23,116 research outputs found
Creative idea exploration within the structure of a guiding framework : the card brainstorming game
I present a card brainstorming exercise that transforms a conceptual tangible interaction framework into a tool for creative dialogue and discuss the experiences made in using it. Ten sessions with this card game demonstrate the frameworks' versatility and utility. Observation and participant feedback highlight the value of a provocative question format and of the metaphor of a card game
Tangible user interfaces : past, present and future directions
In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this ïŹeld. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research
Physicality and Cooperative Design
CSCW researchers have increasingly come to realize that material work setting and its population of artefacts play a crucial part in coordination of distributed or co-located work. This paper uses the notion of physicality as a basis to understand cooperative work. Using examples from an ongoing fieldwork on cooperative design practices, it provides a conceptual understanding of physicality and shows that material settings and co-workerâs working practices play an important role in understanding physicality of cooperative design
Designing Engaging Learning Experiences in Programming
In this paper we describe work to investigate the creation of engaging programming learning experiences. Background research informed the design of four fieldwork studies to explore how programming tasks could be framed to motivate learners. Our empirical findings from these four field studies are summarized here, with a particular focus upon one â Whack a Mole â which compared the use of a physical interface with the use of a screen-based equivalent interface to obtain insights into what made for an engaging learning experience. Emotions reported by two sets of participant undergraduate students were analyzed, identifying the links between the emotions experienced during programming and their origin. Evidence was collected of the very positive emotions experienced by learners programming with a physical interface (Arduino) in comparison with a similar program developed using a screen-based equivalent interface. A follow-up study provided further evidence of the motivation of personalized design of programming tangible physical artefacts. Collating all the evidence led to the design of a set of âLearning Dimensionsâ which may provide educators with insights to support key design decisions for the creation of engaging programming learning experiences
Translational research as an integral part of workâbased learning
Shelagh Keogh, Northumbria University, UK
This paper explores the concept of translational research as an appropriate strategy for work based learning. Translational research as the name suggests it is about the translation of research findings into practice. Practice and practice development are integral to the learning in the work place and translational research is therefore an excellent mechanism for work based learning.
Medicine is its main exponent but it is becoming increasingly commoner in other areas. Traditionally translational research refers to the translating of laboratory based findings to clinical practice as such is a highly prescriptive and regulated approach. More recently, Public Health has explored ways of translating findings of epidemiological studies into clinical practice and education has also explored strategies which can be used in the translation of research into both curriculum design and classroom practice. Although clearly it is applicable to a range of practices and disciplines
There are two main issues which need to be considered in translational research, the nature of knowledge and the roles involved in the translation of research findings into practice:
The knowledge valued in different disciplinary areas can differ for example in medicine and the health professions application of research is highly regulated and controlled, novel and innovative ideas go through a rigorous testing process. Whereas in many business settings and in the creative industries novel and innovative ideas are the starting point. Having determined the knowledge which is valued the tensions which are inherent in the work place need to be explored. Traditional ways of doing things can be challenged and this can draw on skills
The roles played are important and central to the translation. In work based learning much will depend on the programme and the stage involved, for instance in doctoral programme the students may take the lead whereas in undergraduate programmes the student will be part of a highly supervised and supported team
It is an approach which if planned and correctly executed develops practice and it can be a very powerful tool for learning to demonstrate this the paper will conclude with a case study of a translational research project. Involved the translation of research study into practice in a care environment. The stages involved will be discussed and outlined in some detail. The benefits and drawbacks of the approach, as a learning tool will also be outlined and considere
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Human-Centered Approaches in Geovisualization Design: Investigating Multiple Methods Through a Long-Term Case Study
Working with three domain specialists we investigate human-centered approaches to geovisualization following an
ISO13407 taxonomy covering context of use, requirements and early stages of design. Our case study, undertaken over three years, draws attention to repeating trends: that generic approaches fail to elicit adequate requirements for geovis application design; that the use of real data is key to understanding needs and possibilities; that trust and knowledge must be built and developed with collaborators. These processes take time but modified human-centred approaches can be effective. A scenario developed through contextual inquiry but supplemented with domain data and graphics is useful to geovis designers. Wireframe, paper and digital prototypes enable successful communication between specialist and geovis domains when incorporating real and interesting data, prompting exploratory behaviour and eliciting previously unconsidered requirements. Paper prototypes are particularly successful at eliciting suggestions, especially for novel visualization. Enabling specialists to explore their data freely with a digital prototype is as effective as using a structured task protocol and is easier to administer. Autoethnography has potential for framing the design process. We conclude that a common understanding of context of use, domain data and visualization possibilities are essential to successful geovis design and develop as this progresses. HC approaches can make a significant contribution here. However, modified approaches, applied with flexibility, are most promising. We advise early, collaborative engagement with data â through simple, transient visual artefacts supported by data sketches and existing designs â before moving to successively more sophisticated data wireframes and data prototypes
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