1,240 research outputs found

    Making Sustainability Fashionable: Understanding Fashion-Making in Technology-Mediated Social Participation

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    Recently, the notion of fashion has been embraced and considered a useful paradigm of thinking to address challenges in HCI and sustainability. One of the suggested ways to learn from fashion is to make sustainability fashionable in order to increase uptake, interactivity, and proliferation of sustainability initiatives. This paper reports an exploratory study on the use of fashion-inspired ideas around the use of interactive technologies as a strategy to augment social participation in sustainability. Through an interpretive case study of an urban agriculture community in Indonesia, the paper illuminates the potential of using fashion thinking as a lens to examine techno-cultural aspects of human behavior. Implications of the study findings on the design, evaluation, and implementation of interactive systems in organizational and cultural contexts are also discussed

    Conceptualizing Approaches to Critical Computing Education: Inquiry, Design and Reimagination

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    As several critical issues in computing such as algorithmic bias, discriminatory practices, and techno-solutionism have become more visible, numerous efforts are being proposed to integrate criticality in K-16 computing education. Yet, how exactly these efforts address criticality and translate it into classroom practice is not clear. In this conceptual paper, we first historicize how current efforts in critical computing education draw on previous work which has promoted learner empowerment through critical analysis and production. We then identify three emergent approaches: (1) inquiry, (2) design and (3) reimagination that build on and expand these critical traditions in computing education. Finally, we discuss how these approaches highlight issues to be addressed and provide directions for further computing education research

    Peering into the Discourse of Industrial Design Training through a Sustainability Lens

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    Now well established in HCI, the lens of sustainability may be applied to educational practices in industrial design and interaction design. By sustainability, we mean to include notions of mitigation of the environmental effects of climate change. In this paper, we present an analysis of student projects in a junior and senior industrial design class dataset. Drawing from discourse analysis, we examine how the industrial design classroom serves as a space to socially construct the philosophies and goals inherent in “good” design. We then examine how the lens of sustainability is implicated into the industrial design “way” as espoused by the discipline’s pedagogy

    Exploring sustainability research in computing:where we are and where we go next

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    This paper develops a holistic framework of questions mo- tivating sustainability research in computing in order to en- able new opportunities for critique. Analysis of systemat- ically selected corpora of computing publications demon- strates that several of these question areas are well covered, while others are ripe for further exploration. It also pro- vides insight into which of these questions tend to be ad- dressed by different communities within sustainable com- puting. The framework itself reveals discursive similarities between other existing environmental discourses, enabling reflection and participation with the broader sustainability debate. It is argued that the current computing discourse on sustainability is reformist and premised in a Triple Bottom Line construction of sustainability, and a radical, Quadruple Bottom Line alternative is explored as a new vista for com- puting research

    Mining a MOOC to examine international views of the “Smart City”

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    Increasing numbers of cities are focussed on using technology to become “Smart”. Many of these Smart City programmes are starting to go beyond a technological focus to also explore the value of a more inclusive approach that values the input of citizens. However, the insights gained from working with citizens are typically focused around a single town or city. In this paper we explore whether it is possible to understand people’s opinions and views on the Smart City topics of Open Data, privacy and leadership by examining comments left on a Smart City MOOC that has been delivered internationally. In doing so we start to explore whether MOOCs can provide a lens for examining views on different facets of the Smart City agenda from a global audience, albeit limited to the demographic of the typical MOOC user

    From Research Prototype to Research Product

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    Prototypes and prototyping have had a long and important history in the HCI community and have played a highly significant role in creating technology that is easier and more fulfilling to use. Yet, as focus in HCI is expanding to investigate complex matters of human relationships with technology over time in the intimate and contested contexts of everyday life, the notion of a ‘prototype’ may not be fully sufficient to support these kinds of inquiries. We propose the research product as an extension and evolution of the research prototype to support generative inquiries in this emerging research area. We articulate four interrelated qualities of research products—inquiry-driven, finish, fit, and independent—and draw on these qualities to describe and analyze five different yet related design research cases we have collectively conducted over the past six years. We conclude with a discussion of challenges and opportunities for crafting research products and the implications they suggest for future design-oriented HCI research

    Material Speculation: Actual Artifacts for Critical Inquiry

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    Speculative and fictional approaches have long been implemented in human-computer interaction and design techniques through scenarios, prototypes, forecasting, and envisionments. Recently, speculative and critical design approaches have reflectively explored and questioned possible, and preferable futures in HCI research. We propose a complementary concept – material speculation – that utilizes actual and situated design artifacts in the everyday as a site of critical inquiry. We see the literary theory of possible worlds and the related concept of the counterfactual as informative to this work. We present five examples of interaction design artifacts that can be viewed as material speculations. We conclude with a discussion of characteristics of material speculations and their implications for future design-oriented research.&nbsp

    Amplifying Quiet Voices: Challenges and Opportunities for Participatory Design at an Urban Scale

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    Many Smart City projects are beginning to consider the role of citizens. However, current methods for engaging urban populations in participatory design activities are somewhat limited. In this paper, we describe an approach taken to empower socially disadvantaged citizens, using a variety of both social and technological tools, in a smart city project. Through analysing the nature of citizens’ concerns and proposed solutions, we explore the benefits of our approach, arguing that engaging citizens can uncover hyper-local concerns that provide a foundation for finding solutions to address citizen concerns. By reflecting on our approach, we identify four key challenges to utilising participatory design at an urban scale; balancing scale with the personal, who has control of the process, who is participating and integrating citizen-led work with local authorities. By addressing these challenges, we will be able to truly engage citizens as collaborators in co-designing their city

    Large-scale Text-to-Image Generation Models for Visual Artists' Creative Works

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    Large-scale Text-to-image Generation Models (LTGMs) (e.g., DALL-E), self-supervised deep learning models trained on a huge dataset, have demonstrated the capacity for generating high-quality open-domain images from multi-modal input. Although they can even produce anthropomorphized versions of objects and animals, combine irrelevant concepts in reasonable ways, and give variation to any user-provided images, we witnessed such rapid technological advancement left many visual artists disoriented in leveraging LTGMs more actively in their creative works. Our goal in this work is to understand how visual artists would adopt LTGMs to support their creative works. To this end, we conducted an interview study as well as a systematic literature review of 72 system/application papers for a thorough examination. A total of 28 visual artists covering 35 distinct visual art domains acknowledged LTGMs' versatile roles with high usability to support creative works in automating the creation process (i.e., automation), expanding their ideas (i.e., exploration), and facilitating or arbitrating in communication (i.e., mediation). We conclude by providing four design guidelines that future researchers can refer to in making intelligent user interfaces using LTGMs.Comment: 15 pages, 3 figure
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