233,826 research outputs found
Co-designing smart home technology with people with dementia or Parkinson's disease
Involving users is crucial to designing technology successfully, especially for vulnerable users in health and social care, yet detailed descriptions and critical reflections on the co-design process, techniques and methods are rare. This paper introduces the PERCEPT (PERrsona-CEntred Participatory Technology) approach for the co-design process and we analyse and discuss the lessons learned for each step in this process. We applied PERCEPT in a project to develop a smart home toolset that will allow a person living with early stage dementia or Parkinson's to plan, monitor and self-manage his or her life and well-being more effectively. We present a set of personas which were co-created with people and applied throughout the project in the co-design process. The approach presented in this paper will enable researchers and designers to better engage with target user groups in co-design and point to considerations to be made at each step for vulnerable users
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CreaTable Content and Tangible Interaction in Aphasia
Multimedia digital content (combining pictures, text and music) is ubiquitous. The process of creating such content using existing tools typically requires complex, language-laden interactions which pose a challenge for users with aphasia (a language impairment following brain injury). Tangible interactions offer a potential means to address this challenge, however, there has been little work exploring their potential for this purpose. In this paper, we present CreaTable â a platform that enables us to explore tangible interaction as a means of supporting digital content creation for people with aphasia. We report details of the co-design of CreaTable and findings from a digital creativity workshop. Workshop findings indicated that CreaTable enabled people with aphasia to create something they would not otherwise have been able to. We report how usersâ aphasia profiles affected their experience, describe tensions in collaborative content creation and provide insight into more accessible content creation using tangibles
Designing and evaluating mobile multimedia user experiences in public urban places: Making sense of the field
The majority of the worldâs population now lives in cities (United Nations, 2008) resulting in an urban densification requiring people to live in closer proximity and share urban infrastructure such as streets, public transport, and parks within cities. However, âphysical closeness does not mean social closenessâ (Wellman, 2001, p. 234). Whereas it is a common practice to greet and chat with people you cross paths with in smaller villages, urban life is mainly anonymous and does not automatically come with a sense of community per se. Wellman (2001, p. 228) defines community âas networks of interpersonal ties that provide sociability, support, information, a sense of belonging and social identity.â While on the move or during leisure time, urban dwellers use their interactive information communication technology (ICT) devices to connect to their spatially distributed community while in an anonymous space. Putnam (1995) argues that available technology privatises and individualises the leisure time of urban dwellers. Furthermore, ICT is sometimes used to build a âcocoonâ while in public to avoid direct contact with collocated people (Mainwaring et al., 2005; Bassoli et al., 2007; Crawford, 2008). Instead of using ICT devices to seclude oneself from the surrounding urban environment and the collocated people within, such devices could also be utilised to engage urban dwellers more with the urban environment and the urban dwellers within. Urban sociologists found that âwhat attracts people most, it would appear, is other peopleâ (Whyte, 1980, p. 19) and âpeople and human activity are the greatest object of attention and interestâ (Gehl, 1987, p. 31). On the other hand, sociologist Erving Goffman describes the concept of civil inattention, acknowledging strangersâ presence while in public but not interacting with them (Goffman, 1966). With this in mind, it appears that there is a contradiction between how people are using ICT in urban public places and for what reasons and how people use public urban places and how they behave and react to other collocated people. On the other hand there is an opportunity to employ ICT to create and influence experiences of people collocated in public urban places. The widespread use of location aware mobile devices equipped with Internet access is creating networked localities, a digital layer of geo-coded information on top of the physical world (Gordon & de Souza e Silva, 2011). Foursquare.com is an example of a location based 118 Mobile Multimedia â User and Technology Perspectives social network (LBSN) that enables urban dwellers to virtually check-in into places at which they are physically present in an urban space. Users compete over âmayorshipsâ of places with Foursquare friends as well as strangers and can share recommendations about the space. The research field of Urban Informatics is interested in these kinds of digital urban multimedia augmentations and how such augmentations, mediated through technology, can create or influence the UX of public urban places. âUrban informatics is the study, design, and practice of urban experiences across different urban contexts that are created by new opportunities of real-time, ubiquitous technology and the augmentation that mediates the physical and digital layers of people networks and urban infrastructuresâ (Foth et al., 2011, p. 4). One possibility to augment the urban space is to enable citizens to digitally interact with spaces and urban dwellers collocated in the past, present, and future. âAdding digital layer to the existing physical and social layers could facilitate new forms of interaction that reshape urban lifeâ (Kjeldskov & Paay, 2006, p. 60). This methodological chapter investigates how the design of UX through such digital placebased mobile multimedia augmentations can be guided and evaluated. First, we describe three different applications that aim to create and influence the urban UX through mobile mediated interactions. Based on a review of literature, we describe how our integrated framework for designing and evaluating urban informatics experiences has been constructed. We conclude the chapter with a reflective discussion on the proposed framework
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Co-Created Personas: Engaging and Empowering Users with Diverse Needs Within the Design Process
Personas are powerful tools for designing technology and envisioning its usage. They are widely used to imagine archetypal users around whom to orient design work. We have been exploring co-created personas as a technique to use in co-design with users who have diverse needs. Our vision was that this would broaden the demographic and liberate co-designers of their personal relationship with a health condition. This paper reports three studies where we investigated using co-created personas with people who had Parkinsonâs disease, dementia or aphasia. Observational data of co-design sessions were collected and analysed. Findings revealed that the co-created personas encouraged users with diverse needs to engage with co-designing. Importantly, they also aforded additional benefts including empowering users within a more accessible design process. Refecting on the outcomes from the diferent user groups, we conclude with a discussion of the potential for co-created personas to be applied more broadly
Resonating Experiences of Self and Others enabled by a Tangible Somaesthetic Design
Digitalization is penetrating every aspect of everyday life including a
human's heart beating, which can easily be sensed by wearable sensors and
displayed for others to see, feel, and potentially "bodily resonate" with.
Previous work in studying human interactions and interaction designs with
physiological data, such as a heart's pulse rate, have argued that feeding it
back to the users may, for example support users' mindfulness and
self-awareness during various everyday activities and ultimately support their
wellbeing. Inspired by Somaesthetics as a discipline, which focuses on an
appreciation of the living body's role in all our experiences, we designed and
explored mobile tangible heart beat displays, which enable rich forms of bodily
experiencing oneself and others in social proximity. In this paper, we first
report on the design process of tangible heart displays and then present
results of a field study with 30 pairs of participants. Participants were asked
to use the tangible heart displays during watching movies together and report
their experience in three different heart display conditions (i.e., displaying
their own heart beat, their partner's heart beat, and watching a movie without
a heart display). We found, for example that participants reported significant
effects in experiencing sensory immersion when they felt their own heart beats
compared to the condition without any heart beat display, and that feeling
their partner's heart beats resulted in significant effects on social
experience. We refer to resonance theory to discuss the results, highlighting
the potential of how ubiquitous technology could utilize physiological data to
provide resonance in a modern society facing social acceleration.Comment: 18 page
Mobility is the Message: Experiments with Mobile Media Sharing
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 â 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 Goffmanâs understanding of social order, we see how these mobile media sharing systems allow people to actively present themselves through these media. In turn, using McLuhanâs 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 peopleâs 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
Designing Familiar Open Surfaces
While participatory design makes end-users part of the design process, we might also want the resulting system to be open for interpretation, appropriation and change over time to reflect its usage. But how can we design for appropriation? We need to strike a good balance between making the user an active co-constructor of system functionality versus making a too strong, interpretative design that does it all for the user thereby inhibiting their own creative use of the system. Through revisiting five systems in which appropriation has happened both within and outside the intended use, we are going to show how it can be possible to design with open surfaces. These open surfaces have to be such that users can fill them with their own interpretation and content, they should be familiar to the user, resonating with their real world practice and understanding, thereby shaping its use
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Artistic participatory video-making for science engagement
This paper uses theatre to frame reflexive discussions on the use of participatory video making for science engagement. The âJuxtaLearnâ research project is presented as a case-study that focuses on performance concepts such as audience, purpose, improvisation or final production as a lens for supporting technology-enabled creative exploration. Three different approaches were taken to creative participatory video making processes: co-creation by learners, as a communication tool for researchers and as a public engagement tool. Differing expectations about the timing and aim of the research process created considerable debate among the research team regarding the control of and purpose of filmmaking. It was not the topic of debate within the film that was deemed controversial, but more who, when and in what ways these debates occurred. Theatrical and HCI concepts of audience, performance ownership, improvisation and storyboarding, boundary object creation, participation and boundary creatures are foci of debate within the project
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