432 research outputs found

    Visualisation techniques for users and designers of layout algorithms

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    Visualisation systems consisting of a set of components through which data and interaction commands flow have been explored by a number of researchers. Such hybrid and multistage algorithms can be used to reduce overall computation time, and to provide views of the data that show intermediate results and the outputs of complementary algorithms. In this paper we present work on expanding the range and variety of such components, with two new techniques for analysing and controlling the performance of visualisation processes. While the techniques presented are quite different, they are unified within HIVE: a visualisation system based upon a data-flow model and visual programming. Embodied within this system is a framework for weaving together our visualisation components to better afford insight into data and also deepen understanding of the process of the data's visualisation. We describe the new components and offer short case studies of their application. We demonstrate that both analysts and visualisation designers can benefit from a rich set of components and integrated tools for profiling performance

    Pass the Ball: Enforced Turn-Taking in Activity Tracking

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    We have developed a mobile application called Pass The Ball that enables users to track, reflect on, and discuss physical activity with others. We followed an iterative design process, trialling a first version of the app with 20 people and a second version with 31. The trials were conducted in the wild, on users' own devices. The second version of the app enforced a turn-taking system that meant only one member of a group of users could track their activity at any one time. This constrained tracking at the individual level, but more successfully led users to communicate and interact with each other. We discuss the second trial with reference to two concepts: social-relatedness and individual-competence. We discuss six key lessons from the trial, and identify two high-level design implications: attend to "practices" of tracking; and look within and beyond "collaboration" and "competition" in the design of activity trackers

    Delivering real-world ubiquitous location systems

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    Location-enhanced applications are poised to become the first real-world example of ubiquitous computing. In this paper, we emphasize the practical aspects of getting location-enhanced applications deployed on existing devices, such as laptops, tablets, PDAs, and cell phones, without the need to purchase additional sensors or install special infrastructure. Our goal is to provide readers with an overview of the practical considerations that are currently being faced, and the research challenges that lie ahead. We ground the article with a summary of initial work on two deployments of location- enhanced computing: multi-player location-based games and a guide for the Edinburgh Festival

    Implementing Ethics for a Mobile App Deployment

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    This paper discusses the ethical dimensions of a research project in which we deployed a personal tracking app on the Apple App Store and collected data from users with whom we had little or no direct contact. We describe the in-app functionality we created for supporting consent and withdrawal, our approach to privacy, our navigation of a formal ethical review, and navigation of the Apple approval process. We highlight two key issues for deployment-based research. Firstly, that it involves addressing multiple, sometimes conflicting ethical principles and guidelines. Secondly, that research ethics are not readily separable from design, but the two are enmeshed. As such, we argue that in-action and situational perspectives on research ethics are relevant to deployment-based research, even where the technology is relatively mundane. We also argue that it is desirable to produce and share relevant design knowledge and embed in-action and situational approaches in design activities

    Forget-me-not: History-less Mobile Messaging

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    Text messaging has long been a popular activity, and today smartphone apps enable users to choose from a plethora of mobile messaging applications. While we know a lot about SMS practices, we know less about practices of messaging applications. In this paper, we take a first step to explore one ubiquitous aspect of mobile messaging – messaging history. We designed, built, and trialled a mobile messaging application without history—named forget-me-not. The two-week trial showed that history-less messaging no longer supports chit-chat as seen in e.g. WhatsApp, but is still considered conversational and more ‘engaging’. Participants expressed being lenient and relaxed about what they wrote. Removing the history allowed us to gain insights into what uses history has in other mobile messaging applications, such as planning events, allowing for distractions, and maintaining multiple conversation threads

    PREVENTING TACKLE INJURY EVENTS IN RUGBY UNION

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    This paper reports a programme of studies; describing the nature and circumstances of tackle injuries in rugby union, the type of tackle and player actions which were risk factors for the tackle injury, and proposed modification of player actions leading up to the tackle to reduce the risk of tackle injury. The stopping tackle was the most prevalent and the most common tackle associated with injury was the high stopping tackle from the front or side. Tackle types and player actions that pose particular risks of injury are dentified as well as possible areas in which coaching, refereeing or law changes may help to reduce the risk of rugby tackle injury

    Comparing information access approaches

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    Gaming on the edge: using seams in ubicomp games

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    Outdoor multi-player games are an increasingly popular application area for ubiquitous computing, supporting experimentation both with new technologies and new user experiences. This paper presents an outdoor ubicomp game that exploits the gaps or seams that exist in complex computer systems. Treasure is designed so that players move in and out of areas of wireless network coverage, taking advantage not only of the connectivity within a wireless ‘hotspot’ but of the lack of connectivity outside it. More broadly, this paper discusses how the notion of seamful design can be a source of design ideas for ubicomp games
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