212 research outputs found

    OZCHI 2005 doctoral consortium application

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    Formal methods of generating and specifying requirements have a chequered past when it comes to dealing with interface design. The Human Computer Interface (HCI) community have not adopted formal methods with open arms [Paterno 96]. If the accurate determination of stakeholder requirements is a significant factor in determining software project success, this thesis turns to a theory based in psychology and sociology to understand these capricious actors, the misunderstanding of whose whims can bring down 70% of software projects. This thesis will deploy Activity Theory as a basis for a proposed system design method and present initial conceptions and some preliminary case-study findings in support. It is anticipated that such a method could bring significant benefits, especially to a particular and growing class of projects; those whose functionality relies heavily upon user interaction

    Exploring sustainability research in computing:where we are and where we go next

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    This paper develops a holistic framework of questions mo- tivating sustainability research in computing in order to en- able new opportunities for critique. Analysis of systemat- ically selected corpora of computing publications demon- strates that several of these question areas are well covered, while others are ripe for further exploration. It also pro- vides insight into which of these questions tend to be ad- dressed by different communities within sustainable com- puting. The framework itself reveals discursive similarities between other existing environmental discourses, enabling reflection and participation with the broader sustainability debate. It is argued that the current computing discourse on sustainability is reformist and premised in a Triple Bottom Line construction of sustainability, and a radical, Quadruple Bottom Line alternative is explored as a new vista for com- puting research

    Greencoin – educational information system for ecoinclusion and empowering urban adaptability

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    The SARS-CoV19 pandemic exposed a broad spectrum of challenges for modern cities, societies and the environment at large. The post-Covid transformation requires new social, ecological and educational solutions, adjusted to modern challenges, but also equipped with technological advances that allow for digital inclusion and sustainable urban development to benefit the local economy and society. Many information systems designed to enable pro-environmental behaviours are being tested or implemented worldwide, mostly in developed countries; however, most of them focus on a sectorial approach only. On the other hand, community currencies (CCs) consider social, economic, and environmental issues yet do not fully exploit the potential of the current technological advancement. Therefore, the paper describes the process of defining the theoretical framework for Greencoin as an information system designed to be a supportive tool while shaping urban adaptability and mitigating climate change, within which a CC is embedded. The 120 social currencies and information systems (IS) analysed in this research provide valuable data that is essential to shaping the framework of the Greencoin IS, to be implemented in the subsequent stages of the project. Greencoin IS aims to operate based on an application, the work resulting from studies of existing solutions, their functionalities and technological aspects, which enable social engagement and eco-inclusion. It responds to the question of how the new types of currencies and applications enriched with gamification elements can encourage residents to get involved in shaping urban resilience. This research goal is to build a future framework for Greencoin IS based on the performed systematic literature review and case studies

    Design probes in a pandemic: Two tales of hybrid radical placemaking from Ireland and Australia

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    Design probes, an essential research tool during the COVID-19 pandemic, are ancillary "personal" data gathering tools that enable researchers to enter the private world of research participants. This paper compares two case studies of design probes used during the pandemic for radical placemaking in hybrid digital-physical environments: Digital Art Summer School in Northrock, Ireland, with eleven participants, and Chatty Bench Project in Brisbane, Australia, with sixteen participants. The paper further expands on the design methodology of the probes and their deployment during the online radical placemaking projects. From the participant responses to the probes’ activities and interviews, both studies demonstrated that the probes fostered placemaking in digital environments during the pandemic. The paper concludes with three lessons on the potential of probes as a critical research instrument to enable creativity, build social capital and create bonds between people and places during uncertain and turbulent times

    Brave New GES World:A Systematic Literature Review of Gestures and Referents in Gesture Elicitation Studies

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    How to determine highly effective and intuitive gesture sets for interactive systems tailored to end users’ preferences? A substantial body of knowledge is available on this topic, among which gesture elicitation studies stand out distinctively. In these studies, end users are invited to propose gestures for specific referents, which are the functions to control for an interactive system. The vast majority of gesture elicitation studies conclude with a consensus gesture set identified following a process of consensus or agreement analysis. However, the information about specific gesture sets determined for specific applications is scattered across a wide landscape of disconnected scientific publications, which poses challenges to researchers and practitioners to effectively harness this body of knowledge. To address this challenge, we conducted a systematic literature review and examined a corpus of N=267 studies encompassing a total of 187, 265 gestures elicited from 6, 659 participants for 4, 106 referents. To understand similarities in users’ gesture preferences within this extensive dataset, we analyzed a sample of 2, 304 gestures extracted from the studies identified in our literature review. Our approach consisted of (i) identifying the context of use represented by end users, devices, platforms, and gesture sensing technology, (ii) categorizing the referents, (iii) classifying the gestures elicited for those referents, and (iv) cataloging the gestures based on their representation and implementation modalities. Drawing from the findings of this review, we propose guidelines for conducting future end-user gesture elicitation studies

    The technological scenarios in Augmented Reality (AR): educational possibilities in university studies

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    Nos encontramos ante una tecnología, la Realidad Aumentada, con cada vez mayor incidencia en la docencia y que junto con la tecnología móvil, se configuran como uno de los binomios más eficaces para apoyar procesos de aprendizaje ubicuo y significativo. Aunque, no podemos perder de vista que para que este binomio tecnológico funcione adecuadamente, el estudiante debe encontrarse motivado a utilizarlo en el proceso formativo. En este estudio, a partir del modelo Instructional Material Motivacional Survey de Keller (1983), hemos tratado de determinar el grado de motivación que el alumnado de Grado de Pedagogía de la Universidad de Sevilla tiene en la interacción con apuntes enriquecidos con Realidad Aumentada disponibles mediante dispositivos móviles. La metodología fue valorada positivamente por los participantes en el estudio, pudiendo señalar la alta relación encontrada entre la motivación de los alumnos y su rendimiento, con el uso de los apuntes enriquecidos, en la materia en la que se emplea. Igualmente se ha constatado que la utilización de la Realidad Aumentada beneficia el proceso de aprendizaje.We are facing a technology, Augmented Reality, with an increasing incidence in teaching and that together with mobile technology, are configured as one of the most effective binomials to support ubiquitous and significant learning processes. Although, we cannot lose sight of the fact that for this technological binomial to work properly, the student must be motivated to use it in the training process. In this study, from the Instructional Material Motivational Survey model of Keller (1983), we have tried to determine the degree of motivation that the students of Degree of Pedagogy of the University of Seville have in the interaction with notes enriched with Augmented Reality available through mobile devices. The methodology was valued positively by the participants in the study, being able to indicate the high relation found between the motivation of the students and their performance, with the use of the enriched notes, in the matter in which it is used. It has also been found that the use of Augmented Reality benefits the learning process

    Los escenarios tecnológicos en Realidad Aumentada (RA): posibilidades educativas en estudios universitarios

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    Nos encontramos ante una tecnología, la Realidad Aumentada, con cada vez mayor incidencia en la docencia y que junto con la tecnología móvil, se configuran como uno de los binomios más eficaces para apoyar procesos de aprendizaje ubicuo y significativo. Aunque, no podemos perder de vista que para que este binomio tecnológico funcione adecuadamente, el estudiante debe encontrarse motivado a utilizarlo en el proceso formativo. En este estudio, a partir del modelo Instructional Material Motivacional Survey de Keller (1983), hemos tratado de determinar el grado de motivación que el alumnado de Grado de Pedagogía de la Universidad de Sevilla tiene en la interacción con apuntes enriquecidos con Realidad Aumentada disponibles mediante dispositivos móviles. La metodología fue valorada positivamente por los participantes en el estudio, pudiendo señalar la alta relación encontrada entre la motivación de los alumnos y su rendimiento, con el uso de los apuntes enriquecidos, en la materia en la que se emplea. Igualmente se ha constatado que la utilización de la Realidad Aumentada beneficia el proceso de aprendizaje.We are facing a technology, Augmented Reality, with an increasing incidence in teaching and that together with mobile technology, are configured as one of the most effective binomials to support ubiquitous and significant learning processes. Although, we cannot lose sight of the fact that for this technological binomial to work properly, the student must be motivated to use it in the training process. In this study, from the Instructional Material Motivational Survey model of Keller (1983), we have tried to determine the degree of motivation that the students of Degree of Pedagogy of the University of Seville have in the interaction with notes enriched with Augmented Reality available through mobile devices. The methodology was valued positively by the participants in the study, being able to indicate the high relation found between the motivation of the students and their performance, with the use of the enriched notes, in the matter in which it is used. It has also been found that the use of Augmented Reality benefits the learning process

    Vote with your feet : hyperlocal public polling for urban screens

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    Technological advances have led to an ongoing spread of public displays in urban areas. However, they still mostly show passive content such as commercials and digital signage. Researchers took notice of their potential to spark situated civic discourse in public space and have begun working on interactive public display applications. Attracting people’s attention and providing a low barrier for user participation have been identified as major challenges in their design. This thesis presents Vote With Your Feet, a hyperlocal public polling tool for urban screens allowing users to express their opinions. Similar to vox populi interviews on TV or polls on news websites, the tool is meant to reflect the mindset of the community on topics such as current affairs, cultural identity and local matters. It shows one Yes/No question at a time and enables users to vote by stepping on one of two tangible buttons on the ground. This user interface was introduced to attract people’s attention and to lower participation barriers. Vote With Your Feet was informed by a user-centred design approach that included a focus group, expert interviews and extensive preliminary user studies in the wild. Deployed at a bus stop, Vote With Your Feet was evaluated in a field study over the course of several days. Observations of people and interviews with 30 participants revealed that the novel interaction technology was perceived as inviting and that Vote With Your Feet can spark discussions among co-located people

    Situational when: Designing for time across cultures

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    We propose the concept of “Situational When”, an approach to understanding time in interface design not as a point on a calendar or clock, but as a set of converging circumstances that constitute “the time” for happenings to take place. Time is encoded both explicitly and implicitly in designed products. However, many technologies propagate business-centric, modernist values such as scheduling and efficiency, and marginalize broader socio-cultural aspects on which many activities are nonetheless contingent, e.g. the right people, the right weather conditions, and the right vibe. We derive our reflections from a case study of a cross- cultural digital noticeboard designed with an Australian Aboriginal community. Attention to the situational when opens up new possibilities for design that put greater emphasis on the social and relational aspects of time, the situational insights embodied in local narratives, and the tangible (e.g. people) and intangible (e.g. energy) circumstances that together make up the “right” time
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