218 research outputs found

    Volunteer-based IT Helpdesks as Ambiguous Quasi-Public Services:A Case Study from Two Nordic Countries

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    In this case study we take a Nordic perspective on the tension between increased digitalisation of public services and the insufficient support for citizens with limited digital literacy. Volunteer-based IT helpdesk services in public libraries have emerged as an attempt to address this tension. Drawing on examples of volunteering in public library-based IT helpdesk services in two Nordic countries, this paper considers the IT helpdesks as quasi-public services. Based on interviews, observations and workshops, we explore: the work of IT helpdesk volunteers, the characteristics of helpdesk services offered, and the implications of these services being offered by volunteers. The services offered are of acceptable quality to the users while the ambiguity and lack of institutional support is making the service fragile. In spite of the challenges of the quasi-public IT helpdesk service we also note how it offers a potential platform for the co-design and support of new public services. Camilla Christensen and Nils Ehrenberg are shared first authors.Peer reviewe

    Sound-Guided 2-D Navigation:Effects of Information Concurrency and Coordinate System

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    The Problem(s) of Caring for the Commons

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    Crystallizations in the blizzard:contrasting informal emergency collaboration in Facebook groups

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    Supporting Community Participation in Interactive Exhibits

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    We describe the Byker Lives Table, an interactive installation that aimed to support user-contributed content in an exhibition of community history around a landmark housing development. As both the history of the development and subsequent social problems in the area are contentious issues, we aimed to support discussion around content that might mean very different things to different people. Based on a yearlong deployment, we reflect on the exhibit in terms of its ability to support community participation, create dialogue representing multiple perspectives on the content and allow lightweight curation

    Modeling vibrotactile detection by logistic regression

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    In this study we introduce logistic regression as a method for modeling, in this case the user's detection rate, to more easily show cross-effecting factors, necessary in order to design an adaptive system. Previously such effects have been investigated by a variety of linear regression type methods but these are not well suited for developing adaptive systems. We investigate the method on a qualitative and quantitative dataset with ages spanning from seven to 79 years under indoor and outdoor experimental settings. The results show that the method is indeed a suitable candidate for quantification of, in this instance vibrotactile information, and for the future design of useradaptive vibrotactile displays. More generally the model shows potential for designing a variety of adaptive systems. Copyright © 2012 ACM

    Homestead Creator:a tool for indigenous designers

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    Design fiction for mixed-reality performances

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    Designing for mixed-reality performances is challenging both in terms of technology design, and in terms of understanding the interplay between technology, narration, and (the outcomes of) audience interactions. This complexity also stems from the variety of roles in the creative team often entailing technology designers, artists, directors, producers, set-designers and performers. In this multidisciplinary, one-day workshop, we seek to bring together HCI scholars, designers, artists, and curators to explore the potential provided by Design Fiction as a method to generate ideas for Mixed-Reality Performance (MRP) through various archetypes including scripts, programs, and posters. By drawing attention to novel interactive technologies, such as bio-sensors and environmental IoT, we seek to generate design fiction scenarios capturing the aesthetic and interactive potential for mixed-reality performances, as well as the challenges to gain access to audience members’ data – i.e. physiological states, daily routines, conversations, etc
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