35,894 research outputs found
Underdogs and superheroes: Designing for new players in public space
We are exploring methods for participatory and public involvement of new 'players' in the design space. Underdogs & Superheroes involves a game-based methodology – a series of creative activities or games – in order to engage people experientially, creatively, and personally throughout the design process. We have found that games help engage users’ imaginations by representing reality without limiting expectations to what's possible here and now; engaging experiential and personal perspectives (the 'whole' person); and opening the creative process to hands-on user participation through low/no-tech materials and a widely-understood approach. The methods are currently being applied in the project Underdogs & Superheroes, which aims to evolve technological interventions for personal and community presence in local public spaces
Visions, Values, and Videos: Revisiting Envisionings in Service of UbiComp Design for the Home
UbiComp has been envisioned to bring about a future dominated by calm
computing technologies making our everyday lives ever more convenient. Yet the
same vision has also attracted criticism for encouraging a solitary and passive
lifestyle. The aim of this paper is to explore and elaborate these tensions
further by examining the human values surrounding future domestic UbiComp
solutions. Drawing on envisioning and contravisioning, we probe members of the
public (N=28) through the presentation and focus group discussion of two
contrasting animated video scenarios, where one is inspired by "calm" and the
other by "engaging" visions of future UbiComp technology. By analysing the
reasoning of our participants, we identify and elaborate a number of relevant
values involved in balancing the two perspectives. In conclusion, we articulate
practically applicable takeaways in the form of a set of key design questions
and challenges.Comment: DIS'20, July 6-10, 2020, Eindhoven, Netherland
Make it so! Jean-Luc Picard, Bart Simpson and the design of e-public services
In this paper, we report on a project applying participatory design methods to include people who have experience of social exclusion (in one form or another) in designing possible technologies for e-(local)-government services. The work was part of a project for the Office of the Deputy Prime Minister in the UK, and was concerned with ‘access
tokens’ that can provide personal identification for individuals accessing public services, based on technologies such as multi-functional smartcards, flash memory sticks, mobile phone SIMs or similar devices.
In particular we report on our experience using the ‘pastiche scenarios’ technique recently developed by Mark Blythe. Our findings indicate that the technique can be effective and engaging in helping people to create realistic scenarios of future technology use and highlight some possible pitfalls to consider when using this technique.</p
“No powers, man!”: A student perspective on designing university smart building interactions
Smart buildings offer an opportunity for better performance and enhanced experience by contextualising services and interactions to the needs and practices of occupants. Yet, this vision is limited by established approaches to building management, delivered top-down through professional facilities management teams, opening up an interaction-gap between occupants and the spaces they inhabit. To address the challenge of how smart buildings might be more inclusively managed, we present the results of a qualitative study with student occupants of a smart building, with design workshops including building walks and speculative futuring. We develop new understandings of how student occupants conceptualise and evaluate spaces as they experience them, and of how building management practices might evolve with new sociotechnical systems that better leverage occupant agency. Our findings point to important directions for HCI research in this nascent area, including the need for HBI (Human-Building Interaction) design to challenge entrenched roles in building management
Speculative practices : utilizing InfoVis to explore untapped literary collections
Funding: Canadian Social Sciences and Humanities Research CouncilIn this paper we exemplify how information visualization supports speculative thinking, hypotheses testing, and preliminary interpretation processes as part of literary research. While InfoVis has become a buzz topic in the digital humanities, skepticism remains about how effectively it integrates into and expands on traditional humanities research approaches. From an InfoVis perspective, we lack case studies that show the specific design challenges that make literary studies and humanities research at large a unique application area for information visualization. We examine these questions through our case study of the Speculative W@nderverse, a visualization tool that was designed to enable the analysis and exploration of an untapped literary collection consisting of thousands of science fiction short stories. We present the results of two empirical studies that involved general-interest readers and literary scholars who used the evolving visualization prototype as part of their research for over a year. Our findings suggest a design space for visualizing literary collections that is defined by (1) their academic and public relevance, (2) the tension between qualitative vs. quantitative methods of interpretation, (3) result- vs. process-driven approaches to InfoVis, and (4) the unique material and visual qualities of cultural collections. Through the Speculative W@nderverse we demonstrate how visualization can bridge these sometimes contradictory perspectives by cultivating curiosity and providing entry points into literary collections while, at the same time, supporting multiple aspects of humanities research processes.PostprintPeer reviewe
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DIY networking as a facilitator for interdisciplinary research on the hybrid city
DIY networking is a technology with special characteristics compared to the public Internet, which holds a unique potential for empowering citizens to shape their hybrid urban space toward conviviality and collective awareness. It can also play the role of a “boundary object” for facilitating interdisciplinary interactions and participatory processes between different actors: researchers, engineers, practitioners, artists, designers, local authorities, and activists. This position paper presents a social learning framework, the DIY networking paradigm, that we aim to put in the centre of the hybrid space design process. We first introduce our individual views on the role of design as discussed in the fields of engineering, urban planning, urban interaction design, design research, and community informatics. We then introduce a simple methodology for combining these diverse perspectives into a meaningful interdisciplinary collaboration, through a series of related events with different structure and framing. We conclude with a short summary of a selection of these events, which serves also as an introduction to the CONTACT workshop on facilitating information sharing between strangers, in the context of the Hybrid City III conference
Videogames in the museum:participation, possibility and play in curating meaningful visitor experiences
In 2014 Videogames in the Museum [1] engaged with creative practitioners, games designers, curators and museums professionals to debate and explore the challenges of collecting and exhibiting videogames and games design. Discussions around authorship in games and games development, the transformative effect of the gallery on the cultural reception and significance of videogames led to the exploration of participatory modes and playful experiences that might more effectively expose the designer’s intent and enhance the nature of our experience as visitors and players. In proposing a participatory mode for the exhibition of videogames this article suggests an approach to exhibition and event design that attempts to resolve tensions between traditions of passive consumption of curated collections and active participation in meaning making using theoretical models from games analysis and criticism and the conceit of game and museum spaces as analogous rules based environments
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 people’s 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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