2,710 research outputs found
Aesthetic Approaches to Human-Computer Interaction
Proceedings of the NordiCHI 2004 Workshop, Tampere, Finland, October 24, 200
Making Designing Worth Worth Designing
This position paper on Methods to Account for Values in
Human-Centred Computing summarises the Working to
Choose framework as an option for addressing several
of this CHI 2012 workshop’s topics. It also lists
worth-focused design and evaluation approaches that
my collaborators and I have developed, applied and
assessed
Capturing TV user behaviour in fictional character descriptions
This work is part of the On-demand IPTV project, conducted by Acreo and SICS with financing from Vinnova and active support from an industrial consortium. The main goal of the project is to study the demands on cost-effective, scalable video-on-demand networks that can deliver video with high-quality with minor quality degradations in the transmission. An important issue in understanding this situation is to explore future user behaviour (and the resulting traffic patterns) when user can choose a mix of broadcast TV and a large number of on-demand channels and services. This paper reports on the first steps to develop an understanding of IPTV user behaviour by investigating the current situation using archetypical, fictional character descriptions often referred to as personas. This is an intermediate version; the final version will be the result of Task 4.1: User requirements analysis, part of WP 4: User needs and behaviour
Selecting and evoking innovators:combining democracy and creativity
The practical undertaking of selecting users to work as innovators and of evoking their creative potential is crucial, but underexposed in the literature on user involvement in design. This paper reports findings from a recent case of user-driven innovation, the FEEDBACK-project, where the authors prepared for and conducted selection of and collaboration with innovators. The outcome was successful in the sense that the innovators produced excellent foundation for conceptual interaction design by creating mock-ups and explanations incarnating their preferences, attitudes and habits. By referring to theories of learning we try to explain how our way of working with selection and evoking of innovators has contributed to this positive result and how our approach to user-driven innovation can be regarded as a way to combine democracy and creativity in design. Author Keywords User-driven innovation, selection and evoking processes
A bibliometric study of human–computer interaction research activity in the Nordic-Baltic Eight countries
Human–computer interaction (HCI) has become an important area for designers and developers worldwide, and research activities set in national cultural contexts addressing local challenges are often needed in industry and academia. This study explored HCI research in the Nordic-Baltic countries using bibliometric methods. The results show that the activity varies greatly across the region with activities dominated by Finland, Sweden, and Denmark, even when adjusting for differences in population size and GDP. Research output variations were larger for the top-tier conferences compared to entry-tier conferences and journals. Locally hosted conferences were associated with local increases in research activity. HCI research longevity appears to be an indicator of research maturity and quantity. HCI researchers typically collaborated either with colleagues within the same institution or with researchers from countries outside the Nordic-Baltic region such as US and the UK. There was less collaboration between national and Nordic-Baltic partners. Collaboration appeared especially prevalent for top-tier conference papers. Top-tier conference papers were also more frequently cited than regional-tier and entry-tier conferences, yet journal articles were cited the most. One implication of this study is that the HCI research activity gaps across the Nordic-Baltic countries should be narrowed by increasing the activity in countries with low research outputs. To achieve this, first-time authors could receive guidance through collaborations with experienced authors in the same institution or other labs around the world. More conferences could also be hosted locally. Furthermore, journals may be more effective than conferences if the goal is to accumulate citations.publishedVersio
Designing in the Street: Innovation In-Situ
This paper suggests that taking the design process into the field and constantly engaging with the site to observe, intervene, brainstorm, prototype and create fosters unique forms of inspiration and innovation. How does a consideration of participation of both the designer and the user in the space change the design process? With participation comes understanding of the situation and by elaborating on possible futures with users, designers can find lucid innovations. We describe a project conducted by students from the Interaction Design course at the Royal College of Art in London which used a variety of approaches to speculate on the social and technological future of a London street. We discuss and compare the role of different techniques which enable designers to find inspiration for innovative technology in the field, or in this case the street.
Keywords:
Design, Prototyping, Ethno-Fiction</p
Co-designing smart home technology with people with dementia or Parkinson's disease
Involving users is crucial to designing technology successfully, especially for vulnerable users in health and social care, yet detailed descriptions and critical reflections on the co-design process, techniques and methods are rare. This paper introduces the PERCEPT (PERrsona-CEntred Participatory Technology) approach for the co-design process and we analyse and discuss the lessons learned for each step in this process. We applied PERCEPT in a project to develop a smart home toolset that will allow a person living with early stage dementia or Parkinson's to plan, monitor and self-manage his or her life and well-being more effectively. We present a set of personas which were co-created with people and applied throughout the project in the co-design process. The approach presented in this paper will enable researchers and designers to better engage with target user groups in co-design and point to considerations to be made at each step for vulnerable users
‘Liking’ persuasion: case studies in social media for behaviour change
Contemporary social media platforms such as Facebook and Twitter have seen huge growth in recent years with a respective 1 billion and 500m registered users. Given such large numbers of the global population are using online social networks regularly, tapping into this audience to raise awareness of, and bring about positive behaviour change in, societal issues such as energy consumption and healthier lifestyles has promising potential. This position paper describes three behavior change case studies in domestic energy and physical activity that fully integrated with online social networks. Participant engagement throughout the pilot interventions was high with measurable consumption/activity behavior change evident. We also discuss our current social media and sustainability research
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