464 research outputs found

    Living with the user: Design drama for dementia care through responsive scripted experiences in the home

    Get PDF
    Participation in forms of drama and narrative can provoke empathy and creativity in user-centred design processes. In this paper, we expand upon existing methods to explore the potential for responsive scripted experiences that are delivered through the combination of sensors and output devices placed in a home. The approach is being developed in the context of Dementia care, where the capacity for rich user participation in design activities is limited. In this case, a system can act as a proxy for a person with Dementia, allowing designers to gain experiences and insight as to what it is like to provide care for, and live with, this person. We describe the rationale behind the approach, a prototype system architecture, and our current work to explore the creation of scripted experiences for design, played out though UbiComp technologies.This research is funded by the Arts and Humanities Research Council UK, (AH/K00266X/1) and Horizon Digital Economy Research (RCUK grant EP/G065802/1)

    Ubicomp for animal welfare: envisioning smart environments for kenneled dogs

    Get PDF
    Whilst the ubicomp community has successfully embraced a number of societal challenges for human benefit, including healthcare and sustainability, the well-being of other animals is hitherto underrepresented. We argue that ubicomp technologies, including sensing and monitoring devices as well as tangible and embodied interfaces, could make a valuable contribution to animal welfare. This paper particularly focuses on dogs in kenneled accommodation, as we investigate the opportunities and challenges for a smart kennel aiming to foster canine welfare. We conducted an in-depth ethnographic study of a dog rehoming center over four months; based on our findings, we propose a welfare centered framework for designing smart environments, integrating monitoring and interaction with information management. We discuss the methodological issues we encountered during the research and propose a smart ethnographic approach for similar projects

    Anticipatory Mobile Computing: A Survey of the State of the Art and Research Challenges

    Get PDF
    Today's mobile phones are far from mere communication devices they were ten years ago. Equipped with sophisticated sensors and advanced computing hardware, phones can be used to infer users' location, activity, social setting and more. As devices become increasingly intelligent, their capabilities evolve beyond inferring context to predicting it, and then reasoning and acting upon the predicted context. This article provides an overview of the current state of the art in mobile sensing and context prediction paving the way for full-fledged anticipatory mobile computing. We present a survey of phenomena that mobile phones can infer and predict, and offer a description of machine learning techniques used for such predictions. We then discuss proactive decision making and decision delivery via the user-device feedback loop. Finally, we discuss the challenges and opportunities of anticipatory mobile computing.Comment: 29 pages, 5 figure

    Heuristic Evaluation for Serious Immersive Games and M-instruction

    Get PDF
    © Springer International Publishing Switzerland 2016. Two fast growing areas for technology-enhanced learning are serious games and mobile instruction (M-instruction or M-Learning). Serious games are ones that are meant to be more than just entertainment. They have a serious use to educate or promote other types of activity. Immersive Games frequently involve many players interacting in a shared rich and complex-perhaps web-based-mixed reality world, where their circumstances will be multi and varied. Their reality may be augmented and often self-composed, as in a user-defined avatar in a virtual world. M-instruction and M-Learning is learning on the move; much of modern computer use is via smart devices, pads, and laptops. People use these devices all over the place and thus it is a natural extension to want to use these devices where they are to learn. This presents a problem if we wish to evaluate the effectiveness of the pedagogic media they are using. We have no way of knowing their situation, circumstance, education background and motivation, or potentially of the customisation of the final software they are using. Getting to the end user itself may also be problematic; these are learning environments that people will dip into at opportune moments. If access to the end user is hard because of location and user self-personalisation, then one solution is to look at the software before it goes out. Heuristic Evaluation allows us to get User Interface (UI) and User Experience (UX) experts to reflect on the software before it is deployed. The effective use of heuristic evaluation with pedagogical software [1] is extended here, with existing Heuristics Evaluation Methods that make the technique applicable to Serious Immersive Games and mobile instruction (M-instruction). We also consider how existing Heuristic Methods may be adopted. The result represents a new way of making this methodology applicable to this new developing area of learning technology

    Living with the user: design drama for dementia care through responsive scripted experiences in the home

    Get PDF
    Participation in forms of drama and narrative can provoke empathy and creativity in user-centred design processes. In this paper, we expand upon existing methods to explore the potential for responsive scripted experiences that are delivered through the combination of sensors and output devices placed in a home. The approach is being developed in the context of Dementia care, where the capacity for rich user participation in design activities is limited. In this case, a system can act as a proxy for a person with Dementia, allowing designers to gain experiences and insight as to what it is like to provide care for, and live with, this person. We describe the rationale behind the approach, a prototype system architecture, and our current work to explore the creation of scripted experiences for design, played out though UbiComp technologies

    Personal Informatics for Non-Geeks: Lessons Learned from Ordinary People

    Get PDF
    We have been studying how ordinary people use personal informatics technologies for several years. In this paper we briefly describe our early studies, which influenced our design decisions in a recent pilot study that included junior doctors in a UK hospital. We discuss a number of failures in compliance and data collection as well as lessons learned

    Energy advisors at work: charity work practices to support people in fuel poverty

    Get PDF
    We present an ethnographic study of energy advisors working for a charity that provides support, particularly to people in fuel poverty. Our fieldwork comprises detailed observations that reveal the collaborative, interactional work of energy advisors and clients during home visits, supplemented with interviews and a participatory design workshop with advisors. We identify opportunities for Ubicomp technologies that focus on supporting the work of the advisor, including complementing the collaborative advice giving in home visits, providing help remotely, and producing evidence in support of accounts of practices and building conditions useful for interactions with landlords, authorities and other third parties. We highlight six specific design challenges that relate the domestic fuel poverty setting to the wider Ubicomp literature. Our work echoes a shift in attention from energy use and the individual consumer, specifically to matters of advice work practices and the domestic fuel poverty setting, and to the discourse around inclusive Ubicomp technologies

    Energy advisors at work: charity work practices to support people in fuel poverty

    Get PDF
    We present an ethnographic study of energy advisors working for a charity that provides support, particularly to people in fuel poverty. Our fieldwork comprises detailed observations that reveal the collaborative, interactional work of energy advisors and clients during home visits, supplemented with interviews and a participatory design workshop with advisors. We identify opportunities for Ubicomp technologies that focus on supporting the work of the advisor, including complementing the collaborative advice giving in home visits, providing help remotely, and producing evidence in support of accounts of practices and building conditions useful for interactions with landlords, authorities and other third parties. We highlight six specific design challenges that relate the domestic fuel poverty setting to the wider Ubicomp literature. Our work echoes a shift in attention from energy use and the individual consumer, specifically to matters of advice work practices and the domestic fuel poverty setting, and to the discourse around inclusive Ubicomp technologies
    • …
    corecore