848 research outputs found

    Poking fun at the surface: exploring touch-point overloading on the multi-touch tabletop with child users

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    In this paper a collaborative game for children is used to explore touch-point overloading on a multi-touch tabletop. Understanding the occurrence of new interactional limitations, such as the situation of touch-point overloading in a multi-touch interface, is highly relevant for interaction designers working with emerging technologies. The game was designed for the Microsoft Surface 1.0 and during gameplay the number of simultaneous touch-points required gradually increases to beyond the physical capacity of the users. Studies were carried out involving a total of 42 children (from 2 different age groups) playing in groups of between 5-7 and all interactions were logged. From quantitative analysis of the interactions occurring during the game and observations made we explore the impact of overloading and identify other salient findings. This paper also highlights the need for empirical evaluation of the physical and cognitive limitations of interaction with emerging technologies

    Turning Up the Heat on Energy Monitoring in the Home

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    The use of domestic electrical energy monitoring systems is becoming more common however gas usage has received comparatively little attention. This paper presents a new technique for monitoring gas-powered heating and hot water usage in the home integrated into a prototype energy monitoring platform. Compared to usual meter-based approaches this technique provides finer-grained usage data and uses simple temperature sensors. The main motivation for this work is to provide more meaningful energy information to users for inclusion in novel mobile and embedded applications. This is part of ongoing work which aims to reduce energy use among teenagers in the UK and make lasting attitude changes. The development and findings from a prototype deployed in a typical UK house over 7 days are presented. The findings highlight the utility of the technique and simplicity of the sensing approach. The novel requirements that inspired the development of this technique are also presented

    Constructing the Cool Wall: A Tool to Explore Teen Meanings of Cool

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    This paper describes the development and exploration of a tool designed to assist in investigating ‘cool’ as it applies to the design of interactive products for teenagers. The method involved the derivation of theoretical understandings of cool from literature that resulted in identification of seven core categories for cool, which were mapped to a hierarchy. The hierarchy includes having of cool things, the doing of cool activities and the being of cool. This paper focuses on a tool, the Cool Wall, developed to explore one specific facet of the hierarchy; exploring shared understanding of having cool things. The paper describes the development and construction of the tool, using a heavily participatory approach, and the results and analysis of a study carried out over 2 days in a school in the UK. The results of the study both provide clear insights into cool things and enable a refined understanding of cool in this context. Two additional studies are then used to identify potential shortcomings in the Cool Wall methodology. In the first study participants were able to populate a paper cool wall with anything they chose, this revealed two potential new categories of images and that the current set of images covered the majority of key themes. In the second study teenagers interpretations of the meaning of the images included in the Cool Wall were explored, this showed that the majority of meanings were as expected and a small number of unexpected interpretations provided some valuable insights

    Too Cool at School - Understanding Cool Teenagers

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    Cool can be thought about on three levels; the having of cool things, the doing of cool stuff and the being of cool. Whilst there is some understanding of cool products, the concept, of being cool is much more elusive to designers and developers of systems. This study examines this space by using a set of pre-prepared teenage personas as probes with a set of teenagers with the aim of better understanding what is, and isn’t cool about teenage behaviours. The study confirmed that teenagers are able to rank personas in order of cool and that the process of using personas can provide valuable insights around the phenomenon of cool. The findings confirm that cool is indeed about having cool things but in terms of behaviours cool can be a little bit, but not too, naughty

    Constructing the Cool Wall: A tool to explore teen meanings of cool

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    This paper describes the development and exploration of a tool designed to assist in investigating ‘cool’ as it applies to the design of interactive products for teenagers. The method involved the derivation of theoretical understandings of cool from literature that resulted in identification of seven core categories for cool, which were mapped to a hierarchy. The hierarchy includes having of cool things, the doing of cool activities and the being of cool. This paper focuses on a tool, the Cool Wall, developed to explore one specific facet of the hierarchy; exploring shared understanding of having cool things. The paper describes the development and construction of the tool, using a heavily participatory approach, and the results and analysis of three studies. The first study was carried out over 2 days in a school in the UK. The results of the study both provide clear insights into cool things and enable a refined understanding of cool in this context. Two additional studies are then used to identify potential shortcomings in the Cool Wall methodology. In the second study participants were able to populate a paper cool wall with anything they chose, this revealed two potential new categories of images and that the current set of images covered the majority of key themes. In the third study teenagers interpretations of the meaning of the images included in the Cool Wall were explored, this showed that the majority of meanings were as expected and a small number of unexpected interpretations provided some valuable insights

    Exploring the Design of Pay-Per-Use Objects in the Construction Domain

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    Equipment used in the construction domain is often hired in order to reduce cost and maintenance overhead. The cost of hire is dependent on the time period involved and does not take into account the actual use equipment has received. This paper presents our initial investigation into how physical objects augmented with sensing and communication technologies can measure use in order to enable new pay-per-use payment models for equipment hire. We also explore user interaction with pay-per-use objects via mobile devices. The user interactions that take place within our prototype scenario range from simple information access to transactions involving multiple users. This paper presents the design, implementation and evaluation of a prototype pay-per-use system motivated by a real world equipment hire scenario. We also provide insights into the various challenges introduced by supporting a pay-per-use model, including data storage and data security in addition to user interaction issues

    Exploring Bluetooth based Mobile Phone Interaction with the Hermes Photo Display

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    One of the most promising possibilities for supporting user interaction with public displays is the use of personal mobile phones. Furthermore, by utilising Bluetooth users should have the capability to interact with displays without incurring personal financial connectivity costs. However, despite the relative maturity of Bluetooth as a standard and its widespread adoption in today’s mobile phones, little exploration seems to have taken place in this area - despite its apparent significant potential. This paper describe the findings of an exploratory study nvolving our Hermes Photo Display which has been extended to enable users with a suitable phone to both send and receive pictures over Bluetooth. We present both the technical challenges of working with Bluetooth and, through our user study, we present initial insights into general user acceptability issues and the potential for such a display to facilitate notions of community

    Adaptive networks for UMTS - an investigation of bunched basestations

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    Masticatory biomechanics in the rabbit : a multi-body dynamics analysis

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    Acknowledgement We thank Sue Taft (University of Hull) for the µCT-scanning of the rabbit specimen used in this study. We also thank Raphaël Cornette, Jacques Bonnin, Laurent Dufresne, and l'Amicale des Chasseurs Trappistes (ACT) for providing permission and helping us capture the rabbits used for the in vivo bite force measurements at la Réserve Naturelle Nationale de St Quentin en Yvelines, France.Peer reviewedPublisher PD

    Adoption of sustainable retrofit in UK social housing 2010 – 2015

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    Purpose The Retrofit State of the Nation Survey has tracked the perceptions of social housing sector professionals’ views of retrofit since 2010. It has taken the form of 3 surveys conducted in 2010, 2013 and 2015. Here we bring together the three surveys to specifically address the adoption and perceived effectiveness of retrofit technology in social housing projects. This identifies the changing perceptions of social housing professionals over a period of significant policy change within in the sector. Design/methodology/approach The research takes the form of a cross-sectional attitudinal, self-completion survey, covering sections considering the adoption levels and perceived effectiveness of different retrofit technologies. The target sample was medium to larger scale registered social housing providers. The surveys were conducted in 2010, 2013, and 2015. Findings In terms of effectiveness, the reliance on tried and tested technologies is apparent. Emerging or more complex technologies have declined in perceived effectiveness over the period. It is clear that social housing has adopted a wide range of technologies, and the larger providers, with whom this survey is undertaken, potentially represent a significant pool of UK retrofit experience. Originality/value The survey provides a record of the changing attitudes of social housing providers to specific technologies over the period 2010-2015, which has seen significant changes in energy and social housing policy. The findings show the link between policy instruments and adoption, with policy instruments mapping to adoption in the sector. Perceived effectiveness reflects a preference for more established technologies, an issue that is highlighted in the recent Bonfield Review
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