376 research outputs found

    Interactive Newsprint: The Future of Newspapers? Printed electronics meets hyperlocal and community co-design

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    The news industry is currently in a well-documented state of flux, with publishers from across the developed world examining new business models, reinterpreting existing relationships between their income streams and readers, while maintaining their ability to generate editorial output that is relevant and interesting to the communities they cover. Interactive Newsprint seeks to add a new and revolutionary dimension to this media evolution by asking: can printed electronics and internet-enabled paper (technologies that utilise standard paper and printing processes and through conductive ink and battery power offer capacitive touch interactions similar to smartphones and tablets) create a new way of transmitting community-based news and information? Utilising co-design techniques and practices, the project seeks to produce community- relevant hyperlocal text and audio content and place it on a centuries-old platform: the newspaper. As a result of the paper's internet connectivity, the project is also examining potential benefits of transplanting some online features such as analytic data on user interactions. Led by the School of Journalism, Media and Communication (JoMeC) at the University of Central Lancashire (UCLan), the 18-month, EPRSC-funded project is therefore examining the potential for community co-design and printed electronics to transform paper- based news and information for the 21st Century, along with revenue and data generation that is unique to digital formats such as websites, social networks, smartphones and tablets. Building on work carried out on the EPSRC-funded Bespoke project, researchers from UCLan, University of Dundee, University of Surrey and commercial printed electronics firm Novalia are prototyping a series of paper-based community news platforms that are populated by content produced by community reporters and generated through an iterative co-design process. This paper will outline the methodology, technological potential of interactive newsprint and how the project is looking to embed analytic data into traditional printed-paper formats. It will also focus on how members of the Preston community are shaping both the news and platform over the 18-month process. As the project is mid-way through, the paper will present an overview of the project to date, outline the design methodology and describe and demonstrate the early-stage prototypes. The paper will also hint at new editorial construction practices as community and professional reporters all contribute to the hyperlocally-themed editorial output. The authors will present a discussion of the theoretical framework that underpins the project as a whole. In addition to the practical illustrations, the paper will outline the authors' initial thoughts on how interactive newsprint – through its internet connectivity and potential for data transfer – could revolutionise editorial and advertorial relationships

    Paper-based web connected objects and the Internet of Things through EKKO

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    Paper has existed as a communications ‘platform’ for thousands of years. It’s ‘versioning history’ spans papyrus, parchment and pulp, and when paper became a scalable and mass-production item, most famously via the Guttenberg press, it sparked unparalleled social and political change. It’s a technology that’s had ‘impact’. More recently, News and Information - a sector with paper at its core - has seen substantial editorial and commercial disruption from digital communications networks. This paper outlines a collaborative project between journalism, media and technology researchers, and commercial product designers, exploring the potential of paper-based web-connected objects. Our work examines how emergent conductive ink technologies could offer a disruptive alternative to existing media products, and explores how to create, power and populate a connected paper platform, and analyse user activity. Through a range of industry partnerships with newspaper, magazine and book publishers, our research creates new paper affordances and interactions, and positions paper as a digital disruptor

    Paper Gaming: Creating IoT Paper Interactions with Conductive Inks and Web-connectivity through EKKO

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    Paper is ubiquitous. It forms a substantial part of our everyday activities and interactions; ranging from our take-away coffee cups -- to wallpaper -- to rail tickets -- to board and card games. Imagine if you could connect paper to the Internet, interact and update it with additional data but without recourse to reprinting or using e-ink alternatives. This paper explores work examining conductive inks and web-connectivity of printed objects, which form part of an emergent sub-field within the Internet of Things (IoT) and paper. Our research is starting to explore a range of media uses, such as interactive newspapers, books, beer mats and now gaming environments through prototype IoT device named EKKO; a clip that allows conductive ink frameworks to detect human touch interaction revealing rich media content through a mobile application as the 'second screen'

    The informational aspects of direct-to-consumer genetic tests

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    Background: Direct-to-consumer (DTC) genetic tests are tests sold directly to consumers, normally without the involvement of healthcare professionals, which aim to provide consumers with their relative genetic risk for various complex diseases. Providers claim that this information will enable and encourage consumers to improve their health behaviour in order to reduce their likelihood of contracting diseases for which they are at an increased genetic risk. However, there are many criticisms and concerns about DTC genetic tests in the literature. Two common concerns are the lack of positive effects, and possible negative effects, that the information generated by the tests may have on consumers health behaviour and health anxiety, and the identified poor quality of information provision on the websites of providers of DTC genetic tests. Although the literature contains some research in these areas it is noticeably limited and occasionally contradictory. Aim and Methods: The aim of the research was to investigate the informational aspects of direct-to-consumer genetic tests, including the provision of information by the companies, consumers information needs and information-seeking behaviour and the effect of the information generated by the tests on health behaviour and health anxiety. The research consisted of three studies: a survey of 275 consumers and potential consumers of DTC genetic tests, in-depth email interviews with 36 consumers of DTC genetic tests and a content analysis of the information provided on all identified providers websites. Results: Positive or neutral changes in health behaviour were identified in a large minority of respondents who had been exposed to genetic risk information, along with the mechanisms by which the information prompted or contributed to change. A minority reported a change in health anxiety, mainly but not exclusively a decrease, with mechanisms again identified. Consumers reported a wide variety of information needs, the most common of which were information to do with the coverage and accuracy of the tests. The provision of information on providers websites varied considerably, both between and within providers, but was generally poor. However, most consumers used other sources alongside these websites, the most common of which was blogs. Conclusions: The results suggest that concerns about possible negative effects of the information generated by the tests are unfounded and that a large minority of consumers have improved health behaviour and decreased health anxiety after purchase. The results also suggest that concern about information provision on providers websites is justified; although this is mitigated by consumers general use of other sources alongside the websites, it is likely that a substantial number of consumers do not have access to enough information to give fully informed consent to the test

    Approaches to movement therapy and their relevance to the design of interactive systems to support rehabilitation

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    Stroke is a major cause of physical disability for those that survive it. Traditionally, treatment of disability involves interaction with professional trained in the movement therapies. However, there is a growing body of research into interactive systems that are intended to provide support for rehabilitation, many of which draw on game-like elements to motivate engagement. A promising tactic to consider when designing such systems is the integration of knowledge from the movement therapies, and this paper is intended to provide support for this tactic. It contributes a detailed consideration of the structure of this knowledge within this domain, considers the challenges inherent in incorporating it into effective designs, and describes a conceptual framework which is intended to support this process. These contributions are illustrated in relation to two influential approaches to movement therapy, namely “Bobath” and the “Motor Re-Learning Program”

    Beanstalk to macca tree : the development of the national pantomine by the little theatre movement of Jamaica, 1941-2003

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    Greta Bourke and Henry Fowler, co-founders of the Little Theatre Movement of Jamaica, initiated the L TM Pantomime tradition in 1941 to raise funds for an experimental theatre, which would both house contemporary trends from Europe and America and carve out a creative space for the indigenous culture of an emergent New Jamaica.The LTM actively developed the Pantomime audience at the Ward Theatre to reflect a cross-section of society. Coachloads of adults and children from country districts joined the established middle-class theatregoers as well as representatives of the inner city 'people of the yard'. Gradually, the original English-pantomime style production metamorphosed into a different entity. Topical reference, proverbial wisdom, song, dance and vibrant colour were mixed and expressed in language, which zigzagged along the continuum between Jamaican Standard English and Patwa.Over six decades, Jamaican Pantomime has created a prestigious performative space for the retelling of many episodes from the life story of an old island. Intrinsic to this context is a system of shared beliefs which operates on a number of levels: the value of received wisdom, the redemptive nature of Christian faith, Anancyism as a strategy of survival, and national aspirations for unity based on the principle of mutual respect.The Little Theatre complex, which opened in 1961, housed the national schools of drama and dance before they became part of an integrated Visual and Performing Arts College for the island. Furthermore, a catalogue of the thousands of people who have been involved in LTM productions over six decades reads as a Who's Who of Jamaican cultural development in the twentieth century.Instead of merely mimicking the English model. the L TM Pantomime evolved into a distinct form of indigenous theatre and rekindled the folk tradition as an expression of national identity within the context of contemporary popular culture

    Families and mobile devices in museums: designing for integrated experiences

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    This paper presents an observational study of eight families engaging with a bespoke tablet experience produced for a space science centre. It documents the various ways in which family members orientate themselves to the usage of technology in this environment, with a particular focus on the work done to manage the tablet and facilitate the engagement of younger children with the narrative of the experience. These findings are considered in the broader context of the need to design experiences that cater for engagement by families as a whole. We conclude by motivating the need for technologies that are robust in light of regular disengagement and by family members, and which provide functionality to directly support facilitation work

    Media Innovation Studio Interactive Review: Volume 1

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    The Media Innovation Studio’s founding aim in 2012 was to work across disciplines to explore the potential of creative and digital technologies to bring about positive change. Our ‘action research’ approach is lodged in a desire to create inclusively-designed prototypes as responses to real-world issues. Originally positioned within the University of Central Lancashire’s (UCLan) School of Journalism and Media, and now part of the College of Culture and the Creative Industries, the Studio’s remit is to inhabit ‘liminal spaces’ between disciplines. It hopes to explore, research and innovate within the digital ecosystem evolving around us. The human race is more socially, economically, politically and technologically interdependent than at any time in its history. Yet, inequality, instability and unsustainability remain. Collectively, the Media Innovation Studio is trying to understand whether technology has a contribution to make to resolving this broader set of fundamental social issues. Perhaps more interestingly, we’re asking whether there are an emerging series of ideas bound up in the creation and use of Information Computing Technology as it is repurposed by global communities to support activities that make our lives better. We do not believe that technology enables everyone by magically bridging the ‘digital divide’. Nor do we believe that its use by supporters of ‘digital democracy’ is any more democratic because of the use of ICT. Instead, we have discovered through a combination of talking to people, building relationships and making things together, possibilities for change are created. Thankfully, there’s plenty of evidence to demonstrate we’re capable of this. This review shows some of our projects, approaches and methodologies which combine disruptive design techniques, traditional social science and established practice-based methods from the arts. Focussing on the last 12 months of activity, the book also incorporates earlier projects that helped shape the thinking that brought us together to create the Media Innovation Studio
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