15 research outputs found
Designing interactive objects and spaces for the digital public space
The Internet is evolving, both in form and function, at a rate which is becoming increasingly difficult to match. Through constructs such as The Internet of Things, our consumption of digital information and knowledge is slowly moving away from being primarily consumed through screens to one in which we are generators of data by interacting with the objects and spaces which surrounds us. Thus, the Internet is no longer a space we visit but rather the space we live in and experience in our daily lives. The Digital Public Space, a concept based on the democratisation of privately held knowledge, is intrinsically connected to the notions of Internet, especially around its delivery and reach. Whilst the two are arguably separated by different social and political motivational aspirations as the internet evolves so must our consideration of the Digital Public Space. The AHRC Creative Exchange research project was set to explore the myriad of potentials of the Digital Public Space from understanding, facilitation and creation of digital public spaces to privacy and ethical concerns. I approached this space by considering how our own physicality means that there will always be a tangible aspect to the consumption and production of digital information; a duality in existence which needs to be understood in order to design better experiences. In particular, I am concerned with the characteristics and particularities around the creation processes involved in the design of mixed-reality objects and spaces which might contribute to the Digital Public Space in the context imposed by the juxtaposition of the digital and the physical worlds. Therefore, this research presents the methodological framework required for the understanding of such design processes with a clear focus on the interactions and affordances mixed-reality artefacts make use of in their designs. Through the exploration of five different research projects, resulting from collaborative design-led research, conducted in close partnership between academia and the creative industries, I extract, rationalise and present ideas, individually, in order to present research insights for the design and construction of mixed-reality artefacts. The key aspects of which are summarised in a set of guidelines, taking the shape of a manifesto, to serve prospective designers in the production of mixed-reality artefacts
Games as speculative design:allowing players to consider alternate presents and plausible futures
As games are inherently about exploring alternative worlds this paper proposes the utilisation of games as a medium for speculative design through which players can explore scenarios that represent plausible alternative presents and speculative futures The paper reviews futures orientated design practices such as Design Fiction, Speculative Design, and Critical Design alongside complimentary research areas in games studies such as Critical Play, Persuasive Games, and Procedural Rhetoric to create a frame for using games as speculative design practice. The aim of this design frame is to create debate and facilitate productive future practice through which designers can develop games that encourage user reflection by enabling players to reflect upon the complex challenges the world now faces
Beyond the blandscape:utilizing aesthetics in digital cartography
Despite the rich design history within the field of cartography, the majority of digital maps exhibit a dominant aesthetic that is primarily designed to serve the usability and utility requirements of turn-by-turn urban navigation producing a so-called ‘blandscape’ of map design. In this research we consider not only how to produce more visually appealing digital maps, but also how the cartographic decisions made in the production of maps can influence behavior, particularly with regard to the encouragement of explorative experiences. Novel cartographic and technological solutions are therefore presented, which address exploration using digital maps in the context of location based gaming and tourism. These examples demonstrate the potential of digital cartography to influence behavior and the importance of aesthetics in the cartographic process
Improving the Visualisation of Renal Blood Test Results to Enhance Patient – Clinician Communication
Dialysis patients in the UK usually undergo routine monthly blood tests which support the medical team in assessing their ongoing condition. Based on these results, clinicians then advise the patients on appropriate changes to diet and/or medication to improve their health. Whilst the results of these blood tests can be made available to the patient via an online patient portal, their presentation is primarily numerical. While this style is applicable to medical professionals who are able to interpret such results, it is less accessible to patients, restricting their ability to readily engage with their own results. This research presents a collaborative design approach aimed to produce alternative ways of visualising blood test results that meet both the needs of clinicians and the patient with the aim of enabling patients to be more actively involved in managing their own condition
Combining physiological, environmental and locational sensors for citizen-oriented health applications
This work investigates the potential of combining the outputs of multiple low-cost sensor technologies for the direct measurement of spatio-temporal variations in phenomena that exist at the interface between our bodies and the environment. The example used herein is the measurement of personal exposure to traffic pollution, which may be considered as a function of the concentration of pollutants in the air and the frequency and volume of that air which enters our lungs. The sensor-based approach described in this paper removes the ‘traditional’ requirements either to model or interpolate pollution levels or to make assumptions about the physiology of an individual. Rather, a wholly empirical analysis into pollution exposure is possible, based upon high-resolution spatio-temporal data drawn from sensors for NO2, nasal airflow and location (GPS). Data are collected via a custom smartphone application and mapped to give an unprecedented insight into exposure to traffic pollution at the individual level. Whilst the quality of data from low-cost miniaturised sensors is not suitable for all applications, there certainly are many applications for which these data would be well suited, particularly those in the field of citizen science. This paper demonstrates both the potential and limitations of sensor-based approaches and discusses the wider relevance of these technologies for the advancement of citizen science
Engaging people with dementia in designing playful and creative practices:Co-design or co-creation?
Stimulating active, social interactions for people with dementia is an important and timely chal- lenge that merits continuing attention in design research. The idea of using participatory co-design to engage people with dementia is attracting increased interest. In this paper, we draw on our qualitative study that used a playful, participatory arts approach to explore the ways co-design could be implemented in a group of 12 people with dementia and their carers, and developed practical recommendations, in the form of a set of playing cards, for other researchers and caregivers to work in similar ways. The emphasis is on the value of play and playfulness, providing a ‘magic circle’ (Huizinga, 1955) that fosters the required conditions for a co-creative, co-design space. This aims to encourage social interaction between people with dementia, to stimulate imagination and creativity; and engage even the most the reticent, less confident members. Our observations, however, suggest that the exact notion and nature of co-design within the context of working with people with dementia is unclear. We critically explore wheth- er such participatory creative practices that engage people with dementia can be considered as purely co-design. In conclusion, we argue that such interaction is better described as co-creation and that this definition can still embrace considerable contribution and involvement by people with dementia in a co-design process
A New Sustainability Model for Measuring Changes in Power and Access in Global Commodity Chains
High-value agricultural commodities face substantial economic, environmental and social sustainability challenges. As a result, commodity industries are adopting sustainable supply- and value-chain models to make production more efficient, traceable and risk-averse. These top-down models often focus on giving higher prices to smallholder producers. While an important component of sustainability, this focus on farm-gate prices has shown mixed results in part because they are less effective in highlighting the asymmetrical power relationships and the socio-economic and ecological complexity in high-value commodity production. Here, we use a novel method to measure and visualise changes in smallholder power in Madagascar’s northeast ‘vanilla triangle’—home to about 80% of the world’s high quality vanilla. Our results reveal the paradox that during the recent price surge an overall increase in smallholders’ multi-dimensional power to access economic benefits was accompanied by a decrease in many other equally important measures of sustainability. This illustrates how effective models for understanding global sustainable commodity chains should incorporate smallholders' perspectives that often emphasise complexity and uncertainty, and which aims to increase power and access for producers across both high and low price points
Ageing playfully:a story of forgetting and remembering
An increasing interest in exploring how digital innovation could support dementia care has been a leading research responding to e-health movements, from caregiving and medical perspectives. Little research has included perspectives of people with dementia; even fewer are concerned with the emotional side of the research experience per se. The aim of this case study is to open a space for a discussion of the impact that this process has on design researchers engaging in the area of dementia. Grounded in these two overlapping creative spaces, a methodology emerged that focused on adding design value to outcomes and to all stakeholders involved along the process. The Ageing Playfully project explored, through a series of playful workshops, the opportunities available for people with dementia to catalyse imagination and social interaction through co-design. Participating in Ageing Playfully were 12 co-designers with dementia, 2 healthcarers and 4 researchers from Lancaster University working in the areas of design, computer science and health studies. This paper recounts the experience of the design researchers as part of the team and constructs a narrative in which emerging methods together with personal experience are protagonists; a story that offers memories within the forgetful corners of the investigation
Values-first software engineering:research principles in practice
The realization that software has a far reaching impact on politics, society and the environment is not new. However, only recently software impact has been explicitly described as `systemic' and framed around complex social problems such as sustainability. We argue that `wicked' social problems are consequences of the interplay between complex economical, technical and political interactions and their underlying value choices. Such choices are guided by specific sets of human values that have been found in all cultures by extensive evidence-based research. The aim of this paper is to give more visibility to the interrelationship between values and SE choices. To this end, we first introduce the concept of Values-First SE and reflect on its implications for software development. Our contribution to SE is embedding the principles of values research in the SE decision making process and extracting lessons learned from practice
Computing and mental health:intentionality and reflection at the click of a button
Automated passive sensing applications and self-reported smart diaries seem to hold promise for the management of anxiety in autism and other mental health conditions. However, passive sensing often struggles with noisy data, ambiguous feedback and weak user agency over the device, whilst self-reporting relies on user-entered data which can be time consuming and cognitively demanding. To address these limitations, we explore a different approach, whereby individuals consciously actuate personal data capture and are in control of it at all times; yet, the interaction solely involves clicking a button, thus avoiding cognitive overload whilst supporting immediate reflection. We call this approach intentive computing. Through our initial investigations we found that conscious interactions cannot only provide real-time relief in anxiety management, but can also function as memory anchors irrespective of the content captured and even prior to data visualizatio