128 research outputs found
Transfer Scenarios: Grounding Innovation with Marginal Practices
Transfer scenarios is a method developed to support the
design of innovative interactive technology. Such a method
should help the designer to come up with inventive ideas,
and at the same time provide grounding in real human
needs. In transfer scenarios, we use marginal practices to
encourage a changed mindset throughout the design
process. A marginal practice consists of individuals who
share an activity that they find meaningful. We regard these
individuals not as end-users, but as valuable input in the
design process. We applied this method when designing
novel applications for autonomous embodied agents, e.g.
robots. Owners of unusual pets, such as snakes and spiders,
were interviewed - not with the intention to design robot
pets, but to determine underlying needs and interests of
their practice. The results were then used to design a set of
applications for more general users, including a dynamic
living-room wall and a set of communicating hobby robots
Services as Materials: Using Mashups for Research
Using existing services as development and research materials can greatly reduce development burdens. However, using mashups and existing services has consequences that go beyond the technical realm. We present our ongoing experience with developing and promoting a mobile mash-up implemented in the mobile web browser: Spotisquare. Spotisquare is a mash-up of the location-based service foursquare and music streaming service Spotify. We discuss advantages and tradeoffs of using existing services and the mobile mash-up process, including interaction model choices, as well as validity and representational issues
Mobile Life: A Research Foundation for Mobile Services
The telecom and IT industry is now facing the challenge of a second IT-revolution, where the
spread of mobile and ubiquitous services will have an even more profound effect on commercial
and social life than the recent Internet revolution. Users will expect services that are unique and
fully adapted for the mobile setting, which means that the roles of the operators will change, new
business models will be required, and new methods for developing and marketing services have
to be found. Most of all, we need technology and services that put people at core. The industry
must prepare to design services for a sustainable web of work, leisure and ubiquitous technology
we can call the mobile life. In this paper, we describe the main components of a research agenda
for mobile services, which is carried out at the Mobile Life Center at Stockholm University. This
research program takes a sustainable approach to research and development of mobile and
ubiquitous services, by combining a strong theoretical foundation (embodied interaction), a welldefined
methodology (user-centered design) and an important domain with large societal
importance and commercial potential (mobile life). Eventually the center will create an
experimental mobile services ecosystem, which will serve as an open arena where partners from
academia and industry can develop our vision an abundant future marketplace for future mobile servĂces
Facilitating Mobile Music Sharing and Social Interaction with Push!Music
Push!Music is a novel mobile music listening and
sharing system, where users automatically receive
songs that have autonomously recommended
themselves from nearby players depending on similar
listening behaviour and music history. Push!Music
also enables users to wirelessly send songs between
each other as personal recommendations. We
conducted a two-week preliminary user study of
Push!Music, where a group of five friends used the
application in their everyday life. We learned for
example that the shared music in Push!Music became
a start for social interaction and that received songs in
general were highly appreciated and could be looked
upon as âtreatsâ
GlowBots: Robots that Evolve Relationships
GlowBots are small wheeled robots that develop
complex relationships between each other and with their
owner. They develop attractive patterns which are
affected both by user interaction and communication
between the robots. The project shows how robots can
interact with humans in subtle and sustainable ways for
entertainment and enjoyment
Seeing ethnographically: teaching ethnography as part of CSCW
While ethnography is an established part of CSCW research, teaching and
learning ethnography presents unique and distinct challenges. This paper discusses a
study of fieldwork and analysis amongst a group of students learning ethnography as part
of a CSCW & design course. Studying the studentsâ practices we explore fieldwork as a
learning experience, both learning about fieldsites as well as learning the practices of
ethnography. During their fieldwork and analysis the students used a wiki to collaborate,
sharing their field and analytic notes. From this we draw lessons for how ethnography
can be taught as a collaborative analytic process and discuss extensions to the wiki to
better support its use for collaborating around fieldnotes. In closing we reflect upon the
role of learning ethnography as a practical hands on â rather than theoretical â pursuit
Using Computer Vision Technologies to Make the Virtual Visible
Mobile Life CentreMobile 2.
Moving Inside the Box: Interacting with Interpretation of Historical Artefacts Through Tangible Augmented Reality
We present ARcheoBox, a walk-up-and-use prototype for interacting with interpretation of historical artefacts using tangible augmented reality. ARcheoBox enables users to manipulate virtual representations and interact with interpretation of historical artefacts using cylinder-shaped generic proxies. We also leverage the user interactions with interpretation using three interaction techniques âMoveâ, âRotateâ, and âFlipâ as output modalities in AR. The prototype consists of a wooden box, a tablet display, and generic proxies, which means ARcheoBox does not require any head-mounted displays (HMDs), handheld controllers, or haptic gloves. We conducted a user study with 25 participants in which the findings demonstrate the advantages of tangible AR over more conventional interaction modalities presented in museums such as touch screens. Finally, we present a set of design recommendations for designing tangible AR that enhances the userâs interaction experience with historical artefacts
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