5,022 research outputs found

    From Personalization to Adaptivity: Creating Immersive Visits through Interactive Digital Storytelling at the Acropolis Museum

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    Storytelling has recently become a popular way to guide museum visitors, replacing traditional exhibit-centric descriptions by story-centric cohesive narrations with references to the exhibits and multimedia content. This work presents the fundamental elements of the CHESS project approach, the goal of which is to provide adaptive, personalized, interactive storytelling for museum visits. We shortly present the CHESS project and its background, we detail the proposed storytelling and user models, we describe the provided functionality and we outline the main tools and mechanisms employed. Finally, we present the preliminary results of a recent evaluation study that are informing several directions for future work

    Ec(h)o: Situated play in a tangible and audio museum guide

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    In this paper we discuss an adaptive museum guide prototype in which playfulness is a key design goal for the interaction experience. The interface for our prototype is a combined tangible user interface and audio display. We discuss how we determined the specific requirements for play through an ethnographic study and analysis based on ecological concepts of Bell and Nardi & O’Day. We found that we could consider play in two main forms in regard to the interface: content and physical play. We also found that play is highly contextual. Designers need to consider the situated nature of play for two reasons: 1) to best serve the overall design purpose; 2) in order to understand the nature and degree of play required. We augmented traditional user experience evaluation methods of questionnaires and interviews with observational analysis based on Djajadiningrat’s descriptions of aesthetic interaction

    Situated play in a tangible interface and adaptive audio museum guide

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    This paper explores the design issues of 9 situated play within a museum through the study of a 10 museum guide prototype that integrates a tangible interface, audio display, and adaptive modeling. We discuss our use of design ethnography in order to situate our interaction and to investigate the liminal and engagement qualities of a museum visit. The paper provides an overview of our case study and analysis of our user evaluation. We discuss the implications including degrees of balance in the experience design of play in interaction; the challenge in developing a discovery-based information model, and the need for a better understanding of the contextual aspects of tangible user interfaces (TUIs). We conclude that learning effectiveness and functionality can be balanced productively with playful interaction through an adaptive audio and TUI if designers balance the engagement between play and the environment, and the space between imagination and interpretation that links the audio content to the artifacts

    Human-Centered Design for Individual and Social Well-being: Editorial Preface

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    As digital technology use becomes widespread, its unintended consequences ranging from personal health to societal righteousness are under more scrutiny. Increasingly, digital designers are accused of not being considerate enough of the depth of their creations, and their impacts on our well-being. In this special issue, we explore an alternative, genuinely human-centered approach to technology design focusing on well-being and making our interactions with digital technology more meaningful, purposeful, and sustainable. To this end, the editorial starts with a brief review of the history of research that led to the growing field of digital well-being. We then introduce the Digital Well-being Design Framework, which goes beyond the ego-centric approach in human-centered design, and is multi-layered with self (intrapersonal), social (interpersonal), and transcendent (extra-personal) levels. Similar topics in related AIS journals are summarized, followed by the application of our framework to introduce and position the papers in this special issue. Our special issue aims to bring the topic of digital well-being to the forefront of the information systems research community and launch a new era of genuinely human-centered design

    Human-Computer Interaction in Mobile Context : A Cognitive Resources Perspective

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    Human-computer interaction is currently shifting its focus from desktop-based interaction to interaction with "beyond the desktop", which is embedded into everyday activities. In order to support users more elegantly, these mobile, wearable, and ubiquitous computing devices are envisioned to adapt inte lligently to their context. Thus far, however, the mobile use contexts per se have received attention, as most research has been technology-driven. Drawing from cognitive psychology, user modeling in human-computer interaction, and ethnomethodology, a framework is put forward here to analyse mobile use situations from the point of view of resource competition. The framework assumes that mobility is inherently multitasking and easily leads to competition for cognitive and other human resources. This "cognitive resource competition" framework is elaborated and associated with the psychological principles of capacity and multitasking. It looks at the typical social, interactional, cognitive, and physical tasks in mobility, relates them to the typical cognitive resources they compete for, and, based on known capacities of cognitive faculties, pinpoints restrictions and resources for action that can emerge in a given mobile situation. It is argued that the approach is useful for identifying the perceptual, attentional, and cognitive capabilities of a user in a mobile situation. The approach has implications for the design and innovation of intelligent, context-sensitive user interfaces and services. Furthermore, a practical method for making human resources visible in a design session is proposed and evaluated

    Proceedings of the 4th Workshop on Interacting with Smart Objects 2015

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    These are the Proceedings of the 4th IUI Workshop on Interacting with Smart Objects. Objects that we use in our everyday life are expanding their restricted interaction capabilities and provide functionalities that go far beyond their original functionality. They feature computing capabilities and are thus able to capture information, process and store it and interact with their environments, turning them into smart objects
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