926 research outputs found

    The experience of enchantment in human-computer interaction

    Get PDF
    Improving user experience is becoming something of a rallying call in human–computer interaction but experience is not a unitary thing. There are varieties of experiences, good and bad, and we need to characterise these varieties if we are to improve user experience. In this paper we argue that enchantment is a useful concept to facilitate closer relationships between people and technology. But enchantment is a complex concept in need of some clarification. So we explore how enchantment has been used in the discussions of technology and examine experiences of film and cell phones to see how enchantment with technology is possible. Based on these cases, we identify the sensibilities that help designers design for enchantment, including the specific sensuousness of a thing, senses of play, paradox and openness, and the potential for transformation. We use these to analyse digital jewellery in order to suggest how it can be made more enchanting. We conclude by relating enchantment to varieties of experience.</p

    Scraping sounds and disgusting noises

    Get PDF
    Thirty-four horrible sounds have been examined in an Internet-based psychoacoustic experiment. This paper presents the results for the scraping and disgusting noises used. It is not understood why some humans find certain scraping noises, such as the sound of fingernails being scraped down a blackboard, so terrible. In this experiment, the variations in ratings with age, gender and location are examined. The results for one of the scraping sounds is consistent with the hypothesis suggested by others, that the response comes from a vestigial reflex related to the warning cries of monkeys. But this was not true for the actual recording of the fingernails scraping down a blackboard. An alternative hypothesis that the response is related to an audio–haptic interaction was tested and results indicated that this idea warrants further investigation. Other possible causes of the response, drawing on work concerning dissonance, are tentatively suggested. The disgusting sounds examined included the worst sound found in the experiment, the sound of someone vomiting. However, none of the disgusting sounds tested promoted responses consistent with a ‘disgust reaction’ based purely on survival instincts. Cultural factors might be important in our response to the disgusting sounds, with the influence of manners and etiquette being suggested as a possible factor

    Understanding concurrent earcons: applying auditory scene analysis principles to concurrent earcon recognition

    Get PDF
    Two investigations into the identification of concurrently presented, structured sounds, called earcons were carried out. One of the experiments investigated how varying the number of concurrently presented earcons affected their identification. It was found that varying the number had a significant effect on the proportion of earcons identified. Reducing the number of concurrently presented earcons lead to a general increase in the proportion of presented earcons successfully identified. The second experiment investigated how modifying the earcons and their presentation, using techniques influenced by auditory scene analysis, affected earcon identification. It was found that both modifying the earcons such that each was presented with a unique timbre, and altering their presentation such that there was a 300 ms onset-to-onset time delay between each earcon were found to significantly increase identification. Guidelines were drawn from this work to assist future interface designers when incorporating concurrently presented earcons

    Painting the ideal home: using art to express visions of technologically supported independent living for older people in North East England

    Get PDF
    This paper describes the investigation of the development of future technological products to support older people in everyday living through the agency of a community art group. Recent research has identified a number of challenges facing designers seeking to use traditional participatory design approaches to gather technology requirements data from older people. Here, a project is described that sought to get a group of older people to think creatively about their needs and desires for technological support through the medium of paint. The artistic expression technique described in this article allowed the identification of issues that had also been found by previous research that used a range of different techniques. This indicates that the approach shows promise, as it allows information to be gathered in an environment that is comfortable and familiar using methods already known by the participants and which they find enjoyable. It provides a complement (or possible alternative) to standard protocols and has the potential benefit of extracting even richer information as the primary task for participants is enjoyable in its own right and is not associated with an interrogative process. Furthermore, it is argued that some of the key risks of traditional approaches are lessened or removed by the naturalistic setting of this approach

    Visions, Values, and Videos: Revisiting Envisionings in Service of UbiComp Design for the Home

    Get PDF
    UbiComp has been envisioned to bring about a future dominated by calm computing technologies making our everyday lives ever more convenient. Yet the same vision has also attracted criticism for encouraging a solitary and passive lifestyle. The aim of this paper is to explore and elaborate these tensions further by examining the human values surrounding future domestic UbiComp solutions. Drawing on envisioning and contravisioning, we probe members of the public (N=28) through the presentation and focus group discussion of two contrasting animated video scenarios, where one is inspired by "calm" and the other by "engaging" visions of future UbiComp technology. By analysing the reasoning of our participants, we identify and elaborate a number of relevant values involved in balancing the two perspectives. In conclusion, we articulate practically applicable takeaways in the form of a set of key design questions and challenges.Comment: DIS'20, July 6-10, 2020, Eindhoven, Netherland

    Avalanches in the lung: A statistical mechanical model

    Full text link
    We study a statistical mechanical model for the dynamics of lung inflation which incorporates recent experimental observations on the opening of individual airways by a cascade or avalanche mechanism. Using an exact mapping of the avalanche problem onto percolation on a Cayley tree, we analytically derive the exponents describing the size distribution of the first avalanches and test the analytical solution by numerical simulations. We find that the tree-like structure of the airways together with the simplest assumptions concerning opening threshold pressures of each airway, is sufficient to explain the existence of power-law distributions observed experimentally.Comment: 4 pages, Figures avaliable by mail from [email protected], REVTE

    Designing novel applications for emerging multimedia technology

    Get PDF
    Current R&D in media technologies such as Multimedia, Semantic Web and Sensor Web technologies are advancing in a fierce rate and will sure to become part of our important regular items in a 'conventional' technology inventory in near future. While the R&D nature of these technologies means their accuracy, reliability and robustness are not sufficient enough to be used in real world yet, we want to envision now the near-future where these technologies will have matured and used in real applications in order to explore and start shaping many possible new ways these novel technologies could be utilised. In this talk, some of this effort in designing novel applications that incorporate various media technologies as their backend will be presented. Examples include novel scenarios of LifeLogging application that incorporate automatic structuring of millions of photos passively captured from a SenseCam (wearable digital camera that automatically takes photos triggered by environmental sensors) and an interactive TV application incorporating a number of multimedia tools yet extremely simple and easy to use with a remote control in a lean-back position. The talk will conclude with remarks on how the design of novel applications that have no precedence or existing user base should require somewhat different approach from those suggested and practiced in conventional usability engineering methodology
    corecore