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JuxtaLearn D3.2 Performance Framework
This deliverable, D3.2, for Work Package 3 incorporating the pedagogy from WP2 and orchestration factors mapped in D3.1 reviews aspects of performance in the context of participative video making. It reviews literature on curiosity and engagement characteristics of interaction mechanisms for public displays and anticipates requirements for social network analysis of relevant public videos from WP6 task 6.3. Thus, to support JuxtaLearn performance it proposes a reflective performance framework that encompasses the material environment and objects required, the participants, and the knowledge needed
Entry and access : how shareability comes about
Shareability is a design principle that refers to how a system, interface, or device engages a group of collocated, co-present users in shared interactions around the same content (or the same object). This is broken down in terms of a set of components that facilitate or constrain the way an interface (or product) is made shareable. Central are the notions of access points and entry points. Entry points invite and entice people into engagement, providing an advance overview, minimal barriers, and a honeypot effect that draws observers into the activity. Access points enable users to join a group's activity, allowing perceptual and manipulative access and fluidity of sharing. We show how these terms can be useful for informing analysis and empirical research
Recommendation, collaboration and social search
This chapter considers the social component of interactive information retrieval: what is the role of other people in searching and browsing? For simplicity we begin by considering situations without computers. After all, you can interactively retrieve information without a computer; you just have to interact with someone or something else. Such an analysis can then help us think about the new forms of collaborative interactions that extend our conceptions of information search, made possible by the growth of networked ubiquitous computing technology.
Information searching and browsing have often been conceptualized as a solitary activity, however they always have a social component. We may talk about 'the' searcher or 'the' user of a database or information resource. Our focus may be on individual uses and our research may look at individual users. Our experiments may be designed to observe the behaviors of individual subjects. Our models and theories derived from our empirical analyses may focus substantially or exclusively on an individual's evolving goals, thoughts, beliefs, emotions and actions. Nevertheless there are always social aspects of information seeking and use present, both implicitly and explicitly.
We start by summarizing some of the history of information access with an emphasis on social and collaborative interactions. Then we look at the nature of recommendations, social search and interfaces to support collaboration between information seekers. Following this we consider how the design of interactive information systems is influenced by their social elements
GlobalFestival: Evaluating Real World Interaction on a Spherical Display
Spherical displays present compelling opportunities for interaction in public spaces. However, there is little research into how touch interaction should control a spherical surface or how these displays are used in real world settings. This paper presents an in the wild deployment of an application for a spherical display called GlobalFestival that utilises two different touch interaction techniques. The first version of the application allows users to spin and tilt content on the display, while the second version only allows spinning the content. During the 4-day deployment, we collected overhead video data and on-display interaction logs. The analysis brings together quantitative and qualitative methods to understand how users approach and move around the display, how on screen interaction compares in the two versions of the application, and how the display supports social interaction given its novel form factor
When the fingers do the talking: A study of group participation for different kinds of shareable surfaces
and other research outputs When the fingers do the talking: A study of group par-ticipation for different kinds of shareable surface
Workplace Surfaces as Resource for Social Interactions
Space and spatial arrangements play an important role in our everyday social interactions. The way we use and manage our surrounding space is not coincidental, on the contrary, it reflects the way we think, plan and act. Within collaborative contexts, its ability to support social activities makes space an important component of human cognition in the post-cognitive era. As technology designers, we can learn a lot by rigorously understanding the role of space for the purpose of designing collaborative systems. In this paper, we describe an ethnographic study on the use of workplace surfaces in design studios. We introduce the idea of artful surfaces. Artful surfaces are full of informative, inspirational and creative artefacts that help designers accomplish their everyday design practices. The way these surfaces are created and used could provide information about how designers work. Using examples from our fieldwork, we show that artful surfaces have both functional and inspirational characteristics. We indentify four types of artful surfaces: personal, shared, project-specific and live surfaces. We believe that a greater insight into how these artful surfaces are created and used could lead to better design of novel display technologies to support designers' everyday work
A sense of place and pervasive computing within the urban landscape
In this paper we report on recent investigations within an ongoing research
project, which aims at developing a better understanding of the urban landscape
augmented with the digital landscape in the heritage City of Bath.
Here we describe early findings from the deployment of a socialiasing digital
installation in various locations in the city. The aim is to create a novel
urban experience that triggers shared social encounters among friends,
observes or strangers. The installation is implemented in the form of a digital
urban ground , embeded in the physical surrounding, which acts as a
non-traditional interface and a facilitator between people and people and
people and their surrounding environment .
In this paper we explore the relationship between the urban space and technology
driven encounters. We outline initial findings about how people move, congregate
and socialize around the digital ground and illustrate the impact of the spatial
and syntactical properties on the type of shared interactions in a city context.
Finally we discuss initial results and mention briefly our on going work
Evaluation Strategy for the Re-Development of the Displays and Visitor Facilities at the Museum and Art Gallery, Kelvingrove
No abstract available
A socializing interactive installation for the urban environments
In this paper we present the LEDs Urban Carpet: an interactive urban
installation using a body-input as a form of a non-traditional user interface.
The installation was tested in various locations around the city of Bath, UK.
We selected locations with low, medium and high pedestrian flows. The aim is to
generate a novel urban experience, which can be introduced in different
locations in the city and with different social situations.
The installation represents a game with a grid of LEDs that can be embedded as
an interactive carpet into the urban context. A pattern of lights is generated
dynamically following the pedestrians movement over the carpet. In this case
the pedestrians become active participants that influence the generative
process and make the pattern of LED-s change. The paper suggests that
introducing this kind of display in a social scenario can enrich the casual
interaction of people nearby and this might enhance social awareness and
engagement. However, we should point out that a number of factors need to be
taken into consideration when designing an interactive installation, especially
when situated within the urban space.
The experience we present here can assist designers in understanding
difficulties and issues that need to be taken into account during the design of
an interactive urban project of this nature
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