301 research outputs found

    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

    User-created personas: a four case multi-ethnic study of persona artefact co-design in pastoral and Urban Namibia with ovaHerero, Ovambo, ovaHimba and San communities

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    A persona is an artefact widely used in technology design to aid communicational processes between designers, users and other stakeholders involved in projects. Persona originated in the Global North as an interpretative portrayal of a group of users with commonalities. Persona lacks empirical research in the Global South, while projects appearing in the literature are often framed under the philosophy of User-Centred Design –this indicates they are anchored in western epistemologies. This thesis postulates persona depictions are expected to differ across locales, and that studying differences and similarities in such representations is imperative to avoid misrepresentations that in turn can lead to designerly miscommunications, and ultimately to unsuitable technology designs. The importance of this problematic is demonstrated through four exploratory case studies on persona artefacts co-designed with communities from four Namibian ethnicities, namely ovaHerero, ovaHimba, Ovambo and San. Findings reveal diverse self-representations whereby results for each ethnicity materialise in different ways, recounts and storylines: romanticised persona archetypes versus reality with ovaHerero; collective persona representations with ovaHimba; individualised personas with Ovambo, although embedded in narratives of collectivism and interrelatedness with other personas; and renderings of two contradictory personas of their selves with a group of San youth according to either being on their own (i.e. inspiring and aspirational) or mixed with other ethnic groups (i.e. ostracised). This thesis advocates for User-Created Personas (UCP) as a potentially valid tactic and methodology to iteratively pursue conceptualisations of persona artefacts that are capable to communicate localised nuances critical to designing useful and adequate technologies across locales: Methodologies to endow laypeople to co-design persona self-representations and the results and appraisals provided are this thesis’ main contribution to knowledge

    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

    Developer Driven and User Driven Usability Evaluations

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    Co-Creating New Mobile Devices for Groups During Field Trips: MIS-2 Study

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    The second iteration of the Mobile Information Sharing studies (MIS-2) aimed to validate results from the previous study and to introduce mobile low-fidelity prototypes in a natural tourist activity. Seven foam prototypes with fictional functionality descriptions were carried and used by backpackers during the course of a tourist field trip. The trip consisted of walking through a city centre to a boat, taking a boat cruise, walking around an animal park and then taking the same journey back to their hostel. Backpackers added features and discussed these devices in a workshop. Variations to previous research methods included increased use of digital cameras and the use of three simultaneous observers for ethnographic observation. A repetition of the previous social pairing activity was conducted which explored different types of social ties with more participants. Study results include a rich understanding of travel conversation, in-situ effects of mobile device usage, and verification of research methods. Subgroups of participants within the study didn’t communicate much between each other and provided an interesting case of backpackers failing to connect even though they desired to. A field trip representing a typical tourist activity produced a number of situations where mobile device features were requested by participants. The social pairing activity produced some useful information for participants and provided design recommendations for social pairing systems. 11 design requirements for mobile travel devices were generated from observations and discussions with backpackers. Additional analysis produced 23 proposed product features. Recommendations have been made for improvements to the study design and methods for future mobile group research

    Web information search and sharing :

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    制度:新 ; 報告番号:甲2735号 ; 学位の種類:博士(人間科学) ; 授与年月日:2009/3/15 ; 早大学位記番号:新493
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