4,433 research outputs found
Evocative computing â creating meaningful lasting experiences in connecting with the past
We present an approach â evocative computing â that demonstrates how âat handâ technologies can be âpicked upâ and used by people to create meaningful and lasting experiences, through connecting and interacting with the past. The approach is instantiated here through a suite of interactive technologies configured for an indoor-outdoor setting that enables groups to explore, discover and research the history and background of a public cemetery. We report on a two-part study where different groups visited the cemetery and interacted with the digital tools and resources. During their activities serendipitous uses of the technology led to connections being made between personal memo-ries and ongoing activities. Furthermore, these experiences were found to be long-lasting; a follow-up study, one year later, showed them to be highly memorable, and in some cases leading participants to take up new directions in their work. We discuss the value of evocative computing for enriching user experiences and engagement with heritage practices
A participatory approach for digital documentation of Egyptian Bedouins intangible cultural heritage
The Bedouins of Egypt hold a unique intangible cultural heritage (ICH),
with distinct cultural values and social practices that are rapidly changing as a consequence of having settled after having been nomadic for centuries. We present our attempt to develop a bottom-up approach to document Bedouin ICH. Grounded in participatory design practices, the project purpose was two-fold: engaging Egyptian Engineering undergraduates with culturally-distant technology users and introducing digital self-documentation of ICH to the Bedouin community. We report the design of a didactic model that deployed the students as research partners to co-design four prototypes of ICH documentation mobile applications with the community. The prototypes reflected an advanced understanding for the values to the Bedouins brought by
digital documentation practices. Drawing from our experience,
three recommendations were elicited for similar ICH projects. Namely,
focusing on the community benefits; promoting motivation ownership, and authenticity; and pursuing a shared identity between designers and community members. These guidelines hold a strong value as they have been tested against local challenges that could have been detrimental to the project
Human computer interaction for international development: past present and future
Recent years have seen a burgeoning interest in research into the use of information and communication technologies (ICTs) in the context of developing regions, particularly into how such ICTs might be appropriately designed to meet the unique user and infrastructural requirements that we encounter in these cross-cultural environments. This emerging field, known to some as HCI4D, is the product of a diverse set of origins. As such, it can often be difficult to navigate prior work, and/or to piece together a broad picture of what the field looks like as a whole. In this paper, we aim to contextualize HCI4Dâto give it some historical background, to review its existing literature spanning a number of research traditions, to discuss some of its key issues arising from the work done so far, and to suggest some major research objectives for the future
A hauntology of participatory speculation
In this paper I conduct a hauntological analysis of participatory speculation, within the context of a study into understanding the potential for increasing recognition of LGBT+ young peopleâs experiences of hate crime and hate incidents. Hauntology provides a means to further situate accounts of speculation in Participatory Design by sensitising us to the interplay of the virtual and the actual that enables us to expand our sense of the possible. Through understanding how participatory speculation is shaped by absent presences, this paper contributes to the discussion of post-solutionist practices in PD that foster care and responsibility across multiple sites and forms of participation in the face of issues that resist resolution. I conclude by considering by translating speculation into shared spaces of wonder, Participatory Design can foster ethical commitments that stay with the trouble
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Communicating, learning and the in-between: a study of the impact of open-access, informal online learning environments
1. The broad aim of this project has been to contribute understandings of the uses of computer-mediated communication in 'informal' (not leading to certification) yet institutionally-hosted online spaces. The project consisted of an investigation into engagement with communication and discussion tools provided by OpenLearn, the Open University's Open Content Initiative (http://www.open.ac.uk/openlearn).
2. The research focused on a selection of examples of asynchronous and synchronous communication situations within OpenLearn, including a selection of forums from the LearningSpace (http://openlearn.open.ac.uk) and various instances of synchronous communication using FM (FlashMeeting) that took place within the context of two pilot studies organised by the researcher in coordination with discipline-based colleagues.
3. Whilst the research was based on an action research orientation, the approach was predominantly exploratory and ethnographic methods (observation and participant observation) were used, complemented with semi-structured interviews, as appropriate. Thematic analysis was used within a grounded theory approach.
4. The study suggests 5 themes as core elements of engagement in CMC within an OER context: 'validationĂŻÂżÂœ; 'privacyĂŻÂżÂœ; 'trustĂŻÂżÂœ; 'purposefulnessĂŻÂżÂœ; 'leadership'. The themes are mutually-dependent and each warrants more detailed investigation, and relevant topics are discussed.
5. In short, the study provides a contribution to enquiries on the impact of OERs in that it brings to light, from within a sample of learning situations across the 'informalĂŻÂżÂœ/ĂŻÂżÂœformal' space, a number of boundary issues concerning curriculum and, in particular, pedagogy. It suggests that a major aspect of the impact of OERs is that their availability is not only creating new challenges but also uncovering previously veiled tensions and questions regarding identity and boundaries.
6. A number of outputs have been generated, including two new projects that capitalise on understandings facilitated during the pilots carried out within the remit of this study
Usability evaluation of digital libraries: a tutorial
This one-day tutorial is an introduction to usability evaluation for Digital
Libraries. In particular, we will introduce Claims Analysis. This approach
focuses on the designersâ motivations and reasons for making particular
design decisions and examines the effect on the userâs interaction with
the system. The general approach, as presented by Carroll and
Rosson(1992), has been tailored specifically to the design of digital
libraries.
Digital libraries are notoriously difficult to design well in terms of their
eventual usability. In this tutorial, we will present an overview of
usability issues and techniques for digital libraries, and a more detailed
account of claims analysis, including two supporting techniques â
simple cognitive analysis based on Normanâs âaction cycleâ and
Scenarios and personas. Through a graduated series of worked
examples, participants will get hands-on experience of applying this
approach to developing more usable digital libraries. This tutorial
assumes no prior knowledge of usability evaluation, and is aimed at all
those involved in the development and deployment of digital libraries
Logic, self-awareness and self-improvement: The metacognitive loop and the problem of brittleness
This essay describes a general approach to building perturbation-tolerant autonomous systems, based on the conviction that artificial agents should be able notice when something is amiss, assess the anomaly, and guide a solution into place. We call this basic strategy of self-guided learning the metacognitive loop; it involves the system monitoring, reasoning about, and, when necessary, altering its own decision-making components. In this essay, we (a) argue that equipping agents with a metacognitive loop can help to overcome the brittleness problem, (b) detail the metacognitive loop and its relation to our ongoing work on time-sensitive commonsense reasoning, (c) describe specific, implemented systems whose perturbation tolerance was improved by adding a metacognitive loop, and (d) outline both short-term and long-term research agendas
MetaBlast! Virtual Cell: A Pedagogical Convergence between Game Design and Science Education
MetaBlast! Virtual Cell (from now on referred to as VC) is a game design solution to a specific scientific and educational problem; expressly, how to make advanced, university level plant biology instruction on molecular and anatomical levels an exciting, efficient learning experience. The advanced technologies of 3D modeling and animation, computer programming and game design are united and tempered with strong, scientific guidance for accuracy and art direction for a powerful visual and audio simulation. The additional strength of intense gaming as a powerful tool aiding memory, logic and problem solving has recently become well recognized. Virtual Cell will provide a unique gaming experience, while transparently teaching scientifically accurate facts and concepts about, in this case, a soybean plantâs inner workings and dependant mechanisms on multiple scales and levels of complexity. Virtual Cell (from now on referred to as VC) in the future may prove to be a reference for other scientific/education endeavors as scientists battle for a more prominent mind share among average citizens. This paper will discuss the difficulties of developing VC, its structure, intended game and educational goals along with additional benefits to both the sciences and gaming industry
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