7,840 research outputs found

    Designing and evaluating mobile multimedia user experiences in public urban places: Making sense of the field

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    The majority of the world’s 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, “physical closeness does not mean social closeness” (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 “as networks of interpersonal ties that provide sociability, support, information, a sense of belonging and social identity.” 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 “cocoon” 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 “what attracts people most, it would appear, is other people” (Whyte, 1980, p. 19) and “people and human activity are the greatest object of attention and interest” (Gehl, 1987, p. 31). On the other hand, sociologist Erving Goffman describes the concept of civil inattention, acknowledging strangers’ 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 – 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 ‘mayorships’ 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. “Urban 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 infrastructures” (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. “Adding digital layer to the existing physical and social layers could facilitate new forms of interaction that reshape urban life” (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

    Interfaces of the Agriculture 4.0

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    The introduction of information technologies in the environmental field is impacting and changing even a traditional sector like agriculture. Nevertheless, Agriculture 4.0 and data-driven decisions should meet user needs and expectations. The paper presents a broad theoretical overview, discussing both the strategic role of design applied to Agri-tech and the issue of User Interface and Interaction as enabling tools in the field. In particular, the paper suggests to rethink the HCD approach, moving on a Human-Decentered Design approach that put together user-technology-environment and the importance of the role of calm technologies as a way to place the farmer, not as a final target and passive spectator, but as an active part of the process to aim the process of mitigation, appropriation from a traditional cultivation method to the 4.0 one

    How Design Plays Strategic Roles in Internet Service Innovation: Lessons from Korean Companies

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    In order to survive in the highly competitive internet business, companies have to provide differentiated services that can satisfy the rapidly changing users’ tastes and needs. Designers have been increasingly committed to achieving user satisfaction by generating and visualizing innovative solutions in new internet service development. The roles of internet service design have expanded from a narrow focus on aesthetics into a more strategic aspect. This paper investigates the methods of managing design in order to enhance companies’ competitiveness in internet business. The main research processes are to: (1) explore the current state of internet service design in Korea through in-depth interviews with professional designers and survey questionnaires to 30 digital design agencies and 60 clients; (2) compare how design is managed between in-house design groups and digital design agencies though the case studies of five Korean companies; and (3) develop a taxonomy characterizing four roles of designers in conjunction with the levels of their strategic contributions to internet service innovation: visualist, solution provider, concept generator, and service initiator. In addition, we demonstrate the growing contributions of the strategic use of design for innovating internet services, building robust brand equity, and increasing business performance. Keywords: Design Management; Internet Business; Internet Service Design; Digital Design; Digital Design Agency; In-House Design Group, Case Study</p

    Towards a Critical Turn in Library UX

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    In the past decade, cataloguing and classification and information literacy have experienced a critical turn, acknowledging the political, economic, and social forces that shape complex information environments. Library user experience (UX) has yet to undergo such a transformation, however; instead, it continues to be seen as a toolkit of value-neutral approaches for evaluating and improving library services and spaces to enhance user satisfaction and engagement. Library UX draws upon ethnography but is also informed by the principles and values of usability and design. Little attention has been paid to the origins or epistemological underpinnings of UX as a construct, the ways these inform UX practice, and ultimately, how they impact what academic libraries are and what they do, however. With the exception of a 2016 article by Lanclos and Asher, the relationship between corporatism, UX, and the mission and values of academic libraries has yet to be acknowledged or examined. This paper seeks to address this gap. While a handful of library UX practitioners have started to promote a more thoughtful study of individuals\u27 activities and needs, in the main, library UX remains a theoretically weak practice, one that sets out to solve complex problems with practical “solutions.” The failure to interrogate UX as a construct and a practice necessarily forecloses the user-centered problems we address, the tools and strategies we use, and the solutions we propose. We contend that UX would benefit from a deeper engagement with user-centered theories emerging from Library and Information Science (LIS) and critical and feminist perspectives on practice, embodiment, and power or risk perpetuating oppressive, hegemonic ideas about the academic library as a white space and its users as able-bodied

    Not what you expected: Implementing design thinking as a leadership practice

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    Changing user needs have created new opportunities for libraries, requiring evolving leadership practices that support innovation and rapid change. Design thinking can provide leaders with a concrete process to move toward action. The authors – one an executive administrator at a large, multi-branch public library, the other an academic librarian who leads a small team – share how design thinking has positively influenced their leadership practices. The benefits of implementing this flexible process have included improved user experience, more creative solutions, wise investments, staff empowerment, increased transparency and trust, and employee learning and development. Both leaders experienced these benefits even though they are in different positions on their hierarchical organization charts. The authors propose that implementing design thinking as a leadership practice has a place in the evolving role of libraries and can shift organizational cultures to become more user-centered and embrace innovation. In addition to these benefits, the chapter discusses specific project examples, challenges, and tips for library leaders to successfully implement the process. Design thinking is translatable across library types and throughout private industry. Discussing design thinking as a leadership practice can benefit the profession and communities by giving leaders a common language to use when learning from and sharing with each other in conversations about innovation

    ICS Materials. Towards a re-Interpretation of material qualities through interactive, connected, and smart materials.

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    The domain of materials for design is changing under the influence of an increased technological advancement, miniaturization and democratization. Materials are becoming connected, augmented, computational, interactive, active, responsive, and dynamic. These are ICS Materials, an acronym that stands for Interactive, Connected and Smart. While labs around the world are experimenting with these new materials, there is the need to reflect on their potentials and impact on design. This paper is a first step in this direction: to interpret and describe the qualities of ICS materials, considering their experiential pattern, their expressive sensorial dimension, and their aesthetic of interaction. Through case studies, we analyse and classify these emerging ICS Materials and identified common characteristics, and challenges, e.g. the ability to change over time or their programmability by the designers and users. On that basis, we argue there is the need to reframe and redesign existing models to describe ICS materials, making their qualities emerge

    Experimenting the role of UX design in the definition of gender-sensitive service design policies

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    The environmental and social sustainability objectives indicated in the 2030 agenda require the development of services for urban contexts capable of responding to the diversified primary needs of different segments of the population. International studies on gender issues show that understanding the specific needs of women, their behaviors and their expectations can provide indications for creating more equitable and inclusive services. The article reports the significant results obtained using UX Design techniques and tools for gender-oriented service design. University researchers, students and women's associations partnered in order to carry out this activity and gather indications on the specific female points of view capable of guiding the development of better services and inspiring decision makers and service providers. The research also demonstrates the potential of applying the UX Design approach in the investigation of the gender perspective and in dialogue with nonprofit associations interested in social innovation

    From Smart Cities To Playable Cities. Towards Playful Intelligence In The Urban Environment

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    In the last decade, we have seen the rise of urban play as a tool for community building, and city-making and Western society is actively focusing on play/playfulness and intelligent systems as a way to approach complex challenges and emergent situations. In this paper, we aim to initiate a dialogue between game scholars and architects. Like many creative professions, we believe that the architectural practice may benefit significantly from having more design methodologies at hand, thus improving lateral thinking. We aim at providing new conceptual and operative tools to discuss and reflect on how games and smart systems facilitate long-term the shift from the Smart Cities to the Playable one, where citizens/players have the opportunity to hack the city and use the smart city’s data and digital technology for their purposes to reactivate the urban environment
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