-long collections and how these motivations can
inform the design of future lifelog systems. Lifelogging is the practice of automatically capturing data from
daily life experiences with mobile devices, such as smartphones and wearable cameras. Lifelog archives can
benefit both older and younger people; therefore lifelog systems should be designed for people of all ages.
The authors believe that people would be more likely to adopt lifelog practices that support their current
motivations for collecting items. To identify these motivations, ten older and ten younger participants were
interviewed. It was found that motivations for and against life-long collections evolve as people age and enter
different stages, and that family is at the core of life-long collections. These findings will be used to guide the
design of an intergenerational lifelog browser
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Older Adults with AMD as Co-Designers of an Assistive Mobile Application
In the UK, 20% of people aged 75 years and over are living with sight loss and age-related macular degeneration (AMD) is the most common cause of sight loss in the UK, impacting nearly 10% of those over 80; regrettably, these figures are expected to increase in coming decades as the population ages (RNIB, 2012). This paper reports on the authorsā design activities conducted for the purpose of informing the development of an assistive self-monitoring, ability-reactive technology (SMART) for older adults with AMD. The authors reflect on their experience of adopting and adapting the PICTIVE (Plastic Interface for Collaborative Technology Initiatives through Video Exploration) participatory design approach (Muller, 1992) to support effective design with and for their special needs user group, reflect on participantsā views of being part of the process, and discuss the design themes identified via their PD activities
Participatory design:how to engage older adults in participatory design activities
Ongoing advances in mobile technologies have the potential to improve independence and quality of life of older adults by supporting the delivery of personalised and ubiquitous healthcare solutions. The authors are actively engaged in participatory, user-focused research to create a mobile assistive healthcare-related intervention for persons with age-related macular degeneration (AMD): the authors report here on our participatory research in which participatory design (PD) has been positively adopted and adapted for the design of our mobile assistive technology. The authors discuss their work as a case study in order to outline the practicalities and highlight the benefits of participatory research for the design of technology for (and importantly with) older adults. The authors argue it is largely impossible to achieve informed and effective design and development of healthcare-related technologies without employing participatory approaches, and outline recommendations for engaging in participatory design with older adults (with impairments) based on practical experience
Controlled Experimentation in Naturalistic Mobile Settings
Performing controlled user experiments on small devices in naturalistic
mobile settings has always proved to be a difficult undertaking for many Human
Factors researchers. Difficulties exist, not least, because mimicking natural
small device usage suffers from a lack of unobtrusive data to guide
experimental design, and then validate that the experiment is proceeding
naturally.Here we use observational data to derive a set of protocols and a
simple checklist of validations which can be built into the design of any
controlled experiment focused on the user interface of a small device. These,
have been used within a series of experimental designs to measure the utility
and application of experimental software. The key-point is the validation
checks -- based on the observed behaviour of 400 mobile users -- to ratify that
a controlled experiment is being perceived as natural by the user. While the
design of the experimental route which the user follows is a major factor in
the experimental setup, without check validations based on unobtrusive observed
data there can be no certainty that an experiment designed to be natural is
actually progressing as the design implies.Comment: 12 pages, 3 table
The gift of the algorithm: beyond autonomy and control
This piece brings together, participation, algorithmic composition and augmentation (as a mechanism by which people can work together to augment and support a composerās workflow). The performance is about understanding the ways in which composition and performance can be understood, socially, aesthetically and scientifically. This performance becomes a piece of research and design in its own right, a more experimental manifestation of HCI, but it also demonstrates and disrupts conventional production and performance by making the multiple layers of practice and provenance obvious. *See Program notes for a fuller description of the piece for public consumption. We also aim to discuss this further and demo at the Performance workshop that we have submitted.
This is part the on going research of the FAST project and aims to engage the wider interdisciplinary Audio Mostly community.
ā¢ Program notes
This piece expands upon Chamberlainās work into compositional practices that explore autonomy and control, and builds upon the Numbers into Notes system as developed by De Roure. The piece (which is an evolving work) uses the symbolism of the gift to frame parts of the interactions that have occurred in the development of the piece. Individuals are given the chance to create an algorithm. This is made into a physical entity (containing a sequence), which is then gifted to the composer; these together are combined and used to compose a piece. The piece is then performed and given back to the audience (live), of which some members have created the original algorithms. The performance creates a gift, a souvenir, a memento of the experience which some of the audience members can take away. The performance also acts as a way in which we can also understand the interplay between algorithms, art, performance, provenance and participation
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