38 research outputs found

    How to choose and how to watch: an on-demand perspective on current TV practices

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    In Sweden, digital TV services have until very recently not been accessible to most people through the TV set. At the same time, TV channels offer more and more content on the web and the majority of the population has access to high-speed internet connections. A web survey aimed at investigating attitudes and behavior related to on-demand TV was distributed in December 2008 to 52 households in an experimental, open (operator neutral) access network in Sweden. Questions were posed on TV arrangements, habits and attitudes; social aspects of TV watching; watching film or TV on-demand; and watching film or TV using the computer. Complementary interviews were also performed with participants that were not part of the experimental environment. Results show that participants in the studies understood and felt a need for time-shift and on-demand TV services: time-shift needs for re-scheduling, catch-up and repeats were expressed as well as on-demand needs for movies and for accessing otherwise unavailable TV content. Support for on-demand TV could also be found in that subjects reported little need for viewing TV content according to a broadcast schedule, with the main exception of news, sports events and other live broadcasts

    Balancing the power of multimedia information retrieval and usability in designing interactive TV

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    Steady progress in the field of multimedia information retrieval (MMIR) promises a useful set of tools that could provide new usage scenarios and features to enhance the user experience in today s digital media applications. In the interactive TV domain, the simplicity of interaction is more crucial than in any other digital media domain and ultimately determines the success or otherwise of any new applications. Thus when integrating emerging tools like MMIR into interactive TV, the increase in interface complexity and sophistication resulting from these features can easily reduce its actual usability. In this paper we describe a design strategy we developed as a result of our eƂĀ®ort in balancing the power of emerging multimedia information retrieval techniques and maintaining the simplicity of the interface in interactive TV. By providing multiple levels of interface sophistication in increasing order as a viewer repeatedly presses the same button on their remote control, we provide a layered interface that can accommodate viewers requiring varying degrees of power and simplicity. A series of screen shots from the system we have actually developed and built illustrates how this is achieved

    On the design of television as a service based on average TV watching

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    Ten households were interviewed about their TV watching to inform the design of TV services. Our participants were average TV viewers who had Internet access but were not technically advanced or frequent users of the Internet as a source for TV material. We found that the flow of programs that broadcast television brings to viewers was the most important motivation for our participants to turn to the TV on-demand possibilities they had access to. Examples of triggers were social cues from people talking about things seen on TV, or time-shifting issues such as missing all or part of programs in the broadcast flow. Special interests such as sports were also a strong motivation for on-demand behavior. For the viewers, linear and on-demand TV watching was intertwined. We conclude that on-demand services should be integrated with broadcast TV in the design of future TV services

    Smart homes and their users:a systematic analysis and key challenges

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    Published research on smart homes and their users is growing exponentially, yet a clear understanding of who these users are and how they might use smart home technologies is missing from a field being overwhelmingly pushed by technology developers. Through a systematic analysis of peer-reviewed literature on smart homes and their users, this paper takes stock of the dominant research themes and the linkages and disconnects between them. Key findings within each of nine themes are analysed, grouped into three: (1) views of the smart home-functional, instrumental, socio-technical; (2) users and the use of the smart home-prospective users, interactions and decisions, using technologies in the home; and (3) challenges for realising the smart home-hardware and software, design, domestication. These themes are integrated into an organising framework for future research that identifies the presence or absence of cross-cutting relationships between different understandings of smart homes and their users. The usefulness of the organising framework is illustrated in relation to two major concerns-privacy and control-that have been narrowly interpreted to date, precluding deeper insights and potential solutions. Future research on smart homes and their users can benefit by exploring and developing cross-cutting relationships between the research themes identified

    Designing assisted living technologies 'in the wild' : preliminary experiences with cultural probe methodology

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    Background There is growing interest in assisted living technologies to support independence at home. Such technologies should ideally be designed ā€˜in the wildā€™ i.e. taking account of how real people live in real homes and communities. The ATHENE (Assistive Technologies for Healthy Living in Elders: Needs Assessment by Ethnography) project seeks to illuminate the living needs of older people and facilitate the co-production with older people of technologies and services. This paper describes the development of a cultural probe tool produced as part of the ATHENE project and how it was used to support home visit interviews with elders with a range of ethnic and social backgrounds, family circumstances, health conditions and assisted living needs. Method Thirty one people aged 60 to 98 were visited in their homes on three occasions. Following an initial interview, participants were given a set of cultural probe materials, including a digital camera and the ā€˜Home and Life Scrapbookā€™ to complete in their own time for one week. Activities within the Home and Life Scrapbook included maps (indicating their relationships to people, places and objects), lists (e.g. likes, dislikes, things they were concerned about, things they were comfortable with), wishes (things they wanted to change or improve), body outline (indicating symptoms or impairments), home plan (room layouts of their homes to indicate spaces and objects used) and a diary. After one week, the researcher and participant reviewed any digital photos taken and the content of the Home and Life Scrapbook as part of the home visit interview. Findings The cultural probe facilitated collection of visual, narrative and material data by older people, and appeared to generate high levels of engagement from some participants. However, others used the probe minimally or not at all for various reasons including limited literacy, physical problems (e.g. holding a pen), lack of time or energy, limited emotional or psychological resources, life events, and acute illness. Discussions between researchers and participants about the materials collected (and sometimes about what had prevented them completing the tasks) helped elicit further information relevant to assisted living technology design. The probe materials were particularly helpful when having conversations with non-English speaking participants through an interpreter. Conclusions Cultural probe methods can help build a rich picture of the lives and experiences of older people to facilitate the co-production of assisted living technologies. But their application may be constrained by the participantā€™s physical, mental and emotional capacity. They are most effective when used as a tool to facilitate communication and development of a deeper understanding of older peopleā€™s needs

    Designing for video: investigating the contextual cues within viewing situations

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    The viewing of video increasingly occurs in a wide range of public and private environments via a range of static and mobile devices. The proliferation of content on demand and the diversity of the viewing situations means that delivery systems can play a key role in introducing audiences to contextually relevant content of interest whilst maximising the viewing experience for individual viewers. However for video delivery systems to do this they need to take into account the diversity of the situations where video is consumed, and the differing viewing experiences that users desire to create within them. This requires an ability to identify different contextual viewing situations as perceived by users. This paper presents the results from a detailed, multi-method, user centred field study with 11 UK based users of video-based content. Following a review of the literature (to identify viewing situations of interest on which to focus), data collection was conducted comprising observation, diaries, interviews and self-captured video. Insights were gained into whether and how users choose to engage with content in different public and private spaces. The results identified and validated a set of contextual cues that characterise distinctive viewing situations. Four archetypical viewing situations were identified: ā€˜quality timeā€™, ā€˜opportunistic planningā€™, ā€˜sharing space but not contentā€™ and ā€˜opportunistic self- indulgenceā€™. These can be differentiated in terms of key contextual factors: solitary/shared experiences, public/private spaces, and temporal characteristics. The presence of clear contextual cues provides the opportunity for video delivery systems to better tailor content and format to the viewing situation or additionally augment video services through social media in order to provide specific experiences sensitive to both temporal and physical contexts

    QuintEssence: A Probe Study to Explore the Power of Smell on Emotions, Memories, and Body Image in Daily Life

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    Previous research has shown the influence of smell on emotions, memories, and body image. However, most of this work has taken place in laboratory settings and little is known about the influence of smell in real-world environments. In this paper, we present novel insights gained from a field study investigating the emotional effect of smell on memories and body image. Taking inspiration from the cultural design probes approach, we designed QuintEssence, a probe package that includes three scents and materials to complete three tasks over a period of four weeks. Here, we describe the design of QuintEssence and the main findings based on the outcomes of the three tasks and a final individual interview. The findings show similar results between participants based on the scent. For example, with cinnamon, participants experienced feelings of warmth, coziness, happiness, and relaxation; they recalled blurred memories of past moments about themselves and reported a general feeling of being calm and peaceful towards their bodies. Our findings open up new design spaces for multisensory experiences and inspire future qualitative explorations beyond laboratory boundaries

    The Living Room of the Future

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    Emergent media services are turning towards the use of audience data to deliver more personalised and immersive experiences. We present the Living Room of the Future (LRoTF), an embodied design fiction built to both showcase future adaptive physically immersive media experiences exploiting the Internet of Things (IoT) and to probe the adoption challenges confronting their uptake in everyday life. Our results show that audiences have a predominantly positive response to the LRoTF but nevertheless entertain significant reservations about adopting adaptive physically immersive media experiences that exploit their personal data. We examine ā€˜userā€™ reasoning to elaborate a spectrum of adoption challenges that confront the uptake of adaptive physically immersive media experiences in everyday life. These challenges include data legibility, privacy concerns and potential dystopias, concerns over agency and control, the social need for customisation, value trade-off and lack of trust
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