2,417 research outputs found

    Digital Fabrication Approaches for the Design and Development of Shape-Changing Displays

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    Interactive shape-changing displays enable dynamic representations of data and information through physically reconfigurable geometry. The actuated physical deformations of these displays can be utilised in a wide range of new application areas, such as dynamic landscape and topographical modelling, architectural design, physical telepresence and object manipulation. Traditionally, shape-changing displays have a high development cost in mechanical complexity, technical skills and time/finances required for fabrication. There is still a limited number of robust shape-changing displays that go beyond one-off prototypes. Specifically, there is limited focus on low-cost/accessible design and development approaches involving digital fabrication (e.g. 3D printing). To address this challenge, this thesis presents accessible digital fabrication approaches that support the development of shape-changing displays with a range of application examples – such as physical terrain modelling and interior design artefacts. Both laser cutting and 3D printing methods have been explored to ensure generalisability and accessibility for a range of potential users. The first design-led content generation explorations show that novice users, from the general public, can successfully design and present their own application ideas using the physical animation features of the display. By engaging with domain experts in designing shape-changing content to represent data specific to their work domains the thesis was able to demonstrate the utility of shape-changing displays beyond novel systems and describe practical use-case scenarios and applications through rapid prototyping methods. This thesis then demonstrates new ways of designing and building shape-changing displays that goes beyond current implementation examples available (e.g. pin arrays and continuous surface shape-changing displays). To achieve this, the thesis demonstrates how laser cutting and 3D printing can be utilised to rapidly fabricate deformable surfaces for shape-changing displays with embedded electronics. This thesis is concluded with a discussion of research implications and future direction for this work

    The Security Blanket of the Chat World: An Analytic Evaluation and a User Study of Telegram

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    The computer security community has advocated widespread adoption of secure communication tools to protect personal privacy. Several popular communication tools have adopted end-to-end encryption (e.g., WhatsApp, iMessage), or promoted security features as selling points (e.g., Telegram, Signal). However, previous studies have shown that users may not understand the security features of the tools they are using, and may not be using them correctly. In this paper, we present a study of Telegram using two complementary methods: (1) a labbased user study (11 novices and 11 Telegram users), and (2) a hybrid analytical approach combining cognitive walk-through and heuristic evaluation to analyse Telegram’s user interface. Participants who use Telegram feel secure because they feel they are using a secure tool, but in reality Telegram offers limited security benefits to most of its users. Most participants develop a habit of using the less secure default chat mode at all times. We also uncover several user interface design issues that impact security, including technical jargon, inconsistent use of terminology, and making some security features clear and others not. For instance, use of the end-to-end-encrypted Secret Chat mode requires both the sender and recipient be online at the same time, and Secret Chat does not support group conversations

    An aesthetics of touch: investigating the language of design relating to form

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    How well can designers communicate qualities of touch? This paper presents evidence that they have some capability to do so, much of which appears to have been learned, but at present make limited use of such language. Interviews with graduate designer-makers suggest that they are aware of and value the importance of touch and materiality in their work, but lack a vocabulary to fully relate to their detailed explanations of other aspects such as their intent or selection of materials. We believe that more attention should be paid to the verbal dialogue that happens in the design process, particularly as other researchers show that even making-based learning also has a strong verbal element to it. However, verbal language alone does not appear to be adequate for a comprehensive language of touch. Graduate designers-makers’ descriptive practices combined non-verbal manipulation within verbal accounts. We thus argue that haptic vocabularies do not simply describe material qualities, but rather are situated competences that physically demonstrate the presence of haptic qualities. Such competencies are more important than groups of verbal vocabularies in isolation. Design support for developing and extending haptic competences must take this wide range of considerations into account to comprehensively improve designers’ capabilities

    A gaze-contingent framework for perceptually-enabled applications in healthcare

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    Patient safety and quality of care remain the focus of the smart operating room of the future. Some of the most influential factors with a detrimental effect are related to suboptimal communication among the staff, poor flow of information, staff workload and fatigue, ergonomics and sterility in the operating room. While technological developments constantly transform the operating room layout and the interaction between surgical staff and machinery, a vast array of opportunities arise for the design of systems and approaches, that can enhance patient safety and improve workflow and efficiency. The aim of this research is to develop a real-time gaze-contingent framework towards a "smart" operating suite, that will enhance operator's ergonomics by allowing perceptually-enabled, touchless and natural interaction with the environment. The main feature of the proposed framework is the ability to acquire and utilise the plethora of information provided by the human visual system to allow touchless interaction with medical devices in the operating room. In this thesis, a gaze-guided robotic scrub nurse, a gaze-controlled robotised flexible endoscope and a gaze-guided assistive robotic system are proposed. Firstly, the gaze-guided robotic scrub nurse is presented; surgical teams performed a simulated surgical task with the assistance of a robot scrub nurse, which complements the human scrub nurse in delivery of surgical instruments, following gaze selection by the surgeon. Then, the gaze-controlled robotised flexible endoscope is introduced; experienced endoscopists and novice users performed a simulated examination of the upper gastrointestinal tract using predominately their natural gaze. Finally, a gaze-guided assistive robotic system is presented, which aims to facilitate activities of daily living. The results of this work provide valuable insights into the feasibility of integrating the developed gaze-contingent framework into clinical practice without significant workflow disruptions.Open Acces

    An evaluation framework and selection tool for education apps usability, with a case study from health education apps

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    Mobile apps for health education are commonly utilised to support different users. The development of these apps is increasing rapidly. A critical evaluation framework is needed to ensure the usability and reliability of Mobile Health Education Applications (MHEAs) to save time and effort for stakeholders. This project aims to assist the evaluation of MHEAs through development of an evaluation framework, which includes suitable metrics, an efficient hybrid utilizing Heuristic Evaluation (HE) and Usability Evaluation (UE). This framework determines the usefulness and usability of MHEAs, in order to improve the software engineering to create more effective ways to evaluate such software. In this framework, the Medical Apps Selection Tool (MAST) has been developed in which performance helps to select suitable MHEAs, assisting stakeholders to choose MHEAs that meet their requirements.The thesis employs two methods to make the evaluation framework capable of performing qualitative and quantitative data analysis. The first is a qualitative method, involving interviews based on proposed selected hybrid metrics from HE and UE, with three kinds of stakeholders: Patients, Health Professionals and Software Developers, to identify specific relevant selected hybrid metrics to measure usability in MHEAs. These metrics are deployed to measure usability in different MHEAs based on ranking these apps within the evaluation framework. These metrics were converted into an evaluation questionnaire, which has been applied to several MHEAs. The second method is the translation of the outcomes form the first method to measure the usability of MHEAs and determine what stakeholders require from using MHEAs. For this purpose, it categorises stakeholders with different needs from MHEAs; this reflected in the MAST, based on matching different stakeholders with different MHEAs.The findings of the study indicate that the evaluation framework is able to evaluate MHEAs and record usability problems. Furthermore, this evaluation framework leads to selection of the most appropriate apps by developing the MAST for stakeholders. The framework is expected to be applicable to other domains and platforms

    ASSESSING THE USER EXPERIENCE WHEN USING MOBILE AUGMENTED REALITY IN ADVERTISING

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    Facing huge profits brought by applying augmented reality (AR) to advertising on mobile devices, this study investigated the user experience from four dimensions as emotional, instrumental, motivational and social experience when using AR as an advertising tool. It aims to help designers understand that how the user experience emerges during the use of AR advertising tool. In addition, providing some design suggestions to AR designer. Eighteen participants were recruited and the data were collected through observation and interviews. According to the results, users evaluated their emotional experience higher than the other three dimensions. The AR\u27s value in building brand awareness was more effective than persuading users to buy a product. Social functions were advised by users but should be more diverse than just share function. Participants hoped to see how creatively and widely AR can be used in future. Results also indicated that novice and experienced AR users evaluate this AR advertising tool differently, which could be a future direction for this research. Finally, suggestions are provided to AR developers on three categories: contents and interface, interaction and functionality
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