258 research outputs found
The specification and design of an interactive virtual environment for use in teacher training
In this paper, we examine the rationale behind the specification and design of an interactive, virtual environment, optimized for particular task-based learning activities and the dissemination of information. The software we describe represents a typical British primary school, for use in training Information and Communications Technology (ICT)co-ordinators at primary level. By documenting our ongoing evaluation of both this resource and the technologies used in its implementation, we provide a detailed description of the production process of a prototype piece of software. This highlights the importance of pedagogy, new technologies and project management, and should be of particular interest to multimedia designers and academics preparing to develop innovative learning applications
Trajectories of functional disability for the elderly in Britain
This study uses an innovative approach to characterise trajectories of functional disability over the final stages of the life course. We use data from the British Household Panel Survey (BHPS), an annual household survey of all adults in a representative sample of British households from 1991-2008. The analysis focuses on the sub-sample of elderly household members who were aged from 65 to 74 in any of the 18 waves of data, with a final sample of 3,671 individuals contributing a total of 13,982 person years. As in previous research, we estimate latent growth curves, but extend the standard model to incorporate a measurement model for the latent outcome variable ‘functional disability’. We identify accelerating trajectories of functional disability for a representative sample of elderly individuals separately by gender. We show that socio-occupational classification is associated with the level of initial functional disability and to a less extent the change in functional disability with age. The contribution of this paper is to explore the use of a measurement model to exploit the variation between items in discriminatory power for identifying an individual’s functional disability. Further we are able to explicitly test for temporal measurement invariance in functional disability i.e. to what extent the items consistently measure the latent variable as people age
Using the enhanced problem-based learning grid: three multimedia case studies
In this paper we consider the enhanced Problem Based Learning Grid, the conceptual framework for learning using the Grid and our research method. We explain the role of the Grid in describing the interaction of lecturer, tutor, student and multimedia developer in three different case studies, each of which has been chosen to demonstrate the interaction of different components within the Grid. The paper concludes with a brief discussion of the common issues raised as a result of applying the Grid to the development and implementation of online course materials
Playful UX for Elephants
This case study describes approaches to the challenge of designing interfaces for an elephant that enable her to control playful systems in her enclosure, for the purpose of enriching her environment. Our contribution to the symposium will showcase the progress of the enrichment toys and explain in detail how we have collected feedback during participatory design sessions with our play-tester Valli, a female Asian elephant. We have attempted to gain information about her enthusiasm for interacting with different systems and also establish how effectively she can use different interfaces by measuring her responses during the sessions
Designing smart toys for the cognitive enrichment of elephants
This project investigates the potential for designing playful cognitive enrichment activities for captive elephants. We explore the usefulness of applying conceptual frameworks from HCI and game design to the problem of developing species specific smart toys that promote natural behaviour and provide stimulation
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More than Human Aesthetics: Interactive Enrichment for Elephants
Species-specific aesthetics is an important consideration for interaction designers working with animals. The paper explores the concept of species-specific aesthetics with particular reference to elephants. Applying existing aesthetic dimensions and design principles to the challenge of designing interactive enrichment for them, we show how the insights gained can inform more than human centered design in different settings. We offer a multi faceted, multi- sensory lens for examining an animal-centred aesthetic experience of technology
Exploring methods for interaction design with animals: a case-study with Valli
This case study describes our progress towards the goal of providing technology-enhanced enrichment for an Asian elephant so that she can exercise choice and control. We offer guidelines for developers to show how interaction design with a captive elephant might be approached
Designing Interactive Toys for Elephants
This research is investigating the potential for designing digital toys and games as playful cognitive enrichment activities for captive elephants. The new field of Animal Computer Interaction is exploring a range of approaches to the problem of designing user-centred systems for animals and this investigation into devices for elephants aims to directly contribute towards a methodological approach for designing smart and playful enrichment for all species
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User Experience for Elephants: Researching Interactive Enrichment through Design and Craft
This thesis explores the challenge for humans of designing and crafting interactive enrichment systems for elephants housed in captivity.
Captive elephants may have limited opportunity to express a full range of natural behaviours and therefore benefit from well-designed environmental enrichment. We asked whether technology could support the design and development of novel enrichment for elephants and investigated what kinds of technology-enabled systems would hold their interest. Crucially, these systems were designed to provide the elephants with opportunities to make and enact choices – giving them more control over what happened in their environment.
After researching wild elephant lifestyle and characteristics, our fieldwork started with an ethnographic study of captive elephants. We then followed an exploratory approach: Research through Design and Craft. Over several years, a range of interactive systems were crafted for elephants. Each device included embedded technology that enabled elephant interactions to be captured and mapped to associated system outputs. Elephants and their keepers were involved in this cyclical process, and the elephants’ reactions to the devices were noted and interpreted, giving rise to insights that informed the subsequent designs.
Analysis of the design and development of the enrichment systems revealed important interface attributes and design considerations that we describe in this document. Finally, we offer five contributions for the ACI community: (i) Research through Design and Craft methodology, which was developed and tested over several years; (ii) ZooJam workshops, which were organised with colleagues over three years; (iii) six key principles of interaction design for ACI development – consistency, differentiation, graduation, specificity, multiplicity and affordance; (iv) an exploration of More than Human Aesthetics focusing on performative aesthetics; (v) a prototype deck of Concept Craft Cards that share theoretical and practical topics with other designers and developers
Expanding aesthetics
This paper seeks to expand traditional aesthetic dimensions of design beyond the limits of human capability in order to encompass other species’ sensory modalities. To accomplish this, the idea of inclusivity is extended beyond human cultural and personal identities and needs, to embrace multi-species experiences of places, events and interactions in the world. This involves drawing together academic perspectives from ecology, neuroscience, anthropology, philosophy and interaction design, as well as exploring artistic perspectives and demonstrating how these different frames of reference can inspire and complement each other. This begins with a rationale for the existence of non-human aesthetics, followed by an overview of existing research into non-human aesthetic dimensions. Novel aesthetic categories are proposed and the challenge of how to include non-human aesthetic sensibility in design is discussed
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