38 research outputs found

    Learning from the experts: enabling and studying DIY development of location-based visitor experiences

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    In this paper we show how -- with the aid of enabling technology -- creative Location Based Experiences can be developed for visitors by non-technical professionals from the cultural heritage sector. We look at how these "Place Experts" approach and adopt web technologies to create and publish experiences including the roles they take on, the processes they adopt, and the way they appropriate the technology. We describe our short and long-term research engagements with the cultural heritage sector over the last three years and introduce Wander Anywhere, the website developed to enable this research. We find that place experts typically follow a four stage process in their engagement with location-based experiences, moving from comprehension to translation, development and finally approval. We suggest implications for the processes and technologies that might be employed by others seeking to support a similar type of engagement

    A framework to guide the design of environments coupling mobile and situated technologies

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    An increasing number of devices are being situated in public spaces yet interactions with such devices are problematic: they tend to be impersonal and subject to social apprehension while devices suitable for specific tasks may be difficult to locate. This thesis considers how one might design for these environments to overcome these issues and deliver engaging user experiences. It proposes the coupling of the interactive features of mobile and situated devices to facilitate personalised interactions with those situated devices. The thesis explores coupling techniques that extend the computational capabilities of the situated device through the addition of the input, output and storage capabilities of the mobile device. Finally it considers how multiple points of coupling can be used to link sequences of interactions with different situated devices providing rich, cohesive experiences across an environment. The thesis presents a novel framework that builds upon previous work. Existing work is reviewed that links mobiles with single situated displays, and that uses mobiles for mediating exploration of physical spaces to address the lack of work addressing multiple situated de-vices in public. This review grounds a proposal and elaboration of a core model of interaction within a coupling environment, providing the basis for a design framework. This was sup-ported by the implementation of a test-bed that consisted of six couples in various configura-tions, underpinned by a software infrastructure. Formative user studies refined the framework and revealed novel aspects of the user experi-ence for study. It was found that through support for narrative and personal orchestration, coupling environments afford personalised trajectories. By designing for personal trajectories the visitor has a more enjoyable personal experience and seeks to improve the experiences of others. In addition, coupling environments support social experiences; the step-by-step nature of a visitor’s trajectory through the coupling environment lends itself to gradually introducing visitors to social coupled interaction and reducing social awkwardness

    A framework to guide the design of environments coupling mobile and situated technologies

    Get PDF
    An increasing number of devices are being situated in public spaces yet interactions with such devices are problematic: they tend to be impersonal and subject to social apprehension while devices suitable for specific tasks may be difficult to locate. This thesis considers how one might design for these environments to overcome these issues and deliver engaging user experiences. It proposes the coupling of the interactive features of mobile and situated devices to facilitate personalised interactions with those situated devices. The thesis explores coupling techniques that extend the computational capabilities of the situated device through the addition of the input, output and storage capabilities of the mobile device. Finally it considers how multiple points of coupling can be used to link sequences of interactions with different situated devices providing rich, cohesive experiences across an environment. The thesis presents a novel framework that builds upon previous work. Existing work is reviewed that links mobiles with single situated displays, and that uses mobiles for mediating exploration of physical spaces to address the lack of work addressing multiple situated de-vices in public. This review grounds a proposal and elaboration of a core model of interaction within a coupling environment, providing the basis for a design framework. This was sup-ported by the implementation of a test-bed that consisted of six couples in various configura-tions, underpinned by a software infrastructure. Formative user studies refined the framework and revealed novel aspects of the user experi-ence for study. It was found that through support for narrative and personal orchestration, coupling environments afford personalised trajectories. By designing for personal trajectories the visitor has a more enjoyable personal experience and seeks to improve the experiences of others. In addition, coupling environments support social experiences; the step-by-step nature of a visitor’s trajectory through the coupling environment lends itself to gradually introducing visitors to social coupled interaction and reducing social awkwardness

    'A bit like British Weather, I suppose' Design and Evaluation of the Temperature Calendar

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    In this paper we present the design and evaluation of the Temperature Calendar -- a visualisation of temperature variation within a workplace over the course of the past week, highlights deviation from organisational temperature policy, and aims to bring staff "into the loop" of understanding and managing heating, and so reduce energy waste. The display was deployed in five public libraries. Analysis of logs, questionnaires and interviews shows staff used the displays to understand heating in their buildings, and took action to relate their libraries to organisational policy and improve thermal comfort. We also present a subsequent lab study, demonstrating that adding electricity consumption to the visualisation did not improve likelihood of spotting heating "errors". Bringing together our results, we discuss three topics of relevance to the research community: design implications for workplace displays, the engagement of staff through focus on organisational policy, and sustainability cost-benefit analysis of the Temperature Calendar

    Smart grids, smart users? The role of the user in demand side management

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    Smart grids are a key feature of future energy scenarios, with the overarching goal of better aligning energy generation and demand. The work presented here considers the role of the user in such systems, and the contexts in which such roles might emerge. The data used is drawn from focus groups with 72 participants, using novel scenario techniques to contextualise smart grid technologies in domestic settings. Two contrasting visions of the smart grid are presented, a centralised system based on current institutional arrangements, and an alternative system in which decentralisation of generation and control is pursued. Using the concepts of ‘energy consumer’ and ‘energy citizen’, the paper considers what forms of engagement are likely to be generated by the two visions. We propose that smart grid designs must look beyond simply the technology and recognise that a smart user who is actively engaged with energy is critical to much of what is proposed by demand side management. We conclude that the energy citizen holds out most promise in this regard. The implications of this for policy makers are discussed

    GIFT:Hybrid Museum Experiences through Gifting and Play

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    he GIFT project develops new approaches to creating hybrid physi-cal-digital visitor experiences in museums. Through design exploration of two concepts focusing on gifting and playful appropriation, the project charts how museums can create a deeper and more meaningful experience by giving visitors the tools to tell their own stories. The project is highly cross-disciplinary com-bining HCI research, artist-led exploration, technology explorations, and experi-ence design in collaboration with museums. Furthermore, the project gathers 10 prominent museums from Europe and the US in an action research project that both serves to ground the prototypes and framework in the needs of museums, while also facilitating the museum sector's need to become 'digital-ready', under-standing and capitalising on digital technology. As the project has progressed through half of its duration, we report on initial findings and how these have shaped our direction of progress
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