11 research outputs found

    Media trajectories in large-scale live events

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    Large-scale live events, such as marathons and music festivals, involve a large number of participants with a variety of roles, motivations and levels of engagement, as well as a variety of media, from user-generated content to national media. We interviewed runners and spectators in marathons to understand this category of experiences and derive design guidelines. A first analysis of this data, combined with the trajectories framework, shows potential for designing tools supporting retelling the story of these events

    Media trajectories in large-scale live events

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    Large-scale live events, such as marathons and music festivals, involve a large number of participants with a variety of roles, motivations and levels of engagement, as well as a variety of media, from user-generated content to national media. We interviewed runners and spectators in marathons to understand this category of experiences and derive design guidelines. A first analysis of this data, combined with the trajectories framework, shows potential for designing tools supporting retelling the story of these events

    Putting trajectories to work: translating a HCI framework into design practice

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    One major challenge for the academic Human-Computer Interaction (HCI) research community is the adoption of its findings and theoretical output by the interaction design practitioners whose work they are meant to support. To address this “research-practice gap”, this thesis takes the example of trajectories, a HCI conceptual framework derived from studies of mixed-reality performances spanning complex spaces, timeframes, participant roles, and interface ecologies. Trajectories’ authors have called for their work to be used to inform the design of a broader variety of experiences. This thesis explores what is required to fulfil this ambition, with a specific focus on using the framework to improve the experience of live events, and on professional design practitioners as the users of the framework. This exploration follows multiple approaches, led both by researchers and practitioners. This thesis starts by reviewing past uses of the trajectories framework – including for design purposes – and by discussing work that has previously tried to bridge the research-practice gap. In a first series of studies, the thesis identifies live events – such as music festivals and running races – as a rich setting where trajectories may be used both to study existing experiences and to design new ones. This leads to a series of design guidelines grounded both in knowledge about the setting and in trajectories. The thesis then discusses multiple approaches through which HCI researchers and practitioners at a large media company have joined forces to try to use trajectories in industrial design and production processes. Finally, the last strand of work returns to live events, with a two-year long Research through Design study in which trajectories have been used to improve the experience of a local music festival and to develop a mobile app to support it. This last study provides first-hand insight into the integration of theoretical concerns into design. This thesis provides three major classes of contributions. First, extensions to the original trajectories framework, which include refined definitions for the set of concepts that the framework comprises, as well as considerations for open-ended experiences where control is shared between stakeholders and participants. Secondly, a model describing the use of trajectories throughout design and production processes offers a blueprint for practitioners willing to use the framework. Finally, a discussion on the different ways trajectories have been translated into practice leads to proposing a model for locating translations of HCI knowledge with regards to the gap between academic research and design practice, and the gap between theoretical knowledge and design artefacts

    Putting trajectories to work: translating a HCI framework into design practice

    Get PDF
    One major challenge for the academic Human-Computer Interaction (HCI) research community is the adoption of its findings and theoretical output by the interaction design practitioners whose work they are meant to support. To address this “research-practice gap”, this thesis takes the example of trajectories, a HCI conceptual framework derived from studies of mixed-reality performances spanning complex spaces, timeframes, participant roles, and interface ecologies. Trajectories’ authors have called for their work to be used to inform the design of a broader variety of experiences. This thesis explores what is required to fulfil this ambition, with a specific focus on using the framework to improve the experience of live events, and on professional design practitioners as the users of the framework. This exploration follows multiple approaches, led both by researchers and practitioners. This thesis starts by reviewing past uses of the trajectories framework – including for design purposes – and by discussing work that has previously tried to bridge the research-practice gap. In a first series of studies, the thesis identifies live events – such as music festivals and running races – as a rich setting where trajectories may be used both to study existing experiences and to design new ones. This leads to a series of design guidelines grounded both in knowledge about the setting and in trajectories. The thesis then discusses multiple approaches through which HCI researchers and practitioners at a large media company have joined forces to try to use trajectories in industrial design and production processes. Finally, the last strand of work returns to live events, with a two-year long Research through Design study in which trajectories have been used to improve the experience of a local music festival and to develop a mobile app to support it. This last study provides first-hand insight into the integration of theoretical concerns into design. This thesis provides three major classes of contributions. First, extensions to the original trajectories framework, which include refined definitions for the set of concepts that the framework comprises, as well as considerations for open-ended experiences where control is shared between stakeholders and participants. Secondly, a model describing the use of trajectories throughout design and production processes offers a blueprint for practitioners willing to use the framework. Finally, a discussion on the different ways trajectories have been translated into practice leads to proposing a model for locating translations of HCI knowledge with regards to the gap between academic research and design practice, and the gap between theoretical knowledge and design artefacts

    Translations and Boundaries in the Gap Between HCI Theory and Design Practice

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    The gap between research and design practice has long been a concern for the HCI community. In this article, we explore how different translations of HCI knowledge might bridge this gap. A literature review characterizes the gap as having two key dimensions - one between general theory and particular artefacts and a second between academic HCI research and professional UX design practice. We report on a 5-year engagement between HCI researchers and a major media company to explore how a particular piece of HCI research, the trajectories conceptual framework, might be translated for and with UX practitioners. We present various translations of this framework and fit them into the gap we previously identified. This leads us to refine the idea of translations, suggesting that they may be led by researchers, by practitioners or co-produced by both as boundary objects. We consider the benefits of each approach

    Towards an extended festival viewing experience

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    Media coverage of large-scale live events is becoming increasingly complex, with technologies enabling the delivery of a broader range of content as well as complex viewing patterns across devices and services. This paper presents a study aimed at understanding the experience of people who have followed the broadcast coverage of a music festival. Our findings show that the experience takes a diversity of forms and bears a complex relationship with the actual experience of being at the festival. We conclude this analysis by proposing that novel services for coverage of this type of events should connect and interleave the diverse threads of experiences around large-scale live events and consider involving more diverse elements of the experience of “being there”

    Run spot run: capturing and tagging footage of a race by crowds of spectators

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    There has been a massive growth in the number of people who film and upload amateur footage of events to services such as Facebook and Youtube, or even stream live to services such as LiveStream. We present an exploratory study that investigates the potential of these spectators in creating footage en masse; in this case, during a live trial at a local marathon. We deployed a prototype app, RunSpotRun, as a technology probe to see what kinds of footage spectators would produce. We present an analysis of this footage in terms of its coverage, quality, and contents, and also discuss the implications for a) spectators enjoying the race, and b) extracting the stories of individual runners throughout the race. We conclude with a discussion of the challenges that remain for deploying such technology at a larger scale

    A Survey of the Trajectories Conceptual Framework: Dataset

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    <p>We began by identifying three works—two papers and a book—that constitute the original academic sources of the <i>trajectories framework</i>. We then looked at bibliographical databases to identify works that cited any of these. Starting from over 250 distinct works, we narrowed the list down to 60, selecting only those papers that we considered to be actively engaging with the <i>trajectories framework</i>. We then analyzed the resulting corpus, carefully reading the papers and developing a coding scheme to classify them according to (i) the purpose behind using <i>trajectories</i> and (ii) which particular trajectory concepts they employed.</p

    Design MetaData - Retour d'expérience sur un atelier de design interactif interdisciplinaire dans une démarche d'innovation ouverte.

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    International audienceLe terme interface a-t-il la même signification pour un étudiant en design que pour un étudiant en ingénierie ? Au-delà de la différence de définition, quels savoir-faire doivent déployer ces étudiants pour travailler ensemble dans un contexte étudiant comme professionnel ? C'est à ce type de question que nous tentons de répondre à travers la conception et la mise en place d'un atelier interdisciplinaire d'enseignement du design interactif. L'atelier regroupe depuis 3 ans des designers et des développeurs de différentes écoles, constitués en équipes dans le but de réaliser des prototypes d'interfaces sur une thématique donnée. À défaut d'apporter une recette simple à mettre en place pour résoudre la question de l'interdisciplinarité dans l'enseignement du design, ce texte revient sur les trois années d'expérience accumulée et propose une analyse des erreurs et réussites d'un atelier en constante évolution
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