69 research outputs found

    Facilitating parent-teenager communication through interactive photo cubes

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    Because most teenagers strive for freedom and try to live autonomously, communication with their parents could be improved. It appeared from a literature review and a diary study that parent-teenager communication primarily addresses teenager-oriented everyday activities. However, it also showed teenagers have a substantial interest in getting to know their parents and their parents’ past. The study described in this paper seeks to address this opportunity by designing a product for parents and teenagers that facilitates communication about the past of the parents. The resulting design, called Cueb, is a set of interactive digital photo cubes with which parents and teenagers can explore individual and shared experiences and are triggered to exchange stories. An evaluation of a prototype of Cueb with four families showed that the participants felt significantly more triggered and supported to share their experiences and tell stories with Cueb’s full functionality (connecting cubes, switching, and locking photographs) than with limited functionality (shaking to display random photographs), similar to more traditional photo media

    Sens-Us: Designing Innovative Civic Technology for the Public Good

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    How can civic technology be designed to encourage more public engagement? What new methods of data collection and sharing can be used to engender a different relationship between citizens and the state? One approach has been to design physical systems that draw people in and which they can trust, leading them to give their views, opinions or other data. So far, they have been largely used to elicit feedback or votes for one or two questions about a given topic. Here, we describe a physical system, called Sens-Us, which was designed to ask a range of questions about personal and sensitive information, within the context of rethinking the UK Census. An in-the-wild study of its deployment in a city cultural center showed how a diversity of people approached, answered and compared the data that had been collected about themselves with others. We discuss the findings in relation to the pros and cons of using this kind of innovative technology when wanting to promote civic engagement or other forms of public engagement

    SmallTalk: Using tangible interactions to gather feedback from children

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    Gathering opinions from young children is challenging and different methods have been explored. In this paper we investigated how tangible devices can be used to gather feedback from children in the context of a theater performance. We introduce SmallTalk, a tangible survey system designed for use within a theater space to capture what children, aged 4 to 9, thought of a live performance they had just seen. We describe how the system was designed to build on previous feedback methods that had been tried; while at the same time meeting the constraints of the challenging theater context. We present results from seven deployments of SmallTalk and based on these we briefly discuss its value as a method for evaluating the theater performance. We then look at how the results validated the system design and present several design implications that more generally relate to tangible feedback systems for children

    Physikit: Data Engagement Through Physical Ambient Visualizations in the Home

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    Internet of things (IoT) devices and sensor kits have the potential to democratize the access, use, and appropriation of data. Despite the increased availability of low cost sensors, most of the produced data is "black box" in nature: users often do not know how to access or interpret data. We propose a "human-data design" approach in which end-users are given tools to create, share, and use data through tangible and physical visualizations. This paper introduces Physikit, a system designed to allow users to explore and engage with environmental data through physical ambient visualizations. We report on the design and implementation of Physikit, and present a two-week field study which showed that participants got an increased sense of the meaning of data, embellished and appropriated the basic visualizations to make them blend into their homes, and used the visualizations as a probe for community engagement and social behavior

    VoxBox: A Tangible Machine that Gathers Opinions from the Public at Events

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    Gathering public opinions, such as surveys, at events typically requires approaching people in situ, but this can disrupt the positive experience they are having and can result in very low response rates. As an alternative approach, we present the design and implementation of VoxBox, a tangible system for gathering opinions on a range of topics in situ at an event through playful and engaging interaction. We discuss the design principles we employed in the creation of VoxBox and show how they encouraged wider participation, by grouping similar questions, encouraging completion, gathering answers to open and closed questions, and connecting answers and results. We evaluate these principles through observations from an initial deployment and discuss how successfully these were implemented in the design of VoxBox

    Long-term health outcomes and cost-effectiveness of a computer-tailored physical activity intervention among people aged over fifty:modelling the results of a randomized controlled trial

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    Background: Physical inactivity is a significant predictor of several chronic diseases, becoming more prevalent as people age. Since the aging population increases demands on healthcare budgets, effectively stimulating physical activity (PA) against acceptable costs is of major relevance. This study provides insight into long-term health outcomes and cost-effectiveness of a tailored PA intervention among adults aged over fifty. Methods: Intervention participants (N= 1729) received tailored advice three times within four months, targeting the psychosocial determinants of PA. The intervention was delivered in different conditions (i.e. print delivered versus Web based, and with or without additional information on local PA opportunities). In a clustered RCT, the effects of the different intervention conditions were compared to each other and to a control group. Effects on weekly Metabolic Equivalents (MET) hours of PA obtained one year after the intervention started were extrapolated to long-term outcomes (5 year, 10 year and lifetime horizons) in terms of health effects and quality-adjusted life years (OALYs) and its effect on healthcare costs, using a computer simulation model. Combining the model outcomes with intervention cost estimates, this study provides insight into the long-term cost-effectiveness of the intervention. Incremental cost-effectiveness ratios (ICERs) were calculated. Results: For all extrapolated time horizons, the printed and the Web based intervention resulted in decreased incidence numbers for diabetes, colon cancer, breast cancer, acute myocardial infarctions, and stroke and increased QALYs as a result of increased PA. Considering a societal Willingness-to-Pay of 20,000/QALY, on a lifetime horizon the printed (ICER =E7,500/QALY) as well as the Web based interventions (ICER = E10,100/QALY) were cost-eftective. On a 5-year time horizon, the Web based intervention was preferred over the printed intervention. On a 10 year and lifetime horizon, the printed intervention was the preferred intervention condition, since the monetary savings of the Web based intervention did no longer outweigh its lower effects. Adding environmental information resulted in a lower cost-effectiveness. Conclusion: A tailored PA intervention in a printed delivery mode, without environmental information, has the most potential for being cost-effective in adults aged over 50

    Designing Hybrid Gifts

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    Hybrid gifting combines physical artefacts and experiences with digital interactivity to generate new kinds of gifts. Our review details how gifting is a complex social phenomenon and how digital gifting is less engaging than physical gifting for both givers and receivers. Employing a Research Through Design approach, we developed a portfolio of four hybrid gifting experiences: an augmented advent calendar; edible music tracks; personalised museum tours; and a narrated city walk. Our reflection addresses three concepts: hybrid wrapping where physical gifts become wrapped in digital media and vice versa; the importance of effortful interactions that are visible and pleasurable; and the need to consider social obligation, including opportunities for acknowledgement and reciprocation, dealing with embarrassment, and recognising the distinction between giving and sharing. Our concepts provide guidance to practitioners who wish to design future gifting experiences while helping HCI researchers engage with the concept of gifting in a nuanced way

    Materializing digital collecting: an extended view of digital materiality

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    If digital objects are abundant and ubiquitous, why should consumers pay for, much less collect them? The qualities of digital code present numerous challenges for collecting, yet digital collecting can and does occur. We explore the role of companies in constructing digital consumption objects that encourage and support collecting behaviours, identifying material configuration techniques that materialise these objects as elusive and authentic. Such techniques, we argue, may facilitate those pleasures of collecting otherwise absent in the digital realm. We extend theories of collecting by highlighting the role of objects and the companies that construct them in materialising digital collecting. More broadly, we extend theories of digital materiality by highlighting processes of digital material configuration that occur in the pre-objectification phase of materialisation, acknowledging the role of marketing and design in shaping the qualities exhibited by digital consumption objects and consequently related consumption behaviours and experiences

    Using Narrative Research and Portraiture to Inform Design Research

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    Abstract. Employing an interdisciplinary perspective, this paper addresses how narrative research and portraiture- methods originating from, and commonly used in social sciences- can be beneficial for HCI and design research communities. Narrative research takes stories as a basis for data collection and analysis, while portraiture can be used to create written narratives about interview participants. Drawing on this knowledge, we show how a focus on narrative data, and analysis of such data through portraiture, can be adopted for the specific purpose of enhancing design processes. We hope to encourage design and HCI researchers to consider adopting these methods. By drawing on an illustrative example, we show how these methods served to inform design ideas for digital crafting. Based on our experiences, we present guidelines for using narrative research and portraiture for design research, as well as discussing opportunities and strengths, and limitations and risks
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