859 research outputs found

    Proceedings of the 1st Workshop on Multi-Sensorial Approaches to Human-Food Interaction

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    The Cord Weekly (February 8, 1995)

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    Exploring and designing for multisensory interactions with 3D printed food

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    Experience of food is as varied as it is widespread, part of mundane activities but also embedded in rituals and celebrations. Despite its pervasive richness it has yet to be fully exploited to support embodied and multisensory experiences within Human-Computer Interaction. This thesis addresses this shortcoming, drawing on the unique qualities of food experience in combination with novel technology to design rich, affective, and embodied interactions through food. This work approaches 3D printed food as a material to design emotion- and memory-based experiences with food, and 3D printing of food as a technology for crafting multisensory user experiences in everyday contexts. These perspectives are integrated through the design and evaluation of novel interactions with 3D printed food, following a Research through Design approach combined with material approaches. Through this enquiry, novel research tools for HCI were also created for working with food, flavour, and taste. The thesis comprises seven studies that advance knowledge, based on gaps identified, and novel theoretical framings in a systematic literature review. Through a survey of user perceptions of 3D printed food, opportunities for user experience-based applications were highlighted. An identified opportunity for affective interactions through taste was considered through lab-based studies and interviews with chefs and food designers on using 3D printed food. This was extended through a co-design study with couples in romantic relationships to create flavours of 3D printed food to support emotional expression and coregulation. The use of flavours to cue experience was then explored in relation to self-defining memories with older adults. Through both co-design studies, a multisensory probe kit was built and evaluated to support designing with the senses in HCI and to further explore ideas from the study into food and memory and an app prototype designed for creating personalised flavour-based memory cues. Collectively, these studies support applications of the 3D printing of food for emotional and memory-based applications in HCI, as well as theoretical and methodological contributions to multisensory design and design with food and the body in HCI

    Identity Design: Challenging Archetypes with Feminist Approaches to Video Game Design

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    Lack of diversity in video games and the mainstream games industry warrants an inclusive, feminist approach to game design. Producing a feminist video game as a core component of my dissertation will impact rhetorical, literary, game, and feminist studies, emphasizing the benefits of embracing electrate and playful modes of identity formation and pedagogy

    Development of the First Diabetes Self-Management Smartphone Application (Kir’App) For Rwandan Diabetics

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    Background: The last two decades have witnessed Rwanda’s rapid industrialization and technology development due to its successful governmental policy. Almost 75% of the population currently has access to the internet due to the increasing availability of smartphones in the country. Despite these advances, diabetes literacy and coping mechanisms were found to be lacking in some Rwandan communities. And although several studies have demonstrated smartphone applications to improve diabetes patients’ self-management capacity, until the introduction of this research project in April 2019, there was no diabetes self-management application available in Rwanda. Objectives: The main aim of this research project was to develop “Kir’App”; the first Rwandan diabetes self-management smartphone application. Two goals were processed to achieve this. First, the needs and expectations of Rwandan diabetics of the potential app were assessed. Following the results of that assessment, the first prototype of Kir’App was developed. The app was presented to the participants of the previous study for use, and then a second study was conducted to evaluate the users’ experiences after a period of 3 months of use. Methods: Both studies in this research project used the same research methodology. Study participants were recruited using convenience sampling at the Rwanda Diabetes Association. Data was collected using semi-structured, in-depth, face-to-face interviews. Findings were thematically analyzed using Mayring’s method of qualitative content analysis. For the second study, both deductive and inductive approaches were used to analyze the transcripts according to the original categories and sub-categories of the previous study. Results: The first study included 21 participants with both type 1 (female = 5, male = 6) and type 2 (female = 6, male = 4) diabetes. Participants’ age ranged from 18 - 69 years, with a mean age of 35.2 years. The second study included 14 people from the previous study. Their age ranged from 19 - 70 years, with a mean age of 34.4 years. The findings of the first study identified eight main themes: (1) diabetes education and desired information provision; (2) lack of diabetes knowledge and awareness; (3) need for information in crisis situations; (4) required monitoring and reminder functions; (5) information on nutrition and alcohol consumption; (6) information on physical activity; (7) coping with the burden of disease, through social support and network; and (8) app features. The results of the second study evidenced seven among the eight themes of the previous study and added one new theme: (1) diabetes education and desired information provision, (2) increased diabetes knowledge and awareness, (3) monitoring and reminder functions, (4) nutrition, (5) physical activity, (6) coping with the burden of disease, (7) app features, and (8) user behavior and usability. Generally, participants stated that the app increased their diabetes knowledge and assisted them with their diabetes self-management. Conclusion: This research project first provided recommendations that were used to design the features of the first Rwandan diabetes self-management smartphone application (Kir’App). Then the first prototype of Kir’App was developed and proved to meet the overall needs and expectations of the diabetics that participated in this research project. The qualitative insights that were discovered from the strict user-centered design process were used in this research project and will be followed for further improvement of the app. The next steps of this research project will focus on the evaluation of the impact of Kir’App on the Rwandan diabetics’ self-management capacity and quality of life.:List of figures 7 List of abbreviations 8 1. Introduction 9 1.1. Background of the Study 9 1.2. Problem Statement 12 1.3. Study Aim 12 1.4. Research Objectives 13 1.5. Research and theoretical approaches used 14 1.6. Structure of the thesis 19 2. Publication 1: The Assessment of the Rwandan diabetics’ needs and expectations to develop their first diabetes self-management Smartphone Application (Kir’App) 20 3. Kir’App, the first Rwandan diabetes self-management smartphone application 42 3.1. Kir’App description and development process 42 3.2. Functionalities (pages) of Kir’App 43 3.3. Some of Kir’App features in screenshots 45 4. Publication 2: A qualitative study of users’ experiences after 3 months: the first Rwandan diabetes self-management Smartphone application “Kir’App” 49 5. Discussion 62 6. Conclusion and recommendations 67 6.1. Research objectives achievement 67 6.2. Limitations of the research project 68 6.3. Contribution to research fields and implication for practice of Kir’App 70 6.4. Recommendations 71 7. Summary 72 7.1. English version 72 7.2. German version 74 Bibliography 76 APPENDIXES 82 A. Appendix of study 1: Assessment of the Rwandan diabetics’ needs and expectations to develop the first diabetes self-management smartphone application (Kir’App) A.1. Interview guide 83 A.2. Summary of recurrent themes and sub-categories with examples 85 B. Appendix of study 2: A qualitative study of users’ experiences after 3 months: the first Rwandan diabetes self-management Smartphone application “Kir’App” 101 B.1. Comparison of themes 101 C. Autobiographic reflection 120 D.Acknowledgement 121 E.Dedication 121 F. Impact factor of journal with InCites Journal Citation Reports 122 Anlage 1 : Erklärungen zur Eröffnung des Promotionsverfahrens 123 Anlage 2: Einhaltung der gesetzlichen Vorgaben im Rahmen meiner Dissertation 124 Anlage 3: Ethical clearance to conduct the research project in Rwanda 125Hintergrund: In den letzten zwei Jahrzehnten erlebte Ruanda aufgrund seiner erfolgreichen Regierungspolitik eine rasche Industrialisierung und technologische Entwicklung. Fast 75% der Bevölkerung hat derzeit, aufgrund der zunehmenden Verfügbarkeit von Smartphones im Land, Zugang zum Internet. Trotz dieser Fortschritte wurde festgestellt, dass insbesondere die Diabetes-Aufklärung und Versorgung in einigen Teilen Ruandas nicht erfolgreich verliefen. Obwohl mehrere Studien gezeigt haben, dass Smartphone-Anwendungen das Selbstmanagement von Diabetes-Patienten verbessern können, war bis zum Start dieses Forschungsprojekts im April 2019 in Ruanda keine Anwendung zum Selbstmanagement von Diabetes verfügbar. Ziele: Das Hauptziel dieser Studie war die Entwicklung von Kir’App, die erste Smartphone Selbstmanagement Anwendung von Diabetes in Ruanda. Zwei Schritte waren nötig um dieses Ziel zu erreichen: Im Forschungsteam haben wir zunächst die Bedürfnisse und Erwartungen ruandischer Diabetiker gegenüber einer potenziellen App erfragt. Nach den Ergebnissen dieser Bewertung wurde der erste Prototyp der Kir’App entwickelt. Die App wurde den Teilnehmern der vorherigen Studie für 3 Monate zur Verfügung gestellt, woraufhin eine zweite Studie durchgeführt wurde, um die Erfahrungen der Benutzer nach 3 Monaten zu erfragen. Methoden: Beide Studien dieses Forschungsprojekts verwendeten die gleiche Forschungsmethode. Die Studienteilnehmer wurden anhand von willkürlichen Stichproben bei der Rwanda Diabetes Association rekrutiert. Die Daten wurden mithilfe von halbstrukturierten persönlichen Interviews gesammelt. Die Ergebnisse wurden unter Verwendung von Mayrings Methode der qualitativen Inhaltsanalyse nach grundlegenden Themen untersucht. Für die zweite Studie wurden sowohl deduktive als auch induktive Ansätze verwendet um die Transkripte gemäß den ursprünglichen Kategorien und Unterkategorien der vorherigen Studie zu analysieren. Ergebnisse: Die erste Studie umfasste 21 Teilnehmer mit Diabetes Typ 1 (weiblich = 5, männlich = 6) und Typ 2 (weiblich = 6, männlich = 4). Das Alter der Teilnehmer lag zwischen 18 und 69 Jahren, bei einem Durchschnittsalter von 35,2 Jahren. Die zweite Studie umfasste 14 Personen aus der vorherigen Studie. Ihr Alter lag zwischen 19 und 70 Jahren mit einem Durchschnittsalter von 34,4 Jahren. Die Ergebnisse der ersten Studie identifizierten acht Hauptthemen: (1) Aufklärung zum Krankheitsbild des Diabetes und gewünschte Informationsbereitstellung, (2) Mangel an Wissen und Verständnis für Diabetes, (3) Informationsbedarf in Krisensituationen, (4) Erforderliche Überwachungs- und Erinnerungsfunktionen, (5) Informationen zur Ernährung und Alkoholkonsum, (6) Informationen zur körperlichen Aktivität, (7) Bewältigung der Krankheitslast durch soziale Unterstützung und Netzwerke; (8) App-Funktionen. Die Ergebnisse der zweiten Studie zeigten sieben der acht Themen der vorherigen Studie und fügten ein neues Thema hinzu. (1) Aufklärung zum Krankheitsbild des Diabetes und Informationsbereitstellung; (2) Erhöhtes Wissen und Verständnis für Diabetes; (3) Überwachungs- und Erinnerungsfunktionen; (4) Ernährung; (5) körperliche Aktivität; (6) Bewältigung der Krankheitslast; (7) App-Funktionen; (8) Nutzungsverhalten und Benutzerfreundlichkeit. Im Allgemeinen gaben die Teilnehmer an, dass die App ihr Diabeteswissen erweitert hat und sie bei ihrem Diabetes-Selbstmanagement unterstützt hat. Fazit: Dieses Forschungsprojekt lieferte zunächst Empfehlungen, anhand derer die Funktionen der ersten ruandischen Smartphone Anwendung für das Diabetes-Selbstmanagement (Kir’App) entwickelt wurden (siehe 1. Studie). Dann wurde der erste Prototyp von Kir’App entwickelt, der die allgemeine Bedürfnisse und Erwartungen der Diabetiker, die an diesem Forschungsprojekt teilgenommen haben erfüllte (siehe 2. Studie). Die qualitative Erkenntnisse, die wir aus dem benutzerzentrierten Designprozess erhalten haben, werden zur weiteren Verbesserung der App verwendet. Die nächste Schritte dieses Forschungsprojekts konzentrieren sich auf die Bewertung der Effekten von Kir’App auf die Fähigkeit zum Diabetes-Selbstmanagement und die Lebensqualität der ruandischen Diabetiker.:List of figures 7 List of abbreviations 8 1. Introduction 9 1.1. Background of the Study 9 1.2. Problem Statement 12 1.3. Study Aim 12 1.4. Research Objectives 13 1.5. Research and theoretical approaches used 14 1.6. Structure of the thesis 19 2. Publication 1: The Assessment of the Rwandan diabetics’ needs and expectations to develop their first diabetes self-management Smartphone Application (Kir’App) 20 3. Kir’App, the first Rwandan diabetes self-management smartphone application 42 3.1. Kir’App description and development process 42 3.2. Functionalities (pages) of Kir’App 43 3.3. Some of Kir’App features in screenshots 45 4. Publication 2: A qualitative study of users’ experiences after 3 months: the first Rwandan diabetes self-management Smartphone application “Kir’App” 49 5. Discussion 62 6. Conclusion and recommendations 67 6.1. Research objectives achievement 67 6.2. Limitations of the research project 68 6.3. Contribution to research fields and implication for practice of Kir’App 70 6.4. Recommendations 71 7. Summary 72 7.1. English version 72 7.2. German version 74 Bibliography 76 APPENDIXES 82 A. Appendix of study 1: Assessment of the Rwandan diabetics’ needs and expectations to develop the first diabetes self-management smartphone application (Kir’App) A.1. Interview guide 83 A.2. Summary of recurrent themes and sub-categories with examples 85 B. Appendix of study 2: A qualitative study of users’ experiences after 3 months: the first Rwandan diabetes self-management Smartphone application “Kir’App” 101 B.1. Comparison of themes 101 C. Autobiographic reflection 120 D.Acknowledgement 121 E.Dedication 121 F. Impact factor of journal with InCites Journal Citation Reports 122 Anlage 1 : Erklärungen zur Eröffnung des Promotionsverfahrens 123 Anlage 2: Einhaltung der gesetzlichen Vorgaben im Rahmen meiner Dissertation 124 Anlage 3: Ethical clearance to conduct the research project in Rwanda 12

    The Cord Weekly (February 8, 1995)

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    Education for sustainability: a sensory ethnography in biodynamic agriculture

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    Abstract. Since the inception of compulsory education in the Western world, learning in school has privileged our senses of sight, hearing and touch. The senses of smell and taste have been undeveloped or even neglected in formal education based on the assumption that they are not senses of knowledge (Classen, 1999). In the twenty-first century, environmentally injurious phenomena related to climate change and biodiversity loss have profound impacts on our total environments and our whole bodies—especially beyond what is perceptible by vision, hearing, video and text. This thesis uses sensory ethnographic material collected in a biodynamic farm in northern Italy and in the international Slow Food movement to explore how the senses are engaged in generating and redefining values concerning sustainability and sustainable practice. The sensory ethnographic material is buttressed by a history of the senses in Western thought and culture and explores why dominant ways of understanding the senses in the West are out of step with how humans actually learn. Through this discussion it is argued that theoretically, methodologically and practically dissolving Cartesian ontology is a precondition for sustainability of any kind. This sets up the sensory ethnographic material where I draw from cultural and phenomenological theories of the senses, perception and a theory of place to situate the biodynamic farm and Slow Food movement as place-events of sustainable practice, activism, and education. I then explore how sustainable values are learned through one’s multisensory emplacement within such contexts. The thesis is meant to contribute to discussions about how humans learn in the world and provide an opening from which to explore the possibilities of holistically and explicitly educating the senses in non/formal education. Such considerations are aimed at better preparing learners to actively perceive their world beyond the means of pen, paper, video, debate and discussion. The value of this thesis lies in its interdisciplinarity and the possibilities it raises for reappraising the education of the human sensorium in the Anthropocene

    Future of the Consumer Society : Proceedings of the Conference "Future of the Consumer Society", 28-29 May 2009, Tampere, Finland

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    Egress & Hyphen

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    \u27egress & hyphen\u27 collects 52 poems, written during 2005-2007, and a poetics essay addressing the collection\u27s themes of isolation, the urban landscape, digital culture, and interpersonal relationships. Many of the poems mix conventions from several genres, including photography. Poetic forms include two series: videogame, which evokes both its namesake and the comic strip, and Date of Event, which combines design elements of the shipment tracking form and the personal letter. The work is characterized by a sense of play and experimentation, and by the shifting landscape of the visual surface of the page
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