650 research outputs found

    Mobility is the Message: Experiments with Mobile Media Sharing

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    This thesis explores new mobile media sharing applications by building, deploying, and studying their use. While we share media in many different ways both on the web and on mobile phones, there are few ways of sharing media with people physically near us. Studied were three designed and built systems: Push!Music, Columbus, and Portrait Catalog, as well as a fourth commercially available system – Foursquare. This thesis offers four contributions: First, it explores the design space of co-present media sharing of four test systems. Second, through user studies of these systems it reports on how these come to be used. Third, it explores new ways of conducting trials as the technical mobile landscape has changed. Last, we look at how the technical solutions demonstrate different lines of thinking from how similar solutions might look today. Through a Human-Computer Interaction methodology of design, build, and study, we look at systems through the eyes of embodied interaction and examine how the systems come to be in use. Using Goffman’s understanding of social order, we see how these mobile media sharing systems allow people to actively present themselves through these media. In turn, using McLuhan’s way of understanding media, we reflect on how these new systems enable a new type of medium distinct from the web centric media, and how this relates directly to mobility. While media sharing is something that takes place everywhere in western society, it is still tied to the way media is shared through computers. Although often mobile, they do not consider the mobile settings. The systems in this thesis treat mobility as an opportunity for design. It is still left to see how this mobile media sharing will come to present itself in people’s everyday life, and when it does, how we will come to understand it and how it will transform society as a medium distinct from those before. This thesis gives a glimpse at what this future will look like

    Supporting ethnographic studies of ubiquitous computing in the wild

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    Ethnography has become a staple feature of IT research over the last twenty years, shaping our understanding of the social character of computing systems and informing their design in a wide variety of settings. The emergence of ubiquitous computing raises new challenges for ethnography however, distributing interaction across a burgeoning array of small, mobile devices and online environments which exploit invisible sensing systems. Understanding interaction requires ethnographers to reconcile interactions that are, for example, distributed across devices on the street with online interactions in order to assemble coherent understandings of the social character and purchase of ubiquitous computing systems. We draw upon four recent studies to show how ethnographers are replaying system recordings of interaction alongside existing resources such as video recordings to do this and identify key challenges that need to be met to support ethnographic study of ubiquitous computing in the wild

    Rethinking 'multi-user': an in-the-wild study of how groups approach a walk-up-and-use tabletop interface

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    Multi-touch tabletops have been much heralded as an innovative technology that can facilitate new ways of group working. However, there is little evidence of these materialising outside of research lab settings. We present the findings of a 5-week in-the-wild study examining how a shared planning application – designed to run on a walk-up- and-use tabletop – was used when placed in a tourist information centre. We describe how groups approached, congregated and interacted with it and the social interactions that took place – noting how they were quite different from research findings describing the ways groups work around a tabletop in lab settings. We discuss the implications of such situated group work for designing collaborative tabletop applications for use in public settings

    Feasibility Study of Ubiquitous Interaction Concepts

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    AbstractThere are all sorts of consumer electronics in a home environment. Using “apps” to interact with each device is neither feasible nor practical in an ubicomp future. Prototyping and evaluating interaction concepts for this future is a challenge. This paper proposes four concepts for device discovery and device interaction implemented in a virtual environment. The interaction concepts were compared in a controlled experiment for evaluation and comparison.Some statistically significant differences and subjective preferences could be observed in the quantitative and qualitative data respectively.Overall, the results indicate that the proposed interaction concepts were found natural and easy to use

    Futures in the making: Practices to anticipate 'ubiquitous computing'

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    Kinsley, S. 2012, The definitive, peer-reviewed and edited version of this article is published in Environment and Planning A, 2012, Vol. 44, Issue 7, pp. 1554 – 1569 doi:10.1068/a45168. This a post-print, author-produced version of an article accepted for publication in Environment and Planning A. Copyright © 2012 PionThis paper addresses the discourse for a proactive thinking of futurity, intimately concerned with technology, which comes to an influential fruition in the discussion and representation of ‘ubiquitous computing’. The imagination, proposal, or playing out of ubiquitous computing environments are bound up with particular ways of constructing futurity. This paper charts the techniques used in ubiquitous computing development to negotiate that futurity. In so doing, it engages with recent geographical debates around anticipation and futurity. The discussion accordingly proceeds in four parts. First, the spatial imagination engendered by the development of ubiquitous computing is explored. Second, particular techniques in ubiquitous computing research and development for anticipating future technology use, and their limits, are discussed through empirical findings. Third, anticipatory knowledge is explored as the basis for stable means of future orientation, which both generates and derives from the techniques for anticipating futures. Fourth, the importance of studying future orientation is situated in relation to the somewhat contradictory nature of anticipatory knowledges of ubicomp and related forms of spatial imagination

    Futures in the making: Practices to anticipate 'ubiquitous computing'

    Get PDF
    This paper addresses the discourse for a proactive thinking of futurity, intimately concerned with technology, which comes to an influential fruition in the discussion and representation of 'ubiquitous computing'. The imagination, proposal, or playing out of ubiquitous computing environments are bound up with particular ways of constructing futurity. This paper charts the techniques used in ubiquitous computing development to negotiate that futurity. In so doing, it engages with recent geographical debates around anticipation and futurity. The discussion accordingly proceeds in four parts. First, the spatial imagination engendered by the development of ubiquitous computing is explored. Second, particular techniques in ubiquitous computing research and development for anticipating future technology use, and their limits, are discussed through empirical findings. Third, anticipatory knowledge is explored as the basis for stable means of future orientation, which both generates and derives from the techniques for anticipating futures. Fourth, the importance of studying future orientation is situated in relation to the somewhat contradictory nature of anticipatory knowledges of ubicomp and related forms of spatial imagination. © 2012 Pion and its Licensors

    Exploring methods for interaction design with animals: a case-study with Valli

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    This case study describes our progress towards the goal of providing technology-enhanced enrichment for an Asian elephant so that she can exercise choice and control. We offer guidelines for developers to show how interaction design with a captive elephant might be approached

    Implementing Ethics for a Mobile App Deployment

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    This paper discusses the ethical dimensions of a research project in which we deployed a personal tracking app on the Apple App Store and collected data from users with whom we had little or no direct contact. We describe the in-app functionality we created for supporting consent and withdrawal, our approach to privacy, our navigation of a formal ethical review, and navigation of the Apple approval process. We highlight two key issues for deployment-based research. Firstly, that it involves addressing multiple, sometimes conflicting ethical principles and guidelines. Secondly, that research ethics are not readily separable from design, but the two are enmeshed. As such, we argue that in-action and situational perspectives on research ethics are relevant to deployment-based research, even where the technology is relatively mundane. We also argue that it is desirable to produce and share relevant design knowledge and embed in-action and situational approaches in design activities

    Interaction Design for Sustainable Energy Consumption in the Smart Home

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    Tariff agent: interacting with a future smart energy system at home

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    Smart systems are becoming increasingly ubiquitous and consequently transforming our lives. The level of system autonomy plays a vital role in the development of smart systems as it profoundly affects how people and these systems interact with each other. However, to date, there are very few studies on human interaction with such systems. This paper presents findings from two field studies where two different prototypes for automating energy tariff-switching were developed and evaluated in the wild. Both prototypes offer flexible autonomy by which users can shift the system's level of autonomy among three options: suggestion-only, semi-autonomy, and full autonomy, whenever they like. Our findings based on thematic analysis show that flexible autonomy is a promising way to sustain users' engagement with smart systems, despite their occasional mistakes. The findings also suggest that users take responsibility for the undesired outcomes of automated actions when delegation of autonomy can be adjusted flexibly
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