27 research outputs found

    The rise and fall of wearable fitness trackers

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    Wearables are becoming increasingly popular in different industries for various purposes. It is suggested that the market will reach 30 billion USD in 2020, containing a variety of products made by different companies. Yet one of the current issues is the large attrition rate of consumers no longer wearing their device. Current business models are built on technology push and therefore do not succeed in matching the technology to consumer needs. Previous studies have either focused on the technological features or adoption potential of wearables. Yet, little is known about the elements leading to attrition. Therefore the purpose of the paper is to identify the key determinants from a consumer perspective leading to dissatisfaction and eventually wearable attrition

    A flock of sparrows in the city of Ghent: a multidisciplinary case study

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    This article elaborates on the deployment of multipurpose, aesthetic smart objects, called ‘The Sparrows’ in the city of Ghent (Belgium, Europe).  The goals of the integration of the sparrows in the city were two-fold (1) augmenting the social engagement of citizens using a playful aesthetic smart artifact, and (2) exploring the ambient interaction zones with smart artifacts in a city context.  In this article we present the case study carried out on the integration of the smart artifacts in the city and we describe the experiences of the involved citizens with the sparrows and the embedded ambient interactions

    Playing Games with Tito:Designing Hybrid Museum Experiences for Critical Play

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    This article brings together two distinct, but related perspectives on playful museum experiences: Critical play and hybrid design. The article explores the challenges involved in combining these two perspectives, through the design of two hybrid museum experiences that aimed to facilitate critical play with/in the collections of the Museum of Yugoslavia and the highly contested heritage they represent. Based on reflections from the design process as well as feedback from test users, we describe a series of challenges: Challenging the norms of visitor behaviour, challenging the role of the artefact, and challenging the curatorial authority. In conclusion, we outline some possible design strategies to address these challenges

    Turning a corporate folksonomy into a lightweight corporate ontology

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    Abstract. Companies use company-specific terminology that may differ from the terminology used in existing corporate ontologies (e.g. Tove) and therefore need their own ontology. However, the current ontology engineering techniques are time-consuming and there exists a conceptual mismatch among developers and users. In contrast, folksonomies or the flat bottom-up taxonomies constituted by web users' tags are rapidly created. In this paper, we present an approach that cost-efficiently derives a lightweight corporate ontology from a corporate folksonomy. We tested it on the folksonomy of a European company and first results are promising: it shows that it creates additional value to the company
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