22 research outputs found

    Views from within a narrative : Evaluating long-term human-robot interaction in a naturalistic environment using open-ended scenarios

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    Open Access This article is distributed under the terms of the Creative Commons Attribution License which permits any use, distribution, and reproduction in any medium, provided the original author(s) and the source are credited. Date of acceptance: 16/06/2014This article describes the prototyping of human–robot interactions in the University of Hertfordshire (UH) Robot House. Twelve participants took part in a long-term study in which they interacted with robots in the UH Robot House once a week for a period of 10 weeks. A prototyping method using the narrative framing technique allowed participants to engage with the robots in episodic interactions that were framed using narrative to convey the impression of a continuous long-term interaction. The goal was to examine how participants responded to the scenarios and the robots as well as specific robot behaviours, such as agent migration and expressive behaviours. Evaluation of the robots and the scenarios were elicited using several measures, including the standardised System Usability Scale, an ad hoc Scenario Acceptance Scale, as well as single-item Likert scales, open-ended questionnaire items and a debriefing interview. Results suggest that participants felt that the use of this prototyping technique allowed them insight into the use of the robot, and that they accepted the use of the robot within the scenarioPeer reviewe

    P for Politics D for Dialogue: Reflections on Participatory Design with Children and Animals

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    Participatory Design strives to open up the decision-making process and empower all those who may be affected by design. This is opposed to Design as a non-participatory process, in which the power to make decisions is vested in the hands of one group to the possible detriment of others. In this paper we interrogate the nature, possibilities and limitations of Participatory Design through the perspective of Child Computer Interaction (CCI) and Animal Computer Interaction (ACI). Due to the cognitive and communication characteristics, and to the social and legal status of their participants, researchers in these communities have to contend with and challenge existing notions of participation and design. Thus, their theories and practices provide a lens through which the nature and goals of Participatory Design can be examined with a view to facilitating the development of more inclusive participatory models and practices

    A Methodological Reflection: Deconstructing Cultural Elements for Enhancing Cross-cultural Appreciation of Chinese Intangible Cultural Heritage

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    This paper presents a practical method of deconstructing cultural elements based on the Human Computer Interaction (HCI) perspective to enhance cross-cultural appreciation of Chinese Intangible Cultural Heritage (ICH). The author pioneered this approach during conducting two case studies as a means to enhance appreciation and engagement with Chinese ICH, such as the extraction of elements from traditional Chinese painting and puppetry with potential to support cross-cultural appreciation, as well as the establishment of an elements archive. Through integrating a series of HCI research methods, this approach provides a specific foundational framework that assists non-Chinese people to better understand the cultural significance of Chinese ICH

    Examining the management of stake and interest in a participatory design Facebook group

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    This paper analyses the micro-dynamics of a participatory design (PD) Facebook group for breast screening. We argue that using online PD methods enables participants to be fully involved throughout the research process and can lead to meaningful outcomes and impact for the research. It is important to ensure that all stakeholders are equally involved in the research. As such, understanding how a user’s stake or interest is managed can help to uncover how professionals and lay people participate together in such groups. A case study approach is adopted, with an example presented from a PD Facebook group established to develop a web resource around breast screening. 70 threads from the Facebook group were analysed in a naturalistic way using discursive psychology. The analysis shows how participants aimed to manage the dilemma of being seen as interested due to their professional identities through referring to joint membership of the design group. However, there were still challenges in ensuring that lay members’ contributions were not diminished by more professional members. The analysis suggests that in an online PD group, moderators may be needed to ensure that potential conflicts of interest are managed appropriately and all members’ views are heard

    Developing Participatory Methods to Consider the Ethics of Emerging Technologies for Children (Extended Abstract)

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    This SIG will provide child-computer interaction researchers and practitioners, as well as other interested CHI attendees, an opportunity to discuss topics related to developing participatory methods to consider the ethics of emerging technologies for children. While the community has extensively debated on ethical issues, we have not had ample discussion of methods to study the ethical implications of emerging technologies. Consequently, we have been largely reactive and have not made significant contributions to public discussions on these topics, leaving these largely to experts from other fields. Our community is well-placed to contribute unique perspectives by leveraging its expertise in participatory methods, combining expert views with those of stakeholders, including children

    URBAN FIFA: Augmenting Social Sports with Video Game Elements

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    We present the design and evaluation of Urban FIFA, which explores the idea of bringing elements from the FIFA video game into a physical setting and how this affects the game experience. The design was realised by taking three core elements from FIFA15 TM; the game setup, the scoreboard and the soundscape, and applying these in a physical indoor football arena. Our evaluation focuses on how the installation altered the structural, social- and performative aspects of the experience, and suggests that implementing simple digital elements can significantly transform the experience of social sports. Moreover, our study suggests several future design opportunities and warrants further research on the effects of augmenting social sports with content and techniques appropriated from video games

    Shake up the schoolyard : iterative design research for public playful installations

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    Three different design research topics are presented in this article: how to design social and active play for teenagers, how to design for openended and emergent play, and how to evaluate interactive playful installations in situ. The Wiggle the Eye installation, five interactive wiggle benches and a central lamp, was iteratively developed and evaluated with more than 1000 users, at two high schools, one university and a design festival. The installation succeeded in inviting teenagers to play in a social way, yet the interaction design proved challenging: uncoordinated mass usage and a variety of external factors influenced the exploration and discovery process for the users. The presented insights serve as advice for everyone designing for teenagers, public spaces or playful interactions
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