36 research outputs found
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Out there and in here: design for blended scientific inquiry learning
One of the beneļ¬ts of mobile technologies is to combine āthe digitalā (e.g., data, information, photos) with āļ¬eldā experiences in novel ways that are contextualized by peopleās current located activities. However, often cost, mobility disabilities and time exclude students from engaging in such peripatetic experiences. The Out There and In Here project, is exploring a combination of mobile and tabletop technologies in support for collaborative learning. A system is being developed for synchronous collaboration between geology students in the ļ¬eld and peers at an indoor location. The overarching goal of this research is to develop technologies that support people working together in a suitable manner for their locations. There are two OTIH project research threads. The ļ¬rst deals with disabled learner access issues: these complex issues are being reviewed in subsequent evaluations and publications. This paper will deal with issues of technology supported learning design for remote and co-located science learners. Several stakeholder evaluations and two ļ¬eld trials have reviewed two research questions:
1. What will enhance the learning experience for those in the ļ¬eld and laboratory?
2. How can learning trajectories and appropriate technologies be designed to support equitable co-located and remote learning collaboration?
This paper focuses on describing the iterative linked development of technologies and scientiļ¬c inquiry pedagogy. Two stages within the research project are presented. The 1st stage details several pilot studies over 3 years with 21 student participants in synchronous collaborations with traditional technology and pedagogical models. Findings revealed that this was an engaging and useful experience although issues of equity in collaboration needed further research. The 2nd stage, in this project, has been to evaluate data from over 25 stakeholders (academics, learning and technology designers) to develop pervasive ambient technological solutions supporting orchestration of mixed levels of pedagogy (i.e. abstract synthesis to speciļ¬c investigation). Middleware between tabletop āsurfaceā technologies and mobile devices are being designed with Microsoft and OOKL (a mobile software company) to support these developments. Initial ļ¬ndings reveal issues around equity, ownership and professional identity
Moving tales, exploring narrative strategies for scalable locative audio drama.
This paper reports on a recent collaboration between the Lansdown Centre for Electronic Arts at Middlesex University and the BBC Radio Drama Department, which was designed to investigate the narrative possibilities of locative media in a drama context. The locative drama Scratch is the first outcome of an ongoing research project, Locating Drama, whose aim is to investigate and develop narrative strategies that take full advantage of the current generation of GPS enabled portable computing devices for audio drama. In particular, we are exploring content and modes of interaction, which, while based on location awareness are not in any way site-specific allowing users to experience the drama in a location of their choice. We will refer to this approach as translocational as it allows the translation of locative media experiences to a wide variety of spaces. The translocational approach is of particular interest to broadcasters as it is more scalable than a site-specific paradigm, opening the possibility of downloadable location-aware podcasts featuring professionally authored content for a wide audience
Moving tales, exploring narrative strategies for scalable locative audio drama.
This paper reports on a recent collaboration between the Lansdown Centre for Electronic Arts at Middlesex University and the BBC Radio Drama Department, which was designed to investigate the narrative possibilities of locative media in a drama context. The locative drama Scratch is the first outcome of an ongoing research project, Locating Drama, whose aim is to investigate and develop narrative strategies that take full advantage of the current generation of GPS enabled portable computing devices for audio drama. In particular, we are exploring content and modes of interaction, which, while based on location awareness are not in any way site-specific allowing users to experience the drama in a location of their choice. We will refer to this approach as translocational as it allows the translation of locative media experiences to a wide variety of spaces. The translocational approach is of particular interest to broadcasters as it is more scalable than a site-specific paradigm, opening the possibility of downloadable location-aware podcasts featuring professionally authored content for a wide audience
Design fiction for mixed-reality performances
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 membersā data ā i.e. physiological states, daily routines, conversations, etc
Digital-is-Physical : How Functional Fabrication Disrupts Ubicomp Design Principles
Ubiquitous computing has long explored design through the conceptual separation of digital and physical materials. We describe how the emergence of the fabrication community in HCI will challenge these conceptual principles. The idea of digital material in ubicomp āhidesā lower level abstractions such as physical architectures and materials from designers. As new fabrication techniques make these abstractions accessible to makers, physical materials are being used to encode digital functionality. Form (traditionally physical) and function (traditionally digital) can be mutually expressed within material design. We outline how emerging printed electronics techniques will enable functional fabrication, current limitations and opportunities for end-user fabrication of functional devices, and implications for new principles that emphasise combined physical design of form and function
Extending the Open Source Social Virtual Reality Ecosystem to the Browser in Ubiq
Social VR (SVR) systems are VR systems with a common subset of features facilitating unstructured social interaction. In the real world, social situations have many purposes, each with a different set of requirements, and roles its participants take - creator, moderator, performer, visitor, etc. Yet, common SVR systems typically offer only a single client to users. Even if there are versions for different platforms, there is a one-size-fits-all approach to the user experience. Consequently users need to employ workarounds or build their own functionality to support specific roles, where this is possible at all. We argue that platforms need to develop more open frameworks that support different processes and user interactions. One way to do this is through using appropriate web standards and an open messaging system in order to allow distributed clients that can leverage the strongest features of heterogeneous computing platforms. Supporting asymmetrical capabilities greatly increases the scope of supported virtual social interactions and potential use cases of SVR. We take a qualitative experimental approach to exploring cross platform support in this way, from a designers perspective. We use the open-source SDK Ubiq, and create a library that allows building Ubiq Peers using web standards and thus clients that can operate solely in a web browser or certain Javascript environments. We validate our approach by demonstrating six proof of concept demonstrators that would be difficult or impossible to achieve in most other SVR systems, and report on what we encountered for the benefit of other SVR designers
From interaction to trajectories: designing coherent journeys through user experience
notes: Best of CHI 2009 Awardpublication-status: PublishedThe idea of interactional trajectories through interfaces has emerged as a sensitizing concept from recent studies of tangible interfaces and interaction in museums and galleries. We put this concept to work as a lens to reflect on
published studies of complex user experiences that extend over space and time and involve multiple roles and
interfaces. We develop a conceptual framework in which trajectories explain these user experiences as journeys
through hybrid structures, punctuated by transitions, and in which interactivity and collaboration are orchestrated. Our
framework is intended to sensitize future studies, help distill craft knowledge into design guidelines and patterns,
identify technology requirements, and provide a boundary object to connect HCI with performance studies
Performing research: four contributions to HCI
This paper identifies a body of HCI research wherein the researchers take part in digitally mediated creative experiences alongside participants. We present our definition and rationale for "self-situated performance research" based on theories in both the HCI and performance literatures. We then analyse four case studies of this type of work, ranging from overtly "performative" staged events to locative audio and public making. We argue that by interrogating experience from within the context of self-situated performance, the 'performer/researcher' extends traditional practices in HCI in the following four ways: developing an intimate relationship between researchers and participants, providing new means of making sense of interactions, shaping participants' relationship to the research, and enabling researchers to refine their work as it is being conducted