75,914 research outputs found
Seamful interweaving: heterogeneity in the theory and design of interactive systems
Design experience and theoretical discussion suggest that a narrow design focus on one tool or medium as primary may clash with the way that everyday activity involves the interweaving and combination of many heterogeneous media. Interaction may become seamless and unproblematic, even if the differences, boundaries and 'seams' in media are objectively perceivable. People accommodate and take advantage of seams and heterogeneity, in and through the process of interaction. We use an experiment with a mixed reality system to ground and detail our discussion of seamful design, which takes account of this process, and theory that reflects and informs such design. We critique the 'disappearance' mentioned by Weiser as a goal for ubicomp, and Dourish's 'embodied interaction' approach to HCI, suggesting that these design ideals may be unachievable or incomplete because they underemphasise the interdependence of 'invisible' non-rationalising interaction and focused rationalising interaction within ongoing activity
How to monitor sustainable mobility in cities? Literature review in the frame of creating a set of sustainable mobility indicators
The role of sustainable mobility and its impact on society and the environment is evident and recognized worldwide. Nevertheless, although there is a growing number of measures and projects that deal with sustainable mobility issues, it is not so easy to compare their results and, so far, there is no globally applicable set of tools and indicators that ensure holistic evaluation and facilitate replicability of the best practices. In this paper, based on the extensive literature review, we give a systematic overview of relevant and scientifically sound indicators that cover different aspects of sustainable mobility that are applicable in different social and economic contexts around the world. Overall, 22 sustainable mobility indicators have been selected and an overview of the applied measures described across the literature review has been presented
Towards a multidisciplinary user-centric design framework for context-aware applications
The primary aim of this article is to review and merge theories of context within linguistics, computer science, and psychology, to propose a multidisciplinary model of context that would facilitate application developers in developing richer descriptions or scenarios of how a context-aware device may be used in various dynamic mobile settings. More specifically, the aim is to:1. Investigate different viewpoints of context within linguistics, computer science, and psychology, to develop summary condensed models for each discipline. 2. Investigate the impact of contrasting viewpoints on the usability of context-aware applications. 3. Investigate the extent to which single-discipline models can be merged and the benefits and insightfulness of a merged model for designing mobile computers. 4. Investigate the extent to which a proposed multidisciplinary modelcan be applied to specific applications of context-aware computing
Toward a multidisciplinary model of context to support context-aware computing
Capturing, defining, and modeling the essence of context are challenging, compelling, and prominent issues for interdisciplinary research and discussion. The roots of its emergence lie in the inconsistencies and ambivalent definitions across and within different research specializations (e.g., philosophy, psychology, pragmatics, linguistics, computer science, and artificial intelligence). Within the area of computer science, the advent of mobile context-aware computing has stimulated broad and contrasting interpretations due to the shift from traditional static desktop computing to heterogeneous mobile environments. This transition poses many challenging, complex, and largely unanswered research issues relating to contextual interactions and usability. To address those issues, many researchers strongly encourage a multidisciplinary approach. The primary aim of this article is to review and unify theories of context within linguistics, computer science, and psychology. Summary models within each discipline are used to propose an outline and detailed multidisciplinary model of context involving (a) the differentiation of focal and contextual aspects of the user and application's world, (b) the separation of meaningful and incidental dimensions, and (c) important user and application processes. The models provide an important foundation in which complex mobile scenarios can be conceptualized and key human and social issues can be identified. The models were then applied to different applications of context-aware computing involving user communities and mobile tourist guides. The authors' future work involves developing a user-centered multidisciplinary design framework (based on their proposed models). This will be used to design a large-scale user study investigating the usability issues of a context-aware mobile computing navigation aid for visually impaired people
Sonic City: Prototyping a wearable experience
Sonic City is a project exploring mobile interaction and wearable technology for everyday music creation. A wearable system has been developed that creates electronic music in real-time based on sensing bodily and environmental factors - thus, a personal soundscape is co-produced by physical movement, local activity, and urban ambiance simply by walking through the city. Applying multi-disciplinary methods, we have developed the wearable from a scenario-driven, aesthetic and lifestyle perspective. A garment has been crafted for 'trying on' interaction and wearabilty options with users on-site in the city. With this prototype, we have been able to expore and rapidly iterate context and content, social and human factors of the wearable application
Travel recommendations in a mobile tourist information system
An advanced mobile tourist information system delivers information about sights and events on a tourists travel route. The system should be personalized in its interaction with the tourist. Data that can be used for personalization are: the tourists interest profile, an analysis of their travel history, and the tourists feedback about sights. Existing mobile information systems for tourists do not tailor their information delivery to the tourists interests. In this paper, we propose the use of personalised recommendations that consider all of the personal information a tourist provides. We adopt and modify techniques from recommended systems to the new application area of mobile tourist information. We propose a number of methods for personalised recommendations; and select a subset of these for implementation. This paper then presents the implemented recommended component of our TIP system for mobile tourist informatio
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Learning when out and about
[Introduction]
Mobile digital devices such as tablet computers and smartphones (mobile phones that can run apps and access the Internet), enable learners to access learning materials while out and about during their daily lives. This enables networked digital learning to move from beyond the classroom and to become part of everyday routines. Smartphones and tablets are increasingly likely to be the first devices a wide range of people will turn to for technology enhanced learning, incorporated into their everyday activities and carried with them. Learning becomes ubiquitous, making use of ‘domesticated’ technologies that serve a variety of purposes in daily life.
In this chapter, we consider how smartphones can trigger location specific learning resources to support adults learning languages when out and about, and consider two projects, MASELTOV and SALSA.
There has been increased interest in exploring the potential of ‘smart cities’ – urban environments with high-tech infrastructures – to support learning. We look at an example, the SALSA project, where a combination of smartphones, location-based technologies and learning resources has been used to prompt language learners, and to understand whether this motivates them to extend their learning
Field Work Reflections: Journeys in Knowing and Not-Knowing
In this paper, I retrace my interest in narrative forms of inquiry. I begin by revisiting a series of research projects that I conducted early in my career, describing some of my own dissatisfactions with the methods I used at the time. I move on to a detailed reexamination of my first piece of narrative research, completed during my PhD. In that project I used a narrative pointed psychosocial method in an attempt to develop new knowledge in the field of drugs, ‘race’ and ethnicity. In the final section, I consider what I have learned from this approach in terms of knowing and not-knowing and how I have used this experience to explore different approaches to narrative inquiry. I finish by drawing out some lessons I have learned from these different studies, which I hope might be of relevance to other social work researchers
Human experience in the natural and built environment : implications for research policy and practice
22nd IAPS conference. Edited book of abstracts. 427 pp. University of Strathclyde, Sheffield and West of Scotland Publication. ISBN: 978-0-94-764988-3
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