130 research outputs found

    "Beauty is Truth: Multi-sensory input and the challenge of designing aesthetically pleasing digital resources."

    Get PDF
    Certain problems in the design of digital systems for use in cultural heritage and the humanities have proved to be unexpectedly difficult to solve. For example, Why is it difficult to locate ourselves and understand the extent and shape of digital information resources? Why is digital serendipity still so unusual? Why do users persist in making notes on paper rather than using digital annotation systems? Why do we like to visit and work in a library, and browse open stacks, even though we could access digital information remotely? Why do we still love printed books, but feel little affection for digital e-readers? Why are vinyl records so popular? Why is the experience of visiting a museum still relatively unaffected by digital interaction? The article argues that the reasons these problems persist may be due to the very complex relationship between physical and digital information and information resources. I will discuss the importance of spatial orientation, memory, pleasure, and multi-sensory input, especially touch, in making sense of, and connections between physical and digital information. I will also argue that, in this context, we have much to learn from the designers of early printed books and libraries, such as the Priory Library and that of John Cosin, a seventeenth-century bishop of Durham, which is part of the collections of Durham University library

    Interfaces, ephemera and identity: a study of the historical presentation of digital humanities resources

    Get PDF
    This article reports on a study of interfaces to long-lived digital humanities (DH) resources using an innovative combination of research methods from book history, interface design, and digital preservation and curation to investigate how interfaces to DH resources have changed over time. To do this, we used the Internet Archive’s Wayback machine to investigate the original presentation and all subsequent changes to the interfaces of a small sample of projects. The study addresses the following questions: What can we learn from a study of interfaces to DH material? How have interfaces to DH materials changed over the course of their existence? Do these changes affect the way the resource is used, and the way it conveys meaning? Should we preserve interfaces for future scholarship? We show that a valuable information may be derived from the interfaces of long-lived projects. Visual design can communicate subtle messages about the way the resource was originally conceived by its creators and subsequent changes show how knowledge of user behaviour developed in the DH community. Interfaces provide information about the intellectual context of early digital projects. They can also provide information about the changing place of DH projects in local and national infrastructures, and the way that projects have sought to survive in challenging funding environments

    Supporting mental health and emotional well-being among younger students in further education

    Get PDF
    Over the last 25 years there has been an increase in reported behavioural and emotional problems among young people. Moreover, students in higher education (HE) are reported to have increased symptoms of mental ill health compared with age-matched controls. Some students in further education (FE) are likely to experience similar difficulties, especially as an increasing number may come from backgrounds that may make them more vulnerable to mental health problems. National policies and guidance highlight the importance of promoting the mental health of young people in general and of students in particular. This exploratory study aimed to identify whether, and in what ways, FE colleges were contributing to younger students' (aged 16-19 years) mental health. Interviews with key informants, a survey of FE colleges in England and five case studies of individual FE colleges providing specialised mental-health support services to students revealed some evidence of promising and good practice, but this did not appear to be widespread. Given the current range of college settings, no single approach to improving mental health among students is likely to be the answer. Rather, respondents highlighted a number of factors that influence the provision of support services for students: awareness among professionals of the links between students' mental health and their achievement at college; having in place national and college policies and guidance that address mental health; building an inclusive college ethos; building leadership at senior and middle manager levels; having accessible in-college and/or external support services; and the provision of professional development opportunities for staff

    Framing the experience: a study of the history of interfaces to digital humanities projects

    Get PDF
    This paper discusses the need to preserve interfaces for early DH projects. It is a slightly expanded version of the abstract that will appear in the conference book of abstracts. The full version of the paper has been published by Digital Scholarship in the Humanities at https://academic.oup.com/dsh/articleabstract/ doi/10.1093/llc/fqz081/5670586. I am therefore not able to upload that paper to this repository, for copyright reasons. But please do read the full paper if you have access to it

    PSHE CPD for Teachers and Nurses: options for the future

    Get PDF

    Enhancing Museum Narratives: Tales of Things and UCL’s Grant Museum

    Get PDF
    Emergent mobile technologies offer museum professionals new ways of engaging visitors with their collections. Museums are powerful learning environments and mobile technology can enable visitors to experience the narratives in museum objects and galleries and integrate them with their own personal reflections and interpretations. UCL‟s QRator project is exploring how handheld mobile devices and interactive digital labels can create new models for public engagement, personal meaning making and the construction of narrative opportunities inside museum spaces. The use of narrative in museums has long been recognised as a powerful communication technique to engage visitors and to explore the different kinds of learning and participation that result. Many museums make extensive use of narrative, or storytelling, as a learning, interpretive, and meaning making tool. This chapter discusses the potential for mobile technologies to connect museums to audiences through co-creation of narratives, taking the QRator project as a case study. The QRator project aims to stress the necessity of engaging visitors actively in the creation of their own interpretations of museum collections through the integration of QR codes, iPhone, iPad, and Android apps into UCL‟s Grant Museum of Zoology. Although this chapter will concentrate on mobile technology created for a natural history museum, issues of meaning making and narrative creation through mobile technology are applicable to any discipline. In the first instance, the concern is with the development of mobile media in museums followed by a discussion of the QRator project which stresses the opportunities and challenges in utilizing mobile technology to enhance visitor meaning making and narrative construction. Finally, this chapter discusses the extent to which mobile technologies might be used purposefully to transform institutional cultures, practices and relationships with visitors

    Implementing New Knowledge Environments: Year One Research Foundations

    Get PDF
    In this 2009 article, we present details of the first year work of the INKE (Implementing New Knowledge Environments) research group, a large international, interdisciplinary research team studying reading and texts, both digital and printed. The INKE team is comprised of researchers and stakeholders at the forefronts of fields relating to textual studies, user experience, interface design, and information management. We aim to contribute to the development of new digital information and knowledge environments that build on past textual practices. We discuss our research questions, methods, aims and research objectives, the rationale behind our work and its expected significance—specifically as it pertains to our first year goals of laying a research foundation for this endeavour.&nbsp
    • …
    corecore