5 research outputs found

    The lives of objects: designing for meaningful things

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    Today’s Internet of Things (IoT) is often employed to connect material artefacts to digital identifiers and a digital record of their history and existence. This has been heralded as a coming together of our material existences and our increasingly-digital lives. Bringing each object that we create, use and cherish into the IoT, is an outwardly appealing prospect. Using material objects is an accepted part of connecting with narratives and our history, and such a technological boon already enables the storytelling opportunities that are supported by rich digital records. However, in everyday life and in the practices that occupy them, people consider and share stories about the things that they feel to be meaningful to them in complex ways which do not necessarily conform to the expectations of the designers and developers who attempt to intervene and support such practices by focusing on the material objects at hand. This thesis draws upon observations from a thorough engagement with the community of practice of the Tabletop Miniature Wargaming pastime, which involves the acknowledged craft and use of objects deemed as meaningful, to reveal that the practitioners, in reality, construct their shared records and narratives around intangible Identities, both singular and collective, which they find to be the actual ‘meaningful things’ of their activities. These findings contravene the conventional emphasis on the material objects, and pose technological and conceptual challenges. Considering these findings through a lens informed by philosophical grounding, the thesis examines the distinctions between ordinary objects and extraordinary things; how things become meaningful; and the interplay between material and abstract things. The culmination of these efforts is the Meaningful Things Framework, which aims to help disambiguate the complex ways by which practitioners create, perceive and treat the meaningful things involved in their activities, and aid designers, developers and the communities themselves in understanding and supporting their practices

    The lives of objects: designing for meaningful things

    Get PDF
    Today’s Internet of Things (IoT) is often employed to connect material artefacts to digital identifiers and a digital record of their history and existence. This has been heralded as a coming together of our material existences and our increasingly-digital lives. Bringing each object that we create, use and cherish into the IoT, is an outwardly appealing prospect. Using material objects is an accepted part of connecting with narratives and our history, and such a technological boon already enables the storytelling opportunities that are supported by rich digital records. However, in everyday life and in the practices that occupy them, people consider and share stories about the things that they feel to be meaningful to them in complex ways which do not necessarily conform to the expectations of the designers and developers who attempt to intervene and support such practices by focusing on the material objects at hand. This thesis draws upon observations from a thorough engagement with the community of practice of the Tabletop Miniature Wargaming pastime, which involves the acknowledged craft and use of objects deemed as meaningful, to reveal that the practitioners, in reality, construct their shared records and narratives around intangible Identities, both singular and collective, which they find to be the actual ‘meaningful things’ of their activities. These findings contravene the conventional emphasis on the material objects, and pose technological and conceptual challenges. Considering these findings through a lens informed by philosophical grounding, the thesis examines the distinctions between ordinary objects and extraordinary things; how things become meaningful; and the interplay between material and abstract things. The culmination of these efforts is the Meaningful Things Framework, which aims to help disambiguate the complex ways by which practitioners create, perceive and treat the meaningful things involved in their activities, and aid designers, developers and the communities themselves in understanding and supporting their practices

    Sensitive Pictures:Emotional Interpretation in the Museum

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    Museums are interested in designing emotional visitor experiences to complement traditional interpretations. HCI is interested in the relationship between Affective Computing and Affective Interaction. We describe Sensitive Pictures, an emotional visitor experience co-created with the Munch art museum. Visitors choose emotions, locate associated paintings in the museum, experience an emotional story while viewing them, and self-report their response. A subsequent interview with a portrayal of the artist employs computer vision to estimate emotional responses from facial expressions. Visitors are given a souvenir postcard visualizing their emotional data. A study of 132 members of the public (39 interviewed) illuminates key themes: designing emotional provocations; capturing emotional responses; engaging visitors with their data; a tendency for them to align their views with the system's interpretation; and integrating these elements into emotional trajectories. We consider how Affective Computing can hold up a mirror to our emotions during Affective Interaction.Comment: Accepted for publication in CHI 202

    UbiFix: Tackling Repairability Challenges in Smart Devices

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    IoT products are increasingly becoming the default, with non-IoT versions of common hardware (e.g., TVs and printers) harder to find. Alongside this adoption surge, lack of support, outdated security, and planned obsolescence present concerning sustainability issues, contribute to eWaste growth and widen digital divides globally. This workshop aims to present and discuss legal, social, technical, and design aspects of repair practices, engaging the Ubicomp community in exploring challenges and opportunities for more repairable IoT devices. Focusing on diverse repair scenarios, the workshop seeks to establish a concise, holistic, and inclusive agenda for this research domain's future. Participants will map key research questions to support the movement towards more repairable technology

    Infrastructures for Virtual Volunteering at Online Music Festivals

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    Volunteering benefits recipients, volunteers, communities, and society, while digital technologies establish new opportunities for virtual volunteering. We describe how volunteers transitioned the UK's long-established Oxjam grassroots music festival online in response to the COVID pandemic, delivering a local pilot before scaling up nationwide. We adopt an infrastructural perspective to reveal how two teams of volunteers defined a flexible festival format, knitted together diverse technologies into a technical platform, and operated this to deliver the festival. We highlight the need for teams of volunteers to orchestrate both audience and performer trajectories through festivals. We argue for deliberately designing in volunteer labour rather than automating it out by translating traditional roles online while defining new digital ones. We propose to make these roles rewarding through a more social volunteer experience, including privileged backstage access. We highlight the challenges of using social media for such events, including complying with algorithmic policing of rights
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