15 research outputs found
HCITools:strategies and best practices for designing, evaluating and sharing technical HCI toolkits
Over the years, toolkits have been designed to facilitate the rapid prototyping of novel designs for graphical user interfaces, physical computing, fabrication, tangible interfaces and ubiquitous computing. However, although evaluation methods for HCI are widely available, particular techniques and approaches to evaluate technical toolkit research are less well developed. Moreover, it is unclear what kind of contribution and impact technical toolkits can bring to the larger HCI community. In this workshop we aim to bring together leading researchers in the field to discuss challenges and opportunities to develop new methods and approaches to design, evaluate, disseminate and share toolkits. Furthermore, we will discuss the technical, methodological and enabling role of toolkits for HCI research
Enabling SmartWorkflows over heterogeneous ID-sensing technologies
Sensing technologies in mobile devices play a key role in reducing the gapbetween the physical and the digital world. The use of automatic identification capabilitiescan improve user participation in business processes where physical elements are involved(Smart Workflows). However, identifying all objects in the user surroundings does notautomatically translate into meaningful services to the user. This work introduces Parkour,an architecture that allows the development of services that match the goals of each ofthe participants in a smart workflow. Parkour is based on a pluggable architecture thatcan be extended to provide support for new tasks and technologies. In order to facilitatethe development of these plug-ins, tools that automate the development process are alsoprovided. Several Parkour-based systems have been developed in order to validate theapplicability of the proposal
User-Centred Design Actions for Lightweight Evaluation of an Interactive Machine Learning Toolkit
Machine learning offers great potential to developers and end users in the creative industries. For example, it can support new sensor-based interactions, procedural content generation and end-user product customisation. However, designing machine learning toolkits for adoption by creative developers is still a nascent effort. This work focuses on the application of user-centred design with creative end-user developers for informing the design of an interactive machine learning toolkit. We introduce a framework for user-centred design actions that we developed within the context of an EU innovation project, RAPID-MIX. We illustrate the application of the framework with two actions for lightweight formative evaluation of our toolkit—the JUCE Machine Learning Hackathon and the RAPID-MIX API workshop at eNTERFACE’17. We describe how we used these actions to uncover conceptual and technical limitations. We also discuss how these actions provided us with a better understanding of users, helped us to refine the scope of the design space, and informed improvements to the toolkit. We conclude with a reflection about the knowledge we obtained from applying user-centred design to creative technology, in the context of an innovation project in the creative industries
Introducing the user to the service creation world: concepts for user centric service creation, personalization and notification
The “Web 2.0” feature that most permeates the
nowadays web is “user-centricity”. Now users are not only
consumers of items (software, information, etc.), but also
creators of those items. This paper intends to push this paradigm
further, targeting mashups of telco and web services in a unique
service environment where personalised services will be
dynamically created and provisioned by end-users themselves,
regardless of ambiance and location. The paper explains how
user-centricity can be applied to the service creation world and
in general to the overall service lifecycle process. It also describes
the platform being implemented in the OPUCE project that
captures this philosophy and will be submitted to end-user
validation. Whilst focusing on intuitive editors for end-users to
compose services, additional hints are provided about
personalization and notification approaches to improve user
centricity
Video annotation tools
This research deals with annotations in scholarly work. Annotations have been studied by many people. A significant amount of research has shown that instead of implementing domain specific annotation applications a better approach is to develop general purpose annotation toolkits that can be used to create domain specific applications. A video annotation toolkit along with toolkits for searching, retrieving, analyzing and presenting videos can help achieve the broader goal of creating integrated work spaces for scholarly work in humanities research similar to existing environments in such fields as mathematics, engineering, statistics, software development and bioinformatics. This research implements a video annotation toolkit and evaluates it by looking at its usefulness in creating applications for different areas. It was found that many areas of study in the arts and sciences can benefit from a video annotation application tailored to their specific needs and that an annotation toolkit can significantly reduce the time for developing such applications. The toolkit was engineered through successive refinements of prototype applications developed for different application areas. The toolkit design was also guided by a set of features identified by the research community for an ideal general purpose annotation toolkit. This research contributes by combining these two different approaches to toolkit design and construction into a hybrid approach. This approach could be useful for similar or related efforts
Managing Visibility and Validity of Distress Calls with an Ad-Hoc SOS System
The availability of ICT services can be severely disrupted in the aftermath of disasters. Ad-hoc assemblages of communication technology have the potential to bridge such breakdowns. This article investigates the use of an ad-hoc system for sending SOS signals in a large-scale exercise that simulated a terrorist attack. In this context, we found that the sensitivity that was introduced by the adversarial nature of the situation posed unexpected challenges for our approach, as giving away one's location in the immediate danger of a terrorist attack became an issue both for first responders and the affected people in the area. We show how practices of calling for help and reacting to help calls can be affected by such a system and affect the management of the visibility and validity of SOS calls, implying a need for further negotiation in situations where communication is sensitive and technically restrained
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A flexible object orientated design approach for the realisation of assistive technology
This thesis contributes to a growing body of research conducted by the Interactive Systems Research Group (ISRG) at Nottingham Trent University within the fields of accessibility and accessible technologies. Core to this research is the exploration of how interactive technologies can be developed and applied as platforms for education, rehabilitation and social inclusion. To this end the group has been actively evolving the User Sensitive and Inclusive Design (USID) methodology for the design, development and evaluation of accessible software and related technologies. This thesis contributes to the further development of the USID method with a focus on its application for the design of assistive technology
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(Meta)Modeling "Constitutive Communication": Toward a Real-Time Reflexive Infrastructure for Coordination and Codesign
This thesis explores the complex relationship between communication and design practice as they occur within the development of technologies. Contemporary theories of communication and technology provide a conceptual basis for treating communication and design as reflexive structuring acts that change the affordances of an interaction situation while embedded within an environment that constitutes the situation. Drawing upon some of these theories, a design research project is undertaken to define a general infrastructure for real-time interaction that affords users reflexive capabilities for redesigning and restructuring the relational situation from within. The design solution developed here proposes a variety of strategies to model the emergence, complexity, and multiplicity of objects as the negotiated outcomes of situated human-computer interactions. In order to consider the feasibility of this design, an inquiry is performed to assess contemporary approaches to reflexive infrastructure for real-time interaction. Various existing collaboration and coordination frameworks and support environments are examined that articulate solutions to elements of the problem space outlined in this thesis. The analysis focuses on the place-based and activity-based approaches to representing dynamic interaction situations exemplified by the research systems Orbit and Intermezzo. The way that these approaches enable and constrain the development of dynamic interaction situations provides a ground for considering the feasibility of the proposed mechanisms as means for reflexively modeling responsive emergence. The design research project undertaken here results in a more concrete proposal for design of infrastructures that reflexively model complex relationality and support emergent forms of coordination and codesign.</p
Food Media: Food and Technology as a Medium for Social Communication
Ph.DDOCTOR OF PHILOSOPH