124 research outputs found

    Ageing bodies and the space they call home

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    Within the population of âolder adultsâ there is more diversity than in any other user group. Yet, generalised assumptions still exist about their capabilities, needs, and technology use. This paper briefly outlines existing research into designing technology for (older) users and suggests that the built environment can, and should, serve as the canvas for new technologies that support the sociophysical interactions of ageing bodies. Innovations coming from the fields of tangible interaction and interactive architecture have the opportunity to consider the whole environment in which such bodies reside. Rather than devising specific technologies for older users, this paper suggests focusing on the incorporation of flexible, mainstream technologies, into adaptable, intelligent homes, which support the autonomy of older adults. The challenges of such an endeavour are discussed as the grounding for future research into sociophysical technology that supports older user

    Affording Enjoyment in VR Games: Possibilities, Pitfalls, and Perfection

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    In this paper, we present research that aims to understand affordances and inhibitors of enjoyment in virtual reality (VR) video games. We apply the GameFlow model to analyse VR and non-VR versions of the same games to identify differences in enjoyment in VR games. Our approach involves conducting qualitative analysis on video game reviews, using GameFlow as a theoretical foundation. We report on our analysis of the games Superhot and Skyrim. We find that affordances are largely consistent between VR and non-VR versions of the same games, with a few key differences related to Feedback, Control, Player Skills, and Immersion. We conclude that GameFlow is applicable to VR games, with the addition of a Comfort element to describe player comfort while playing

    Establishing the design knowledge for emerging interaction platforms

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    While awaiting a variety of innovative interactive products and services to appear in the market in the near future such as interactive tabletops, interactive TVs, public multi-touch walls, and other embedded appliances, this paper calls for preparation for the arrival of such interactive platforms based on their interactivity. We advocate studying, understanding and establishing the foundation for interaction characteristics and affordances and design implications for these platforms which we know will soon emerge and penetrate our everyday lives. We review some of the archetypal interaction platform categories of the future and highlight the current status of the design knowledge-base accumulated to date and the current rate of growth for each of these. We use example designs illustrating design issues and considerations based on the authors’ 12-year experience in pioneering novel applications in various forms and styles

    Exploratory Research Methods for the Extremely Mobile: Supporting Community Interaction Amongst Backpackers

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    Mobile communities of backpackers represent a challenging population to study because of frequent and long-duration of movement, distributed group structure, and adventuresome activities. Five types of mobile group studies are presented here, which address challenges posed by this context to existing methods. Methods used include: contextual interviews, site surveys, participatory activities, field trips, team ethnography, contextual questionnaires, and electronic diary methods. The structure of each method is described, reflected upon and recommendations are made for its effective use. Many existing mobile and CSCW methods have difficulties when applied to mobile groups, and many are not designed for exploratory research dealing with product conceptualization or requirements analysis. We propose that improvising with a diverse set of available methods is appropriate for many mobile research situations. It may also be advantageous to use multiple methods which explore different aspects of target user groups' behaviour from a variety of perspectives. Furthermore, piloting studies to test methods with new user groups or situations, and using in-situ methods is advisable

    A comparative study of mobile technology adoption in remote Australia

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    The paper presents a comparative study of mobile technology adoption\ud and use by two communities – one Aboriginal and the other non-Aboriginal –\ud both located in a remote region of Australia, the Bloomfield River Valley of Cape\ud York. Both communities have high levels of ownership of mobile phones relative\ud to, on the one hand, the low uptake of other ICT such as fixed-line phones by the\ud Aboriginal community at Wujal Wujal and, on the other hand, the poor mobile\ud coverage in the non-Aboriginal community at Bloomfield. For both groups\ud communication is of paramount importance, followed by listening to music. In\ud addition, the Aboriginal community make extensive use of other multimedia and\ud Internet features of their devices. Key factors in the motivation to acquire mobile\ud phones, in comparison to other ICT, are the superior cost management that\ud mobiles offer for Aboriginal people and the convenience of being able to\ud communicate while away from home for Bloomfield residents. The authors\ud conclude that mobile technology needs to be taken seriously, even in areas of\ud limited coverage such as the Bloomfield River Valley

    Community participatory design in the information systems development process in Africa: a systemic literature review

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    Participatory design (PO) pertains to the different ways of incorporating ideas and acts of organisational members in designing, developing and evaluating an Information Systems (IS) artefact. The context of this study is community organisations in African settings participating in the designing and developing of an IS artefact. The study traces and synthesises findings from 95 articles on community PO in Information Systems Development in Africa. It argues that community PO consists of vast diverse constructs and implementations. This produced and reproduced concept is formulated in five major themes of: conceptualisations; ethics; standards; checks and balances and approaches; and perspectives and methodologies of PD. The themes constitute the possible ways of classifying PO research and practice in African settings. The results demonstrate that there is a wide belief that participation is one of the vital ingredients necessary for successful designing of IS artefacts for human development. However, the different elements involved in PO involve much discussion on what is known and needs to be known about PO and how to achieve the desired results by PD. The study uses Critical Research philosophy to pay special attention to the behavioural and attitudinal arguments of the different PO practices on community organisations. The researcher found Design Science (OS) principles that centre on devising an artefact as appropriate to frame this work. In sum, through the use of Critical Research and a OS lens, the researcher found that community participation is important in designing a useful IS artefact, but treacherous if misunderstood and inappropriately implemented

    Appraising Rufaidah Al-Aslamia, First Muslim Nurse and Pioneer of Islamic Nursing: Contributions and Legacy

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    Global advancement in nursing is attributed mainly to western pioneers with negligible recognition of Rufaidah Al-Aslamia, who was the first Muslim nurse, and pioneer in Islamic nursing more than 1,400 years ago in Madinah (Medina, Saudi Arabia). She responded to the need for the provision of organized nursing care to injured soldiers in the Islamic battles during the time of Prophet Mohammed (Peace & Blessings Upon Him). The paucity of focus on Rufaidah Al-Aslamia triggered this scientific study to appraise her contributions and legacy as the pioneer of Islamic nursing. A qualitative, historical research inquiry was conducted using a research design that was exploratory, descriptive, explanatory, interpretive, and contextual within the constructivist paradigm. Data collection of literature was conducted by purposive sampling. Data analysis was conducted in two parts, which is document analysis, and thematic and content analysis with the use of deductive, inductive and abductive logical reasoning. The results of topic themes related to nurse-, patient-, and system-focused activities are provided with the emerging themes including efficient organizer, effective communication, clinical practice teacher, community care, and spiritual care. The historical narrative is reconstructed using empirical data sources as part of the discussion that includes the biography of Rufaidah Al-Aslamia and a vivid comprehensive portrayal of the contributions and legacy of Rufaidah Al-Aslamia as the first Muslim nurse and the pioneer of Islamic nursing.   Abstrak Rufaidah Al-Aslamia, Perawat Muslim Pertama dan Pelopor Keperawatan Islam: Kontribusi dan Legasi. Kemajuan global di bidang keperawatan seringkali dikaitkan terutama dengan perintis barat dengan sedikit pengakuan terhadap Rufaidah Al-Aslamia, yang merupakan perawat Muslim pertama, dan pelopor dalam keperawatan Islam lebih dari 1.400 tahun yang lalu di Madinah (Arab Saudi). Rufaidah Al-Aslamia menanggapi kebutuhan penyediaan asuhan keperawatan yang terorganisir untuk tentara yang terluka dalam pertempuran Islam pada masa Nabi Muhammad (SAW). Kurangnya fokus pada Rufaidah Al-Aslamia memicu studi ilmiah ini untuk menilai kontribusi dan warisannya sebagai pelopor keperawatan Islam. Penelusuran sejarah dengan pendekatan kualitatif dilakukan dengan menggunakan desain penelitian yang bersifat eksploratif, deskriptif, eksplanatif, interpretif, dan kontekstual dalam paradigma konstruktivis. Pengumpul-an data literatur dilakukan dengan purposive sampling. Analisis data dilakukan dalam dua bagian, yaitu analisis dokumen, dan analisis tematik dan isi dengan menggunakan penalaran logis deduktif, induktif dan abduktif. Hasil dari topik yang berkaitan dengan kegiatan yang berfokus pada perawat, pasien, dan sistem disajikan dengan tema-tema yang muncul termasuk penyelenggara yang efisien, komunikasi yang efektif, guru praktik klinis, perawatan komunitas, dan perawatan spiritual. Narasi sejarah direkonstruksi menggunakan sumber data empiris sebagai bagian dari diskusi yang mencakup biografi Rufaidah Al-Aslamia dan penggambaran komprehensif yang jelas tentang kontribusi dan warisan Rufaidah Al-Aslamia sebagai perawat Muslim pertama dan pelopor keperawatan Islam. Kata kunci: Nabi Muhammad, pelopor keperawatan islam, perawat muslim pertama, Rufaidah Al-Aslami

    Embracing first-person perspectives in soma-based design

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    This article belongs to the Special Issue Tangible and Embodied InteractionA set of prominent designers embarked on a research journey to explore aesthetics in movement-based design. Here we unpack one of the design sensitivities unique to our practice: A strong first person perspective-where the movements, somatics and aesthetic sensibilities of the designer, design researcher and user are at the forefront. We present an annotated portfolio of design exemplars and a brief introduction to some of the design methods and theory we use, together substantiating and explaining the first-person perspective. At the same time, we show how this felt dimension, despite its subjective nature, is what provides rigor and structure to our design research. Our aim is to assist researchers in soma-based design and designers wanting to consider the multiple facets when designing for the aesthetics of movement. The applications span a large field of designs, including slow introspective, contemplative interactions, arts, dance, health applications, games, work applications and many others

    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

    The SEE toolkit:How Young Adults Manage Low Self-esteem Using Personal Technologies

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