6,526 research outputs found

    Mobile heritage practices. Implications for scholarly research, user experience design, and evaluation methods using mobile apps.

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    Mobile heritage apps have become one of the most popular means for audience engagement and curation of museum collections and heritage contexts. This raises practical and ethical questions for both researchers and practitioners, such as: what kind of audience engagement can be built using mobile apps? what are the current approaches? how can audience engagement with these experience be evaluated? how can those experiences be made more resilient, and in turn sustainable? In this thesis I explore experience design scholarships together with personal professional insights to analyse digital heritage practices with a view to accelerating thinking about and critique of mobile apps in particular. As a result, the chapters that follow here look at the evolution of digital heritage practices, examining the cultural, societal, and technological contexts in which mobile heritage apps are developed by the creative media industry, the academic institutions, and how these forces are shaping the user experience design methods. Drawing from studies in digital (critical) heritage, Human-Computer Interaction (HCI), and design thinking, this thesis provides a critical analysis of the development and use of mobile practices for the heritage. Furthermore, through an empirical and embedded approach to research, the thesis also presents auto-ethnographic case studies in order to show evidence that mobile experiences conceptualised by more organic design approaches, can result in more resilient and sustainable heritage practices. By doing so, this thesis encourages a renewed understanding of the pivotal role of these practices in the broader sociocultural, political and environmental changes.AHRC REAC

    Mapping Critical Practice In A Transdisciplinary Urban Studio

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    Architecture and Planning exist to make positive changes to our environment. Future practitioners in these disciplines will be responsible for how our cities develop and are managed - they will be required to exercise their professional judgement in complex and unpredictable contexts. There is increasing interest in transdisciplinary urbanism, but implementation in academic contexts has to date been relatively limited. This thesis aims to build on these examples, through a detailed account of one academic design studio which operates across architecture and urban planning; in doing so it aims to make the case for transdisciplinary, problem and place-based studio teaching. The study considers how a transdisciplinary studio environment supported students to develop a critical approach to practice through collaborative discourse. It looked at studio methods/practices; what it means to practice ‘critically’ in the context of design; and the role ‘going public’ by sharing ideas in public fora might play in developing critical positions. The study was undertaken in collaboration with nine students, a single cohort undertaking the final year of a hybrid master’s qualification in Architecture with Urban Planning. It adopts socio-material and spatial approaches to follow how the studio environment and the students’ emerging interdisciplinary identities shaped both their individual and their shared work. It mapped how their approach to their practice evolved through observations, interviews, and informal conversations, and through their drawings, models and journals. In carrying out these observations, and their analysis, I have returned to drawing methods common in architecture. This allowed me to explore and record aspects of studio practice which might otherwise be missed and revealed the importance of visual and spatial thinking to my own practice. Observations revealed how material spaces, tools and artefacts acted to structure social relations in the studio, and how these relations shaped individual approaches to critical practice

    Digital technologies for behavioral change in sustainability domains: a systematic mapping review

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    Sustainability research has emerged as an interdisciplinary area of knowledge about how to achieve sustainable development, while political actions toward the goal are still in their infancy. A sustainable world is mirrored by a healthy environment in which humans can live without jeopardizing the survival of future generations. The main aim of this contribution was to carry out a systematic mapping (SM) of the applications of digital technologies in promoting environmental sustainability. From a rigorous search of different databases, a set of more than 1000 studies was initially retrieved and then, following screening criteria based on the ROSES (RepOrting standards for Systematic Evidence Syntheses) procedure, a total of N = 37 studies that met the eligibility criteria were selected. The studies were coded according to different descriptive variables, such as digital technology used for the intervention, type of sustainable behavior promoted, research design, and population for whom the intervention was applied. Results showed the emergence of three main clusters of Digital Technologies (i.e., virtual/immersive/augmented reality, gamification, and power-metering systems) and two main Sustainable Behaviors (SBs) (i.e., energy and water-saving, and pollution reduction). The need for a clearer knowledge of which digital interventions work and the reasons why they work (or do not work) does not emerge from the outcomes of this set of studies. Future studies on digital interventions should better detail intervention design characteristics, alongside the reasons underlying design choices, both behaviourally and technologically. This should increase the likelihood of the successful adoption of digital interventions promoting behavioral changes in a more sustainable direction

    Enhancing Workplace Neuro Health and Productivity: The Synergy of Wearable Technology with Biophilic and Oxygenation Strategies

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    In the contemporary workplace, where a staggering 62% of employees reported experiencing burnout in 2023 according to a Medium article, the integration of wearable technology with biophilic and oxygenation strategies emerges as a vital Neurohemal initiative. This approach is particularly relevant for supporting neurodivergent individuals, as well as those recovering from stroke and long-COVID, in the context of return-to-office mandates. The article underscores the significance of research on increased hydrostatic pressure in circulation, particularly its impact on spinal and spinal cord blood flow during water immersion. This insight lays the groundwork for innovations like non-wet water massage devices, which could significantly aid in neurological recovery, thereby facilitating smoother reintegration into the workplace. Moreover, the fusion of biometrics with medical technology in wearables is explored, with a focus on enhancing interoception and proprioception. This technological synergy is key in activating the parasympathetic nervous system (PSNS), inducing a relaxed state conducive to effective digestion and oxygenation, crucial in mitigating workplace stress. The concept of ‘Interoceptive in Water’ is examined for its potential to improve blood flow and overall bodily function. In addition, the article advocates for the introduction of oxygenation bars in office spaces. These bars would offer a dedicated environment for enhanced oxygen intake, vital for cognitive function and stress alleviation, benefitting neurodivergent individuals, stroke survivors, and long-COVID patients. Wearables capable of detecting and correcting low oxygen or circulation issues are highlighted as essential tools for fostering a more inclusive, productive, and healthier workplace, thereby contributing to the overarching goal of NeuroHealth in the professional sphere

    The Beginning of Wisdom: Imagining fear in French Romanesque portal sculpture, c.1080-1140

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    This thesis examines the role of fear in the design and function of Romanesque portal sculptures c.1090-1140 to understand how representations of the majestas Domini, Last Judgment and Hell were intended to guide their audiences towards an emotional state of terror and wonder that would lead to wisdom. It focuses on a small collection of important sites in Burgundy and the regions of Aveyron and Tarn-et-Garonne in south-western France to examine the development of monumental sculpture as a means of conveying and formulating theological concepts to lay and monastic audiences. Through an analysis of their iconography and composition in relation to exegetical and literary interpretations of divine majesty, judgment and eternal damnation, it offers new perspectives on pre-Scholastic art and thought, and contributes to current scholarship on affective devotion and emotional response in the context of Romanesque and Gothic sculpture. The new imagery created for the medium of portal sculpture is contextualised within the iconographic traditions which developed from Late Antiquity and continued to evolve over the early Middle Ages. The role of emotions, particularly fear, in the devotional cultures of the early twelfth century also presents new insights into the nature of visuality and spiritual sight in the Middle Ages. Portal sculptures were designed to prompt their audiences to develop the fearful attitude shared by the prophets, and which would remain even after the Last Judgment. Representations of response and the replication of divinely-created images encouraged those viewing the sculpture to imagine them as if they were real to participate in the visionary experience of the prophets or terror of the resurrected dead at the Last Judgment

    Breaking Virtual Barriers : Investigating Virtual Reality for Enhanced Educational Engagement

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    Virtual reality (VR) is an innovative technology that has regained popularity in recent years. In the field of education, VR has been introduced as a tool to enhance learning experiences. This thesis presents an exploration of how VR is used from the context of educators and learners. The research employed a mixed-methods approach, including surveying and interviewing educators, and conducting empirical studies to examine engagement, usability, and user behaviour within VR. The results revealed educators are interested in using VR for a wide range of scenarios, including thought exercises, virtual field trips, and simulations. However, they face several barriers to incorporating VR into their practice, such as cost, lack of training, and technical challenges. A subsequent study found that virtual reality can no longer be assumed to be more engaging than desktop equivalents. This empirical study showed that engagement levels were similar in both VR and non-VR environments, suggesting that the novelty effect of VR may be less pronounced than previously assumed. A study against a VR mind mapping artifact, VERITAS, demonstrated that complex interactions are possible on low-cost VR devices, making VR accessible to educators and students. The analysis of user behaviour within this VR artifact showed that quantifiable strategies emerge, contributing to the understanding of how to design for collaborative VR experiences. This thesis provides insights into how the end-users in the education space perceive and use VR. The findings suggest that while educators are interested in using VR, they face barriers to adoption. The research highlights the need to design VR experiences, with understanding of existing pedagogy, that are engaging with careful thought applied to complex interactions, particularly for collaborative experiences. This research contributes to the understanding of the potential of VR in education and provides recommendations for educators and designers to enhance learning experiences using VR

    “Braking bad”:The influence of haptic feedback and tram driver experience on emergency braking performance

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    Trams are experiencing a resurgence with worldwide network expansion driven by the need for sustainable and efficient cities. Trams often operate in shared or mixed-traffic environments, which raise safety concerns, particularly in hazardous situations. This paper adopts an international, mixed-methods approach, conducted through two interconnected studies in Melbourne (Australia) and Birmingham (UK). The first study involved qualitative interviews, while the second was an experimental study involving a virtual reality (VR) simulator and haptic master controller (i.e., speed lever). In tram operations, master controllers play a critical role in ensuring a smooth ride, which directly influences passenger safety and comfort. The objective was to understand how a master control system, enhanced with additional haptic feedback, could improve tram driver braking performance and perceptions in safety-critical scenarios. Interview results indicate that the use of the emergency brake is considered the final or ultimate choice by drivers, and their driving experience is a moderating factor in limiting its application. Combined with the experimental results, this paper highlights how implementing haptic feedback within a master controller can reduce the performance disparity between novice and experienced tram drivers.</p

    Running to Your Own Beat:An Embodied Approach to Auditory Display Design

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    Personal fitness trackers represent a multi-billion-dollar industry, predicated on devices for assisting users in achieving their health goals. However, most current products only offer activity tracking and measurement of performance metrics, which do not ultimately address the need for technique related assistive feedback in a cost-effective way. Addressing this gap in the design space for assistive run training interfaces is also crucial in combating the negative effects of Forward Head Position, a condition resulting from mobile device use, with a rapid growth of incidence in the population. As such, Auditory Displays (AD) offer an innovative set of tools for creating such a device for runners. ADs present the opportunity to design interfaces which allow natural unencumbered motion, detached from the mobile or smartwatch screen, thus making them ideal for providing real-time assistive feedback for correcting head posture during running. However, issues with AD design have centred around overall usability and user-experience, therefore, in this thesis an ecological and embodied approach to AD design is presented as a vehicle for designing an assistive auditory interface for runners, which integrates seamlessly into their everyday environments

    Conversations on Empathy

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    In the aftermath of a global pandemic, amidst new and ongoing wars, genocide, inequality, and staggering ecological collapse, some in the public and political arena have argued that we are in desperate need of greater empathy — be this with our neighbours, refugees, war victims, the vulnerable or disappearing animal and plant species. This interdisciplinary volume asks the crucial questions: How does a better understanding of empathy contribute, if at all, to our understanding of others? How is it implicated in the ways we perceive, understand and constitute others as subjects? Conversations on Empathy examines how empathy might be enacted and experienced either as a way to highlight forms of otherness or, instead, to overcome what might otherwise appear to be irreducible differences. It explores the ways in which empathy enables us to understand, imagine and create sameness and otherness in our everyday intersubjective encounters focusing on a varied range of "radical others" – others who are perceived as being dramatically different from oneself. With a focus on the importance of empathy to understand difference, the book contends that the role of empathy is critical, now more than ever, for thinking about local and global challenges of interconnectedness, care and justice
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