11 research outputs found

    The Magic Sock Drawer project

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    Season's Greetings: An Analysis of Christmas Card Use

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    Christmas is the time of year when people reaffirm social connections through the medium of Christmas cards. Although much communication in the modern age is conducted via electronic means, many people continue to send and receive paper-based cards during the festive season. With a view to understanding practices surrounding the use of digital and paper-based media, this paper explores the use of paper-based and electronic Christmas cards among a sample of university students. We describe students’ practices regarding Christmas cards, examining what they do, why they do it, and what they value about both paper and electronic cards. Our analysis leads to a number of design challenges for the development of electronic alternatives to paper-based cards

    Season's greetings: An analysis of Christmas card use

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    Christmas is the time of year when people reaffirm social connections through the medium of Christmas cards. Although much communication in the modern age is conducted via electronic means, many people continue to send and receive paper-based cards during the festive season. With a view to understanding practices surrounding the use of digital and paper-based media, this paper explores the use of paper-based and electronic Christmas cards among a sample of university students. We describe students' practices regarding Christmas cards, examining motivations of use and perceptions of value associated with paper and electronic cards. Our analysis leads to a number of potential opportunities for enhancing the perception of electronic alternatives to paper-based cards

    Understanding participation and opportunities for design from an online postcard sending community

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    Up close and personal: social presence in mediated personal relationships

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    The likes of clarity and efficiency are good communication concepts for designers and evaluators of business communication tools. They make little sense, however, when the design context of an interactive system is the support of a personal relationship. What matters then is that people feel they are ‘there’ for one another. This paper describes a new way of understanding Social Presence in technologically mediated communication by relating it to a well-established psychological relationship construct: Closeness. We propose a model whereby an individual’s long-term feeling of Closeness to others is influenced by communication events that are invested with a sense of Social Presence, as a function of the background level of psychological Closeness. Thus each communicative act, and its associated feeling of Social Presence, has an impact on the feeling of Closeness. We report a three-week-long study during which 18 participants reported daily ratings of Closeness, and communication-event ratings of both Closeness and Social Presence. Our findings are consistent with the model we propose, suggesting that systems for intimate relationships require consideration of both Social Presence and Closeness. We further consider methodological and measurement issues in the realm of personal relationships, and the expanding remit of HCI design as an active contributor to the world of experience and feelings

    Practical, appropriate, empirically-validated guidelines for designing educational games

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    There has recently been a great deal of interest in the potential of computer games to function as innovative educational tools. However, there is very little evidence of games fulfilling that potential. Indeed, the process of merging the disparate goals of education and games design appears problematic, and there are currently no practical guidelines for how to do so in a coherent manner. In this paper, we describe the successful, empirically validated teaching methods developed by behavioural psychologists and point out how they are uniquely suited to take advantage of the benefits that games offer to education. We conclude by proposing some practical steps for designing educational games, based on the techniques of Applied Behaviour Analysis. It is intended that this paper can both focus educational games designers on the features of games that are genuinely useful for education, and also introduce a successful form of teaching that this audience may not yet be familiar with

    ARTIFICIAL AGENTS MODELING FOR INTIMATE TELEPRESENCE

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    Ph.DDOCTOR OF PHILOSOPH
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