4,221 research outputs found

    Comics, robots, fashion and programming: outlining the concept of actDresses

    Get PDF
    This paper concerns the design of physical languages for controlling and programming robotic consumer products. For this purpose we explore basic theories of semiotics represented in the two separate fields of comics and fashion, and how these could be used as resources in the development of new physical languages. Based on these theories, the design concept of actDresses is defined, and supplemented by three example scenarios of how the concept can be used for controlling, programming, and predicting the behaviour of robotic systems

    Indexical Interaction Design for Context-Aware Mobile Computer Systems

    Get PDF

    My Crohn’s disease on real-time information - User experience improvement through cross-platform applications

    Get PDF
    Reducing hospital institutionalization of citizen with chronic diseases is a major priority of western countries priorities. The more complex the health condition, the harder it is to coordinate clinical care. To improve the disease management and control, most patients need to use mobile applications that are available in online stores or web services because of the difficulty that a personal mobile phone has to get real time access to clinical data outside of a hospital. In terms of IBD - Inflammatory Bowel Disease - existing mobile phone solutions are very complex, because visually the interfaces communicates with the user through inadequate use of symbols in clinical features, which are inconsistent and have poor legibility. They also presents a lack of visual optimization between multiplatform systems. This increases the user's learning curve in terms of how to interpret and interact with these systems, generating an opportunity for these patients with abilities to innovate through the creation and development of solutions that solve their own problems related to the management and coordination of the disease. This thesis aims to analysis IBD patients behaviour related to disease management, identify the type of problems, both functional and communication, which occur in existing IBD m-Health and e-Health systems, and introduces two topics – communication and design studies – in the "User Innovator" model of Von Hippel (1976) which consists of users, that are, for example, patients with chronic diseases, and who innovate by creating solutions to solve personal problems because of unfavourable healthcare conditions. To validate in the design process the three perspectives – design, innovation and patient – were considered, and the framework “Human-social Interaction Model for e-Health Interfaces” was created, enabling a sustainable approach to research, with inputs from personal experience being used, introducing relevant feedback for the final goal of the preliminary studies, when creating the interface for mobile phone application particularly for Crohn’s disease, one of the IBD, with a new healthcare user experience. To reach the objective, a set of studies were conducted that were divided into two stages. The first, a literature review of the relationship between semiotics and interactive communication; the meaning of symbolic representation in interactive projects; new design research guidelines that define interfaces and features and that are more approachable for users; user perspectives towards technology for health supporting and controlling; the design and communication space on technological projects; the challenge for users/ patients who try to create systems to solve personal problems. The second part, presents the practical research that includes a survey of 279 participants with IBD; the empirical analysis of six case studies – mobile applications and multiplatform: context, features, design principles lifting, and usability testing A/B with the design features and principles of design on two of the six systems being compared. The results from the thesis challenge the concepts of mobile interface usability in health, providing users with a structured interpretation of medical information design and a guideline for designers with chronic diseases that would like to create solutions to monitor health problems.Reduzir a institucionalização hospitalar de cidadãos com doenças crónicas é uma das prioridades para os países ocidentais. Quanto maior for a complexidade das condições de saúde, mais difícil se torna a coordenação dos cuidados clínicos. Para melhorar o controle e a gestão da doença, a maioria destes pacientes recorre às aplicações para telemóvel disponíveis em lojas online e aos serviços na web pois, é difícil obter permissão para aceder a dados clínicos em tempo real no telemóvel pessoal a partir do hospital. No contexto da DII – Doença Inflamatória do Intestino – as soluções existentes apresentam níveis de complexidade visual elevados pois, a interface comunica com o utilizador através de símbolos clínicos inadequados em funcionalidades convencionais – fraca legibilidade e inconsistência; Apresenta também, fraca coerência visual entre sistemas multiplataforma. Estes cenários promovem no utilizador, um aumento da curva de aprendizagem relativamente à forma como estes interagem com os sistemas criando assim, uma abertura para o desenvolvimento de soluções pelos que têm habilidade para inovar através da criação e desenvolvimento de sistemas que resolvem os seus problemas com a gestão e coordenação da doença. Esta tese tem como objetivo analisar o comportamento dos pacientes com DII relativamente à gestão da sua doença. Identificar que tipo de problemas – funcionais e de comunicação – existem nas soluções atuais para telemóvel e web no contexto da DII, introduzindo novos temas – estudos em comunicação e design – no modelo "User Innovator" de Von Hippel (1976) que consiste em, utilizadores, como por exemplo, pacientes com doenças crónicas, que inovam ao criarem soluções para resolver os problemas pessoais, tais como, condições de saúde adversas. Para validar no processo de design a integração das três áreas – design, inovação e paciente – criamos a framework “Human-social Interaction Model for e-Health Interfaces” que nos permitiu uma abordagem sustentável à investigação, quando foram aplicados inputs provenientes de experiência pessoal das três perspectivas introduzindo feedback relevante para o objetivo final dos estudos preliminares, também quando criada a interface para dispositivos móveis focada na doença de Crohn, uma das DII, com uma nova experiência de utilizador na área da saúde. Para atingir o objectivo, realizou-se um conjunto de estudos que se encontram divididos em dois momentos: o primeiro, com revisão de literatura sobre a relação da semiótica com a comunicação interativa; o significado da representação simbólica em projetos interativos; as novas linhas de reflexão do Design que definem interfaces e funcionalidades mais próximas do utilizador; a perspectiva dos utilizadores perante a tecnologia como meio de suporte e controle da saúde; o espaço do design e da comunicação em projetos tecnológicos; o desafio para utilizadores/ pacientes que tentam criar sistemas para solucionar problemas pessoais. A segunda parte apresenta a investigação de campo com, um inquérito a 279 participantes com DII; análise empírica de seis casos de estudo – aplicações para telemóvel e multiplataforma: contexto, funcionalidades, levantamento de princípios do design, e testes de usabilidade A/B onde comparamos em dois dos seis sistemas, a articulação entre as funcionalidades e os princípios do design. Os resultados obtidos desafiam a usabilidade das interfaces para telemóvel no contexto da saúde, proporcionando aos utilizadores uma interpretação mais coerente do ponto de vista formal do design de informação médica e um caminho para designers com doenças crónicas que pretendem criar soluções para resolver problemas de monotorização da saúde

    Mobile Multi-media Messages (MMS): Show-don't-tell in a Communication

    Get PDF
    With its complex intersemiotic and intermedial textual configuration, the multimedia mobile message (MMS) offers a unique opportunity to apply visual semiotics tools to the theories of communication. By means of an experimental technical device used by a sample of MMS users who exchanged real image-containing messages, the author highlights the ways in which individuals play with the technical constraints of the MMS application during message production. The analysis of a set of simple messages reveals the extent to which the natural indicial tension of photography impregnates the messages, to the point of their assuming a playful dimension, through ingenious playing on meaning within the framework of a private message.MMS; semiotics; interpersonnal communication; image; text; message

    Haptic Media Scenes

    Get PDF
    The aim of this thesis is to apply new media phenomenological and enactive embodied cognition approaches to explain the role of haptic sensitivity and communication in personal computer environments for productivity. Prior theory has given little attention to the role of haptic senses in influencing cognitive processes, and do not frame the richness of haptic communication in interaction design—as haptic interactivity in HCI has historically tended to be designed and analyzed from a perspective on communication as transmissions, sending and receiving haptic signals. The haptic sense may not only mediate contact confirmation and affirmation, but also rich semiotic and affective messages—yet this is a strong contrast between this inherent ability of haptic perception, and current day support for such haptic communication interfaces. I therefore ask: How do the haptic senses (touch and proprioception) impact our cognitive faculty when mediated through digital and sensor technologies? How may these insights be employed in interface design to facilitate rich haptic communication? To answer these questions, I use theoretical close readings that embrace two research fields, new media phenomenology and enactive embodied cognition. The theoretical discussion is supported by neuroscientific evidence, and tested empirically through case studies centered on digital art. I use these insights to develop the concept of the haptic figura, an analytical tool to frame the communicative qualities of haptic media. The concept gauges rich machine- mediated haptic interactivity and communication in systems with a material solution supporting active haptic perception, and the mediation of semiotic and affective messages that are understood and felt. As such the concept may function as a design tool for developers, but also for media critics evaluating haptic media. The tool is used to frame a discussion on opportunities and shortcomings of haptic interfaces for productivity, differentiating between media systems for the hand and the full body. The significance of this investigation is demonstrating that haptic communication is an underutilized element in personal computer environments for productivity and providing an analytical framework for a more nuanced understanding of haptic communication as enabling the mediation of a range of semiotic and affective messages, beyond notification and confirmation interactivity

    Indexical Interaction Design for Context-Aware Mobile Computer Systems

    Get PDF

    Communicating content: development and evaluation of icons for academic document triage through visualisation and perception

    Get PDF
    This work seeks to identify key features and characteristics for the design of icons that can support the tasks of information seekers in academic document triage interfaces. Such icons are meant to act as visual links to the specific elements or sections in an academic document. We suggest that icons in triage interfaces are better able to communicate information, provide feedback and enable faster user interactions than text, particularly in mobile-based interfaces. Through investigation of visualisation and perception processes, we are able to propose five primary icon categories, the two most dominant being iconic and symbolic: iconic representations mostly apply to graphically and spatially distinct document elements (i.e. Title, Abstract, Tables and Figures), externalising the elements’ surface propositions. Symbolic representations are largely associated with elements of greater semantic value (Introduction, Conclusion, Full text and Author), drawing upon the elements’ deep propositions

    An aesthetics of touch: investigating the language of design relating to form

    Get PDF
    How well can designers communicate qualities of touch? This paper presents evidence that they have some capability to do so, much of which appears to have been learned, but at present make limited use of such language. Interviews with graduate designer-makers suggest that they are aware of and value the importance of touch and materiality in their work, but lack a vocabulary to fully relate to their detailed explanations of other aspects such as their intent or selection of materials. We believe that more attention should be paid to the verbal dialogue that happens in the design process, particularly as other researchers show that even making-based learning also has a strong verbal element to it. However, verbal language alone does not appear to be adequate for a comprehensive language of touch. Graduate designers-makers’ descriptive practices combined non-verbal manipulation within verbal accounts. We thus argue that haptic vocabularies do not simply describe material qualities, but rather are situated competences that physically demonstrate the presence of haptic qualities. Such competencies are more important than groups of verbal vocabularies in isolation. Design support for developing and extending haptic competences must take this wide range of considerations into account to comprehensively improve designers’ capabilities

    A Cloud-Based Architecture with embedded Pragmatics Renderer for Ubiquitous and Cloud Manufacturing

    Get PDF
    The paper presents a Cloud-based architecture for Ubiquitous and Cloud Manufacturing as a multilayer communicational architecture designated as the Communicational Architecture. It is characterised as (a) rich client interfaces (Rich Internet Application) with sufficient interaction to allow user agility and competence, (b) multimodal, for multiple client device classes support and (c) communicational to allow pragmatics, where human-to-human real interaction is completely supported. The main innovative part of this architecture is sustained by a semiotic framework organised on three main logical levels: (a) device level, which allows the user `to use' pragmatics with the system, (b) application level which results for a set of tools which allows users pragmatics-based interaction and (c) application server level that implements the Pragmatics renderer,a pragmatics supporting engine that supports all pragmatics services. The Pragmatics renderer works as a communication enabler, and consists of a set of integrated collaboration technology that makes the bridge between the user/devices and the `system'. A federated or community cloud is developed using a particular cloud REST ful Application Programming Interface that supports (cloud) services registration, composition and governance (pragmatics services behaves as SaaS in the cloud).The work is supported by the Portuguese National Funding Agency for science, research and technology (FCT), (1) Grant No. UID/CEC/00319/2013, and (2) `Ph.D. Scholarship Grant' reference SFRH/BD/85672/2012.info:eu-repo/semantics/publishedVersio

    Evolutionary dynamics of new media forms: the case of the open mobile web

    Get PDF
    This thesis is designed to improve our understanding of the evolutionary dynamics of media forms, with a special historical focus on the recent processes of Web and mobile convergence and the early development of the cross-platform Web. It aims to investigate the dynamics that have underpinned the creation, evolution and conventionalisation of new media forms in the open mobile Web following the launch of 3G mobile networks. In theoretical terms the thesis explores the possibilities for the analytical integration of evolutionary approaches that traditionally have shed light on the discrete components of the evolutionary ‘ensemble’ that comprises media’s textual forms, their technologies and organisational systems. Among the theoretical pillars the study builds on is, first, the cultural semiotic approach (Lotman) that is utilised for interpreting the textual dynamics constituting the form evolution. Second, evolutionary economics (Schumpeter, Freeman and others) is included for interpreting the market dynamics that condition the formation of the media industries. Third, systems theoretical sociology (Luhmann) is deployed in order to understand the broader dynamics of social organisation in late modernism. The integration of these approaches provides the conceptual framework that focuses on the following phenomena: dialogic interchange among industry sub-systems as enabling innovations and the emergence of new sub-systems; the self-organisation of the sub-systems in the contingent environment; the role of memory and systemic ‘path-dependencies’ in guiding the processes of self-organisation; and the nature of the power relations that shape the dialogic processes. The empirical study focuses on textual as well as organisational developments. The semiotic analysis of mobile websites reveals the intertextual relations of the new forms with other media domains, especially the desktop Web. The interviews with representatives of industry stakeholders provide insights into the dialogic practices between the parties engaged in designing the mobile Web, and how, via these practices, the new platform, its media forms and institutional structures were shaped. The findings point to the historical formation of two main industry sub-systems – ‘infrastructure enablers’ and content providers – with different preferred alternatives for the design of the cross-platform Web. The thesis demonstrates how the formation of these groups was conditioned by their systemic path-dependencies, but also by the mesh of dialogic relationships among them and by the resulting changes in the discursive constellations framing the organisation of the industry and the norms for its media forms. The study points to the first signs of the historically momentous emancipation of the mobile Webmedia forms, their shaking free of path-dependency on the desktop Web
    corecore