124,954 research outputs found

    Animal-Computer Interaction: the emergence of a discipline

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    In this editorial to the IJHCS Special Issue on Animal-Computer Interaction (ACI), we provide an overview of the state-of-the-art in this emerging field, outlining the main scientific interests of its developing community, in a broader cultural context of evolving human-animal relations. We summarise the core aims proposed for the development of ACI as a discipline, discussing the challenges these pose and how ACI researchers are trying to address them. We then introduce the contributions to the Special Issue, showing how they illustrate some of the key issues that characterise the current state-of-the-art in ACI, and finally reflect on how the journey ahead towards developing an ACI discipline could be undertaken

    An experience of modularity through design

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    We aim to utilise the experiences of a marine industry-based design team to determine the need for research into a modular design methodology in an industrial environment. In order to achieve this we couple the outcome of a current design project with the findings of a recent literature survey with the objectives of firstly, clarifying why a methodology is required and, secondly, defining the key elements which the methodology would have to realise or address. The potential benefits of modularity have long been recognised in the shipbuilding industry. Many shipbuilders adopt a 'module' approach to ship construction whereby the ship structure is separated into a number of large structural 'blocks' to ease manufacture and manoeuvrability during construction. However, as understanding of the capabilities of modularity as a design tool develops there is increased interest in capitalising on the differing life phase benefits of modularity such as reduced design costs and time, increased ease of maintenance, upgrade, re-use, redesign and standardisation across individual products and product families. This is especially pertinent in naval shipbuilding where the maintenance of a class of ship requires that all previously designed ships in that class must be of similar outfitting and must be able to interface with the new ship, in terms of propulsion, weapons, communications and electronics, and thus often require some form of retrofit. Therefore, many shipbuilders are moving from viewing modularity as a purely 'manufacturing' principle to a design centred principle. However, as noted by Chang and Ward 'none of the design theories or tools in the mechanical world serves as an articulate procedure for designers to follow in practising modular design'. Thus, despite the identification of a need to introduce modular principles at an earlier stage than detail design and construction, there is little aid in the form of tools, techniques and methodologies for designers in practice

    Mixed Reality Architecture: Concept, Construction, Use

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    Mixed Reality Architecture (MRA) dynamically links and overlays physical and virtual spaces. This paper investigates the topology of and the relationships between the components of MRA. As a phenomenon, MRA takes its place in a long history of technologies that have influenced conditions for social interaction as well as the environment we build around us. However, by providing a flexible spatial topology spanning physical and virtual environments it presents new opportunities for social interaction across electronic media. An experimental MRA is described that allowed us to study some of the emerging issues in this field. It provided material for the development of a framework describing virtual and physical spaces, the links between those and the types of mixed reality structure that we can envisage it being possible to design using these elements. We propose that by re-introducing a level of spatiality into communication across physical and virtual environments MRA will support everyday social interaction, and may convert digital communication media from being socially conservative to a more generative form familiar from physical space

    An Ontological Basis for Design Methods

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    This paper presents a view of design methods as process artefacts that can be represented using the function-behaviour-structure (FBS) ontology. This view allows identifying five fundamental approaches to methods: black-box, procedural, artefact-centric, formal and managerial approaches. They all describe method structure but emphasise different aspects of it. Capturing these differences addresses common terminological confusions relating to methods. The paper provides an overview of the use of the fundamental method approaches for different purposes in designing. In addition, the FBS ontology is used for developing a notion of prescriptiveness of design methods as an aggregate construct defined along four dimensions: certainty, granularity, flexibility and authority. The work presented in this paper provides an ontological basis for describing, understanding and managing design methods throughout their life cycle. Keywords: Design Methods; Function-Behaviour-Structure (FBS) Ontology; Prescriptive Design Knowledge</p

    Open Innovations and Living Labs: Promises or Challenges to Regional Renewal

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    The paper brings to the foreground modes and strategies of organising purposeful action that may be conductive to local and regional actors’ successful coping in the more and more competitive environment. The paper is pragmatist by its approach in a sense that it emphasises preconditions and possibilities for making ideas work. However, to do this is a difficult task. In the maze of multifaceted information flows and revolutionary technologies for reaching them enterprises and public actors need to find and construct better structured information that really helps them to operate. The paper introduces two sets of case activities that build on open innovation and living lab approaches in their attempts to make the boundaries between organisations and their environment more permeable. Its findings support the structuralist idea that spatial attributes matter more than as a mere venue, platform, or even container of social action. The venues studied in the paper are unique: one of the oldest still remaining factory buildings in the innermost core of the city of Tampere and a re-used loghouse in a peri-urban landscape outside the city. They both serve now as true exploratory spaces with no functional or institutional lock-ins stemming from them to bond their present-day users

    A requirements engineering framework for integrated systems development for the construction industry

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    Computer Integrated Construction (CIC) systems are computer environments through which collaborative working can be undertaken. Although many CIC systems have been developed to demonstrate the communication and collaboration within the construction projects, the uptake of CICs by the industry is still inadequate. This is mainly due to the fact that research methodologies of the CIC development projects are incomplete to bridge the technology transfer gap. Therefore, defining comprehensive methodologies for the development of these systems and their effective implementation on real construction projects is vital. Requirements Engineering (RE) can contribute to the effective uptake of these systems because it drives the systems development for the targeted audience. This paper proposes a requirements engineering approach for industry driven CIC systems development. While some CIC systems are investigated to build a broad and deep contextual knowledge in the area, the EU funded research project, DIVERCITY (Distributed Virtual Workspace for Enhancing Communication within the Construction Industry), is analysed as the main case study project because its requirements engineering approach has the potential to determine a framework for the adaptation of requirements engineering in order to contribute towards the uptake of CIC systems

    Reflecting on the usability of research on culture in designing interaction

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    The concept of culture has been attractive to producers of interactive\ud systems who are willing to design useful and relevant solutions to users\ud increasingly located in culturally diverse contexts. Despite a substantial body of\ud research on culture and technology, interaction designers have not always been\ud able to apply these research outputs to effectively define requirements for\ud culturally diverse users. This paper frames this issue as one of understanding of\ud the different paradigms underpinning the cultural models being applied to\ud interface development and research. Drawing on different social science theories,\ud the authors discuss top-down and bottom-up perspectives in the study of users‟\ud cultural differences and discuss the extent to which each provides usable design\ud knowledge. The case is made for combining bottom-up and top-down perspectives\ud into a sociotechnical approach that can produce knowledge useful and usable by\ud interaction designers. This is illustrated with a case study about the design of\ud interactive systems for farmers in rural Kenya

    Design for the contact zone. Knowledge management software and the structures of indigenous knowledges

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    This article examines the design of digital indigenous knowledge archives. In a discussion of the distinction between indigenous knowledge and western science, a decentred perspective is developed, in which the relationship between different local knowledges is explored. The particular characteristics of indigenous knowledges raise questions about if and how these knowledges can be managed. The role of technology in managing indigenous knowledges is explored with examples from fieldwork in India and Kenya and from web-based databases and digital archives. The concept of contact zone is introduced to explore the space in which different knowledges meet and are performed, such as indigenous knowledge and the technoscientific knowledge of the database. Design for the contact zone, this article proposes, is an intra-active and adaptive process for in creating databases that are meaningful for indigenous knowers. The meta-design approach is introduced as a methodology, which may provide indigenous knowers tools for self-representation and self-organisation through design
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