Energy aware dwelling: a critical survey of interaction design for eco-visualizations | | BIBAK | Full-Text | 1-8 | |
James Pierce; William Odom; Eli Blevis | |||
Eco-visualizations (EVs) are any kind of interactive device targeted at
revealing energy use in order to promote sustainable behaviours or foster
positive attitudes towards sustainable practices. There are some interesting,
informative, highly creative, and delightful EVs now available. This paper
provides a critical survey of several noteworthy EVs and classifies them in
terms of scale and contexts of use. The paper attempts to provide a foundation
for practitioners to design new EVs in more varied scales and contexts and for
researchers to continue to refine understandings of how effective EVs can be
and how EVs can be made to be more effective. The paper describes (i) feedback
types and use-contexts for classifying EVs and (ii) strategies for designing
effective EVs. Keywords: energy conservation, feedback, human-computer interaction, interaction
design, sustainability |
Smart metering demand management programs: challenging the comfort and cleanliness habitus of households | | BIBAK | Full-Text | 9-16 | |
Yolande Strengers | |||
Drawing on Pierre Bourdieu's concepts of habitus, field and capital, this
paper outlines how smart metering demand management programs could be
redesigned to bring together the competing fields of resource management and
domestic life. Comfort and cleanliness expectations, which are ingrained in the
habitus of householders and the field of domestic life, are often overlooked in
demand management programs, which focus instead on making existing and evolving
expectations more efficient. This paper draws on preliminary findings from
qualitative research activities with householders who received consumption
feedback through an in-home display, and/or variable price signals -- both
enabled by smart meters. The paper offers insights for designers of interactive
demand management strategies about how to go beyond achieving efficiency
benefits in the home in order to fundamentally change expectations and norms
ingrained in the habitus. Keywords: context-awareness, critical peak pricing, demand management, energy
conservation, environmental behaviour change, ethnography, habitus, households,
in-home displays, interaction design, smart meters, social norms, user studies,
water conservation |
Supporting gardeners to plan domestic watering: a case study of designing an 'everyday simulation' | | BIBAK | Full-Text | 227-230 | |
Jon Pearce; John Murphy; Wally Smith | |||
We describe a project to design an internet-based application to support
gardeners reasoning about the water demands and water supply for their gardens.
This application is identified here as an instance of 'everyday simulation';
implying the use of simulation techniques for non-specialist users. Design
strategies for everyday simulations are discussed including: the characteristic
of simulations of inverting inputs and outputs; simulation by refinement; the
embodiment of material constraints; and the educational aspect of simulation
for non-specialists. Keywords: cognitive engineering, engagement, interaction design, simulation,
sustainability, water |
Playing urban sustainability: the ecology of a simulation game | | BIBAK | Full-Text | 231-234 | |
Nicole Podleschny | |||
To date, methodologies used in the field of game studies are prolific while
indistinct due to the multifaceted nature of the field. In particular, games
that shape our understandings of political, social or cultural environments add
a new dimension to the discussion and theorization of games and learning. As
gameplay is increasingly understood as situated in cultural contexts and
practices, this paper argues for a comprehensive approach to game studies by
positioning games in a wider ecology of learning. The strength of an ecology
approach is that it identifies the relations and heterogeneous agents that
contribute to developing, shaping, and performing the learning opportunities of
a game. This paper suggests a methodological approach of qualitative
ethnographic participant observation. Adopting a case study approach as an
appropriate research strategy, this ethnography specifically examines and
participates in the simulation game SCAPE (Sustainability, Community And
Planning Education), an urban sustainability education tool. Keywords: computer game studies, ethnography, learning, sustainability |
Touch to access the mobile internet | | BIBAK | Full-Text | 17-24 | |
Minna Isomursu; Pekka Isomursu; Mervi Komulainen-Horneman | |||
This paper presents findings from a series of field trials, where Near Field
Communication (NFC) tags were used for providing users an access to Mobile
Internet content with NFC enabled mobile phones in a city setting. The field
trials were arranged in the city of Oulu at the end of year 2007. Use
statistics and user experience were collected from more than 180 users who used
NFC enabled mobile phones to access Mobile Internet content by touching NFC
tags embedded in the environment. The findings indicate that the users found
the touch-based mobile content access easy to use. However, details such as the
placement of the tags or static/dynamic nature of the content had a clear
impact on the user behaviour and perceived quality. Based on these findings, we
have identified a set of design principles that work as guidelines for the
designers and researchers developing NFC applications. Keywords: NFC, mixed reality, mobile internet, near field communication, physical
browsing, tags, user experience |
Investigating touch interactions for an augmented world | | BIBAK | Full-Text | 25-32 | |
Brett Wilkinson; Paul Calder | |||
Touch screen interaction usually requires the user to view the input surface
in order to make their selections. When the interaction platform is
purposefully occluded to allow for natural interaction with an augmented
reality (AR) system new issues are raised in regard to the usability of the
touch sensitive interface.
This paper details a user evaluation scenario that we have conducted looking at pen-based selection techniques for a personal, light-weight AR system and introduces a trial for manipulation testing that we are currently conducting. By testing various techniques we are identifying a combination of operations that will enable effective and usable communication with an unobtrusive, mobile AR system. Keywords: augmented reality, convergence, portable devices, private scope, touch
interaction, unobtrusive, user testing |
It's the thought that counts: content vs. contact | | BIBAK | Full-Text | 235-238 | |
Hanif Baharin; Romiza Md. Nor; Ralf Mühlberger | |||
We are currently exploring two domains where the introduction of content
gathering technologies is having a negative impact on social contact,
particularly telecare technologies on independent living and sensor
technologies on remote regional workers. To minimise the incidental cost of
such interventions we are investigating enhanced design options that include
contact, in the form of presence/awareness, as secondary functionality of these
technologies.
In this paper we classify a sample of presence technologies from the home environments using a model of presence, based on the concept of content and contact. Content is discussed in terms of the communication bandwidth while contact is viewed from the attention requirement of both initiator and receiver. Issues and successes of each category are highlighted, and we conclude with a contact focused interaction pattern that relates to, but is not driven by, content. Keywords: contact, content, model of presence, presence technologies |
Surfing in the crowd: feasibility study of experience sharing in a Taiwanese night market | | BIBAK | Full-Text | 239-242 | |
Chao-Lung Lee; Yun-Maw Cheng; Ching-Long Yeh; Li-Chieh Chen; Wai Yu; Kuan-Ta Chen | |||
Social Proximity Applications (SPAs) have prompted a promising opportunity
for mobile services that utilize the changes in daily life in the proximity of
mobile users. This paper describes our research-in-progress about designing and
developing a mobile SPA, which facilitates social interaction among visitors in
a night market crowd. This application allows night market visitors to share
their experiences in photos with nearby others via their Bluetooth-enabled
mobile phones. The design was based on a two-week field observation in an
attempt to investigate the motivations and attitudes towards applications of
this type. After a three-night extensive trial we found the value of the
application -- privacy-sensitive, playful, and enjoyable, yields high
consistency with results from field observation. The ultimate goal is to
identify potential engaging design extensions to the current prototype. Keywords: collaborative communication support, proximity-based sharing, sociable
experience sharing, wireless ad-hoc networking |
Design considerations for community portals in master-planned developments in Australia and Mexico | | BIBAK | Full-Text | 33-40 | |
Marcus Foth; Victor M. Gonzalez; Kenneth L. Kraemer | |||
This paper presents a discussion of design considerations for community web
portals as social networking systems. We analyse and compare the social
interaction approach, design considerations and socio-technical requirements
with regards to community portal technology employed in two master-planned
urban developments in Australia and Mexico. We focus on how the human and
social concepts and local contextualisations affect technology design and use.
In response to our analysis, and to face the challenge of designing for
variability and diversity, we present the communicative ecology model as a
conceptual tool to help researchers and designers grasp the situated context
and purpose of these systems in order to inform the design and development of
better community technology. Keywords: communicative ecology, master-planned communities, portals, social
networking, urban computing, urban informatics |
"This might be stupid, but...": participatory design with community displays and postcards | | BIBAK | Full-Text | 41-48 | |
Nick Taylor; Keith Cheverst | |||
We describe our experiences of designing a digital community display with
members of a rural community. These experiences are highlighted by the
development of printed and digital postcard features for the Wray Photo
Display, a public photosharing display designed with the community, which was
trialled during a popular village fair where both local residents and visitors
interacted with the system. This trial allowed us to examine the relative
popularity and differences in usage between printed and digital postcard, and
offer insights into the uses of these features with community-generated content
and potential problems encountered. Keywords: awareness, community, field trial, participatory design, photo sharing,
rural computing, situated displays, technology probe, user-generated content |
Suburban nostalgia: the community building potential of urban screens | | BIBAK | Full-Text | 243-246 | |
Christine Satchell; Marcus Foth; Greg Hearn; Ronald Schroeter | |||
Urbanely nomadic residents are increasingly forgoing the potential of locale
based serendipitous encounters in favour of digitally mediated interactions
within their walled garden of existing social networks. This limits a sense of
community in urban neighbourhoods to members of one's social network, but what
of interactions with those outside of these networks, such as inhabitants of
residential spaces? We report on our pilot study of open ended interviews which
investigates the different user archetypes whose needs we consider when
designing social technology for urban spaces. We propose a design to extend the
sense of community in urban neighbourhoods beyond pure network sociality.
Through a lens of 'suburban nostalgia' we envision how neighbourhood
interactions might be retrofitted in new ways through civic engagement in the
enhancement of environments. Keywords: shared displays, suburban nostalgia, urban informatics, urban residential
environments, urban screens |
Are you bored?: Maybe an interface agent can help! | | BIBAK | Full-Text | 49-56 | |
Nilma Perera; Gregor Kennedy; Jon Pearce | |||
In this paper we present the influence of Emotive Interface Agents on
task-induced boredom. We studied the effects of two agents -- friendly and
unfriendly. The results show that, like human-human interaction, emotional
contagion can happen between agents and users and that it can lead to reduction
in task induced boredom. As expected, the friendly agent proved to be more
successful in reducing boredom and maintaining participants' focus on task than
the unfriendly agent. Moreover, participants felt that the friendly agent added
stimulation to the task. This indicates that the friendly agent had some
influence on the perception of the task. However, the effects of the unfriendly
agent should not be downplayed. Even though the unfriendly agent was perceived
as irritating and annoying, a majority of the participants felt that the agent
masked the boredom and the monotony of performing a simple repetitive task.
More surprisingly many participants found it entertaining to interact with the
unfriendly agent, implying counter contagion of emotions. Given the findings of
this study, we believe that agents have great potential in regulating emotions.
We believe these agents can be successfully used in everyday monotonous/boring
tasks such as e-form filling and data entry. With further research we also
believe that agents can be extended into learning environments to assist in
regulating emotions in learners. Keywords: affective computing, emotional contagion, emotive interface agents,
perception and task boredom |
Mobile phone usage of young adults: the impact of motivational factors | | BIBAK | Full-Text | 57-64 | |
Judy van Biljon; Paula Kotzé; Karen Renaud | |||
To increase marketability in a competitive and technologically evolving
market designers are compelled to add new features to mobile phones. This often
leads to 'featuritis' with hit-and-miss success rates. Our research goal is to
find a more informed point of departure for feature addition activities that
will improve design and maximise return on investment. We argue that a human
motivational factor focus could provide a solid grounding for judging whether
features are likely to be used, or not. In this paper we address the
motivational factors that underlie mobile phone use by young adults aged
between 18 and 30. We consider models for motivational factors from psychology
and consumer science, as well as mobile phone usage space models, including the
mobile phone usage space model (MUSM). MUSM proposes linking usage spaces to
motivational factors, but does not explicitly investigate the mapping of
features to the identified usage spaces. In this paper we investigate the
features associated with individual MUSM usage spaces as well as the ranking of
the usage spaces for our specific target group. Keywords: mobile phone features, mobile phone usage, motivational factors |
ExternalEyes: evaluating the visual abstraction of human emotion on a public wearable display device | | BIBAK | Full-Text | 247-250 | |
Noelene Fajardo; Andrew Vande Moere | |||
This research presents a functional model for a wearable display that
describes the typical contextual relationships surrounding its everyday use.
Two wearable display devices were developed that sense and visually represent
skin conductivity level, as an objective measurement of the physiological
arousal in humans. Each device uses a distinct display technique, which varies
in the level of comprehensibility and ambiguity it affords to those who view it
over a period of time. A short observation and pilot study of usage patterns of
each display technique was conducted to assess the qualitative comfort and
usability issues of wearable computing displays in everyday environments. Keywords: affective computing, digital jewelry, evaluation, fashion, visualization,
wearable computing |
To search or to explore -- that is the question: a study in mindful engagement | | BIBAK | Full-Text | 251-254 | |
Jon Pearce; Sofia Pardo | |||
It's easy to attract someone's attention on the web -- seductive animations
using software such as Flash make this all too easy. But how do you retain
their interest and, more importantly, keep their focus on the task at hand? We
have approached this question by producing a research tool called iFISH that
enables us to quickly construct environments in which users explore a range of
outcomes based on their dynamic changes to personal preference settings,
together with reflections on the consequences of these changes. We first
describe a study using this tool in the context of students given the task of
making a selection from a large range of university subjects, and later we
introduce other uses of such a system. Keywords: exploration, mindful engagement, multimedia, play, recommender systems,
search |
Training and process change: a collaborative telehealth case study | | BIBAK | Full-Text | 65-72 | |
Duncan Stevenson | |||
The next generation of telehealth systems running over broadband Internet
will offer opportunities to change the way clinicians provide health services.
This case study is a component of a larger research project which explores the
implications of broadband telehealth in a tertiary healthcare setting. The
research question of this case study addresses how to train and prepare
clinicians to do their job using the next generation of telehealth systems.
This case study presents observations of twelve clinicians during the training
sessions conducted for them as they prepared to use a research prototype
telehealth system in a pilot trial at their hospital.
The telehealth system was purpose-designed to address the range of needs of the clinicians involved and clinicians very rapidly understood the affordances of the system. Our observations show that the clinicians spent the bulk of the training sessions dealing with process change. They focused on three areas: collaborating with their remotely located clinical assistant, adapting their clinical practice in order to use the system and identifying areas where the telehealth system need to be changed to support their specific needs. Our observations also show that each of the senior surgeons amongst the clinicians (working in a different sub-specialty) dealt differently with the process changes. We conclude that for complex tertiary healthcare telehealth applications the distinction between training given to the clinicians and process change identified by the clinicians is worth considering when preparing clinicians to use the next generation of telehealth systems. We suggest that teams developing advanced telehealth systems consider these issues of process change as they develop ways to prepare clinicians to use their system. Keywords: process change, telecollaborative systems, telehealth, training |
Multidisciplinary medical team meetings: a field study of collaboration in health care | | BIBAK | Full-Text | 73-80 | |
Jane Li; Toni Robertson; Susan Hansen; Tim Mansfield; Jesper Kjeldskov | |||
We present an observational study that was conducted to guide the design of
an enhanced collaboration platform to support distributed multidisciplinary
team meetings between two hospitals. Our goal was to find out how the breast
cancer multidisciplinary team collaborates in their face-to-face meetings and
in their discussions using an existing video-conferencing system and to
identify obstacles and issues to their primary tasks. We identified a set of
concerns around the way visibility and audibility affect the social cohesion of
the group and impede communication and situation awareness between the
distributed team. We also identified a parallel set of concerns around the
difficulty of preparing and interacting around the medical images used in the
meetings. These issues exposed a complex matrix of technical, social,
procedural and organisational factors that affect the collaboration. We suggest
potential directions for technical interventions in this setting. Keywords: distributed collaboration, field study, multidisciplinary team |
Using an action research approach to design a telemedicine system for critical care: a reflection | | BIBAK | Full-Text | 255-258 | |
Susan Hansen; Toni Robertson; Laurie Wilson; Ralph Hall | |||
This paper reflects on the Action Research approach adopted in the design of
the ECHONET (EchoCardiographic Healthcare Online Networking Expertise in
Tasmania) system -- a telemedicine system developed by CSIRO (Commonwealth
Scientific Industrial Research Organisation) Australia to facilitate the
sharing of expertise and services between the Intensive Care Units (ICUs) of a
major tertiary hospital and a remote hospital in Tasmania, Australia. The
baseline study within this project has been used to evaluate the ways in which
the Action Research approach influenced the project directions and its success,
allowing the project team to better tailor the system to the clinicians' needs
and deal with the unanticipated complications that are common in health
projects. Keywords: action research, case study, telemedicine |
Inventing and devising movement in the design of movement-based interactive systems | | BIBAK | Full-Text | 81-88 | |
Lian Loke; Toni Robertson | |||
This paper reports on a study that explored ways of inventing and devising
movement for use in the design of movement-based interaction with video-based,
motion-sensing technologies. Methods that dancers, trained in movement
improvisation and performance-making, used to choreograph movement were
examined as sources of potential methods for technology designers. The findings
enabled us to develop methods and tools for creating and structuring new
movements, based on felt experience and the creative potential of the moving
body. These methods and tools contribute to the ongoing development of a design
methodology underpinned by the principle of making strange. By making strange,
we mean ways of unsettling habitual perceptions and conceptions of the moving
body to arrive at fresh appreciations and perspectives for design that are
anchored in the sensing, feeling and moving body. Keywords: choreography, design methodology, design tool, experiential, interaction
design, making strange, method, movement improvisation |
Kinesthetic interaction: revealing the bodily potential in interaction design | | BIBAK | Full-Text | 89-96 | |
Maiken Hillerup Fogtmann; Jonas Fritsch; Karen Johanne Kortbek | |||
Within the Human-Computer Interaction community there is a growing interest
in designing for the whole body in interaction design. The attempts aimed at
addressing the body have very different outcomes spanning from theoretical
arguments for understanding the body in the design process, to more practical
examples of designing for bodily potential. This paper presents Kinesthetic
Interaction as a unifying concept for describing the body in motion as a
foundation for designing interactive systems. Based on the theoretical
foundation for Kinesthetic Interaction, a conceptual framework is introduced to
reveal bodily potential in relation to three design themes -- kinesthetic
development, kinesthetic means and kinesthetic disorder; and seven design
parameters -- engagement, sociality, movability, explicit motivation, implicit
motivation, expressive meaning and kinesthetic empathy. The framework is a tool
to be utilized when analyzing existing designs, as well as developing designs
exploring new ways of designing kinesthetic interactions. Keywords: bodily movement, interaction design, interactive technologies, kinesthesis,
kinesthetic experience, kinesthetic interaction, motor skills |
The hipdiskettes: learning (through) wearables | | BIBAK | Full-Text | 259-262 | |
Danielle Wilde | |||
Physically engaging wearable interfaces offer a new means of
self-expression. They help us move beyond our reliance on linguistics by
supporting more open, dynamic and fluid forms of expression that are
pre-verbal, that originate in the body. Our research suggests that they also
present untapped potential for learning about how different people learn. We
investigate this idea through the learning process of the hipdiskettes, a group
of performers working with the hipDisk wearable musical interface. Examples
from the initial rehearsal periods are presented, noting the learning
affordances provided by the interface, learning supports provided by the
developer, and the different needs and approaches over time of the performers.
Investigating learning was not the focus of the hipDisk research yet outcomes
suggest that a consideration of how different people learn through, and about,
their bodies is beneficial to the development of physically engaging wearables. Keywords: embodied interaction, kinaesthetics, multi-modal learning, physical
engagement, wearable |
Taxonomy of exertion games | | BIBAK | Full-Text | 263-266 | |
Florian 'Floyd' Mueller; Martin R. Gibbs; Frank Vetere | |||
A new set of computationally-augmented games have emerged recently that
require the user to move their body. These exertion games are believed to
contribute to social, mental and in particular, physical benefits, marking a
change in how we perceive computer gaming. However, although these games are a
commercial success, research is lacking a theoretical understanding how to
analyse existing and guide future designs. We present initial investigations
towards a taxonomy of such exertion games with a focus on social aspects, based
on work on traditional play and sports. Our contribution lays the foundation
for the creation of a theoretical framework on exertion games, expanding our
understanding of this exciting new area. Keywords: categorization, exergames, exertion, exertion interface, framework, game,
gaming, model, obesity, taxonomy |
Is digital technology urban?: Understanding intermetropolitan digital divides in South Africa | | BIBAK | Full-Text | 97-103 | |
Nancy Odendaal; James Duminy; Paul Saunders | |||
Many metropolitan areas, particularly in South Africa, contain urban and
peri-urban settlement typologies representative of a diverse range of built
forms, lifestyles and livelihoods. Access to Information and Communication
Technology (ICT) is influenced by geography, market demand and affordability at
household and individual levels. This paper explores how this relationship is
manifested spatially in the South African context. The result is not altogether
surprising; remote peri-urban areas face bigger obstructions to ubiquitous
access due to a number of reasons. Affordability and infrastructure
distribution are clearly influential. The assumption is that digital divides
exist but little systematic research has been done on how these differences
manifest at a metropolitan scale. This paper explores the relationship between
the digital divide and spatial trends in Durban, South Africa. Keywords: digital divide, rural-urban interface |
Social tools and social capital: reading mobile phone usage in rural indigenous communities | | BIBAK | Full-Text | 267-270 | |
Jolynna Sinanan | |||
This paper will investigate the user behaviour of mobile phones within rural
Victorian indigenous communities and will question the extent that theories on
exchange and reciprocity as understood in Aboriginal culture resonate in
application to the use of communication technologies as well as highlighting
the potential value of mobile phones in aiding social and financial
communications within the Goulburn Valley region's indigenous peoples
(Victoria, Australia). The findings presented are drawn from preliminary
research, involving an evaluation study of 'My Moola: Opening Financial
Pathways', a non-governmentally funded financial empowerment program involving
the indigenous community. While the engagement with communications technologies
was minimal in the overall implementation of the program, the everyday use of
mobile phones and SMS in the recruitment and retention strategy, as well as the
everyday use by the participants of the program, suggest some insightful points
that highlight the particular importance of communication technologies to the
maintaining and reaffirming bonds of social and community relations within the
indigenous context. These theoretically based readings of certain aspects of
user behaviour, suggests the need for further, extensive research to gauge a
better understanding of how these factors can ultimately be incorporated into
technological design and service delivery. Keywords: aboriginal communities, mobile phones, reflective HCI, social capital |
Low-cost, low-bandwidth online meetings between farmers and scientists | | BIBAK | Full-Text | 271-274 | |
Dean M. G. Hargreaves; Bob R. L. McCown | |||
This paper presents aspects of a nine year research activity into the use of
low-cost, low-bandwidth Information and Communications Technology (ICT) to
support online meetings between farmers and scientists in rural Australia. It
discusses the use of Microsoft NetMeeting™ (NM) to support these
meetings, and describes the social and technical conditions under which these
tools are likely to be useful and used. Keywords: CSCW, NetMeeting, tele-collaboration, video conferencing |
The rise of middle and upper middle class in emerging markets: product and service opportunities | | BIBAK | Full-Text | 275-278 | |
Daria Loi; Sasanka Prabhala | |||
The middle and upper middle class population in the often termed emerging
markets is typically a less investigated target as most consumer research and
development efforts for such markets are primarily focused on rural communities
as well as the lower to middle class population.
We believe that, in a context where emerging markets are in constant transformation and the middle to upper middle classes are on a substantial growth path, it is important to explore appropriate ways to address these market segments as they represent an opportunity space for technological research and development. This paper discusses and shares results of a recent case study where a number of concepts and products were developed for such market segments in emerging markets and subsequently tested in China, Egypt, India and Brazil. Keywords: consumer electronics, emerging markets, ethnography, focus groups, mobile
devices, playful triggers |
Do you need general principles or concrete heuristics?: a model for categorizing usability criteria | | BIBAK | Full-Text | 105-111 | |
Stefan Cronholm; Vince Bruno | |||
This paper analyses the character of usability criteria found in lists,
which are used for interface design and evaluation. In order to understand
usability criteria and relations between different criteria, a categorization
of six usability criteria lists has been performed. The analysis has shown that
the formulations of criteria reside on different abstraction levels. The
results consist of two knowledge contribution. The first contribution is a
hierarchical categorization model. The role of this multilevel abstraction
hierarchy is to support practical problem solving processes by enabling and
supporting the explicit articulation of criteria for a given context. The
second contribution is a categorization of usability criteria. The aim of this
categorization is to support the understanding of how different usability
criteria relate (e.g. overlap or complement) to each other and highlight
possible gaps. Keywords: principles for design, usability criteria, usability guidelines |
Reflections on the role of seeding in social design | | BIBAK | Full-Text | 279-282 | |
Penny Hagen; John MacFarlane | |||
In strategies that make use of social software participation not only
defines success but also defines the design. This foregrounds particular
considerations during the planning and design process about participation, and
how we bridge the gap between the client vision, the project and the potential
community of contributors or users. This paper introduces and reflects on the
notion of seeding as a construct useful for emphasising and exploring ways to
promote or increase the likelihood of successful engagement. In systems that
are determined by participation, it is our position that part of our role as
designers is to facilitate or seed that participation and that the act of
seeding (participation) becomes a core design activity. In this paper we
reflect through case studies on the significance and potential for seeding
content, connection and community through our design work, and on the way this
has affected our approach to and understanding of the design process. Keywords: design research, participation, participatory design, seeding, social
software |
Vision labs: seeing UCD as a relational practice | | BIBAK | Full-Text | 283-286 | |
Mads Bødker; Janni Nielsen | |||
Relational aspects in user-centered design, UCD, are largely overlooked in
the literature. We use criticism of UCD to facilitate a discussion of how
discourse, activities, and materials give shape to user involvement in design
activities. Drawing on experiments with the workshop format for devising
innovations and creative solutions with users, we introduce some criteria and
points of interest in the development of a workshop format we call Vision Labs. Keywords: UCD, critique, innovation, methodology, methods, processes, relational
aspects, socio-material practices, user-centered design, workshop |
A bush encroachment decision support system's metamorphosis | | BIBAK | Full-Text | 287-290 | |
Heike Winschiers-Theophilus; Jens Fendler; Colin Stanley; Dave Joubert; Ibo Zimmermann; Sebastian Mukumbira | |||
Since the inception of our bush-encroachment decision support system, we
have gone through many cycles of adaptations while striving towards what we
believed to be a usable system. A fundamental difference between community
based users and individualistic users necessitates a change in the design and
evaluation methods as well as a community agreement of concepts and values
guiding the design. In this paper we share the lessons learned along the story
depicting the metamorphosis of a bush encroachment decision support system in
Southern African rangelands. Above and beyond community members participating
in the design and evaluation of the system, they establish the community
grounded values determining the system's quality concepts such as usability. Keywords: Namibia, Southern Africa, Wiki, community value design, cross-cultural
design, cross-cultural usability, cultural appropriation, decision support
system, recommendation support system |
The reflective practitioner: in creation of PEGASYS | | BIBAK | Full-Text | 291-294 | |
Sarah L. Moss; Ernest E. Edmonds | |||
This paper discusses the framework of a presence-generating art system
(PEGASYS) in development as part of practice-based research. The interactive
audio-visual panoramic computer-based system provides engagement with a natural
terrain, incorporating site-specific performance and augmented characters made
possible through the design, production and implementation of a tetradecagon
(14 sided) camera plate. A gaze-based interface facilitates a biotechnological
interaction that utilizes our ability to see in a human-computer orientation.
The co-joining of eye-gaze technology with human strengths produces an outcome
that facilitates engagements that can be deeply rewarding, embedding
participants in new relationships with remote natural habitats. Keywords: eye-gaze interface, head-mounted display (HMD), interactive art systems,
presence, video-on-demand (VOD) |
Novel interface for first person shooting games on PDAs | | BIBAK | Full-Text | 113-121 | |
Chen Wei; Gary Marsden; James Gain | |||
This paper explores novel interfaces for First Person Shooting (FPS) games
on Personal Digital Assistant (PDA) devices. We describe a new approach
inspired by a study of the interaction patterns used in desktop FPS games.
Intelligent gesture recognition, based on these patterns, is used to create an
optimal implementation of basic game functions (i.e., jump, shoot, walk
forward). This new interaction system is evaluated through a prototype 3D FPS
game. We believe the newly designed interface more adequately leverages the
interaction capabilities of current PDAs, to better solve the problem of
rapidly and accurately executing a large number of gaming commands. Keywords: 3D mobile games, first person shooting games, gesture recognition,
interaction techniques |
Location-based storytelling in the urban environment | | BIBAK | Full-Text | 122-129 | |
Jeni Paay; Jesper Kjeldskov; Anders Christensen; Andreas Ibsen; Dan Jensen; Glen Nielsen; René Vutborg | |||
Reality is everywhere. It is right there in our face when we wake up and it
continues to sneak up on us throughout our day, in the car, in our offices, and
at the dinner table. In recent years it has even invaded our TVs through
eternal news streams and endlessly boring reality TV shows. However, people
cannot live by reality alone. In fact, we spend quite a lot off effort on
escaping reality. We daydream and immerse ourselves in imaginary worlds and
stories. We immerse ourselves in fiction. Inspired by this view, we report on
our research into the design and user experience of a new genre of mobile
location-based services, which uses peoples' physical surroundings as a
backdrop for storytelling as they move around an urban environment. We present
a prototype system developed to explore the user experience of location-based
interactive stories, and the use of interaction designs aimed at blurring the
boundary between reality and fiction. Based on qualitative data from a series
of field trials, we discuss potentials and challenges for this class of
location-based services. Keywords: fiction, interactive narratives, location-based services, pervasive
computing, urban spaces |
Participation, collaboration and spectatorship in an alternate reality game | | BIBAK | Full-Text | 130-139 | |
Kenton O'Hara; Hazel Grian; John Williams | |||
In this paper we present a study of an Alternate Reality Game (ARG) called
MeiGeist -- a cross media game in which narrative elements of a story presented
to players across a whole range of on-line and offline media and through which
players can interact with in-game characters and events. The study looked at
player progress over the eight weeks the game took to play, following their
behaviours through the on-line forums, chat rooms and in-game logging of player
interactions. The paper explores aspects of collective participation among
players, the motivations underlying such participation and the factors that
shape these contributions such as timescale of the game. It discusses too, how
the narrative is produced and progressed through collective player interactions
and how the experience is created through a collaborative suspension of
disbelief. Different aspects of participation are also considered, in
particular how a more passive spectatorship is an important experience for many
players of the game. Finally the game considers how the ideal of a collective
ethos among players is sometimes challenged during game play and the efforts
necessary to repair this. Keywords: alternate reality games, collective behaviour, on-line ethnography,
pervasive gaming |
Playing, performing, reporting: a case study of mobile minimovies composed by teenage girls | | BIBAK | Full-Text | 140-147 | |
Arto Puikkonen; Leena Ventä; Jonna Häkkilä; Jenine Beekhuyzen | |||
Digital camera functionality integrated into mobile phones is providing a
new tool for users to create content, however user created mobile videos have
so far remained a rather unexplored area. In this paper we present a study of
263 teenage girls who created and authored minimovies using the N73 mobile
phone. In a semi-controlled setting, the participants produced 82 minimovies,
analysed in this paper for their structure, style and feature usage. We compare
across age groups, and discuss lessons learnt regarding the social nature of
mobile content creation. Keywords: mobile phones, multimedia, user created content, user studies |
Rural encounters: cultural translations through video | | BIBAK | Full-Text | 148-155 | |
David Browning; Nicola J. Bidwell; Dianna Hardy; P-M Standley | |||
Requirements gathering for design in rural and remote areas needs to be
considered within the prevailing cultural context. We explain our use of video
as a technological site for cultural encounters during the preparatory
elicitation of cultural influences and determinants. We outline the factors
leading to the development of a co-generative approach arising from our
understanding of the role played by indexicality during such encounters with
different cultural systems of knowledge. Keywords: co-generative methods, cultural encounters, design, indexicality,
performative knowledge, rural, video |
Staging life stories on the web: the Small Histories project and performances of reconstruction | | BIBAK | Full-Text | 295-298 | |
Stefan Schutt | |||
This paper discusses the Small Histories website, a work-in-progress that
aims to create an online network of interlinked personal narratives by
facilitating the creation and sharing of life stories. It investigates ways the
Internet can support the urge to tell and share one's personal history, and
explores some attendant issues. The question is raised: can personal and
communal identity be reconstructed through web-based performances in the form
of shared online narratives? In response, this paper poses the proposition that
the Internet can be deployed as a performance space, with tools made available
for people to gather and unite fragments from the traumatic past, and present
them to an online audience. Keywords: cybertext, hypertext, internet narrative, narrative research, online
narrative, sociable media, social networking, social software, web 2.0 |
Mobile service audio notifications: intuitive semantics and noises | | BIBAK | Full-Text | 156-163 | |
Stavros Garzonis; Chris Bevan; Eamonn O'Neill | |||
It is hoped that context-aware systems will present users with an increasing
number of relevant services in an increasingly wide range of contexts. With
this expansion, numerous service notifications could overwhelm users.
Therefore, careful design of the notification mechanism is needed. In this
paper, we investigate how semantic richness of different types of audio stimuli
can be utilised to shape the intuitiveness of mobile service notifications. In
order to do so, we first develop a categorisation of mobile services so that
clustered services can share the same notifications. Not surprisingly, it was
found that overall speech performed better than non-speech sounds, and auditory
icons performed overall better than earcons. However, exceptions were observed
when richer semantics were utilised in the seemingly poorer medium. We argue
that success and subjective preference of auditory mobile service notifications
heavily depends on the success and level of directness of the metaphors used. Keywords: auditory icons, context awareness, earcons, intuitiveness of audio
notifications, mobile audio notifications, mobile services categorisation |
Investigation into the feasibility of using tactons to provide navigation cues in pedestrian situations | | BIBAK | Full-Text | 299-302 | |
Ming-Wei Lin; Yun-Maw Cheng; Wai Yu; Frode Eika Sandnes | |||
Current navigation services do not meet the needs of pedestrians. The
displays are often inappropriate. In this paper, we report two experiments to
investigate whether using tactile display to present navigation information is
sufficient and appropriate in pedestrian situation. The result of those
experiments showed that Tactons could be a successful means of communicating
navigation information in user interfaces in pedestrian situations. Keywords: non-visual interaction, pedestrian navigation, tactile displays, tactile
icons, tactons |
Real-time anaesthesia diagnosis display system with multi-modal alarms | | BIBAK | Full-Text | 303-306 | |
Ken Lee; Kyung Jean (Tyler) Yang; Beryl Plimmer; Michael Harrison | |||
Fatal errors during anaesthesia administration are usually preventable human
mistakes. It is difficult for anaesthetists to keep monitoring every
physiological change and to detect clinically critical events during
anaesthesia. Intelligent patient monitoring systems to assist anaesthetists are
under investigation. These systems require a distinctive and unique way of
conveying alerts and diagnostic information to the anaesthetist in busy and
noisy operating theatres. We present here a functional prototype of a
multi-modal (audio & visual) alarm system, MMAS. Keywords: anaesthesia diagnosis system, auditory alarm, computerised diagnosis,
multimodal alarm, speech alarm, visualisation |
Evaluating visual search performance with a multi layer display | | BIBAK | Full-Text | 307-310 | |
Andreas Dünser; Mark Billinghurst; Gabriela Mancero | |||
A Multi Layer Display (MLD) is a novel device which allows content to be
shown on different depth planes. Earlier research indicates that stereoscopic
depth information can be beneficial in visual search tasks. This has not yet
been explored for this new display technology. In this paper we present the
results of an experiment to explore how the actual depth information afforded
by a two layer MLD affects visual search task performance. We found that
placing distracters and targets on different depth layers can significantly
improve performance in complex search tasks. We discuss these findings and
provide suggestions on how to arrange the stimuli across the two layers in
order to get the full benefit of the depth information. Keywords: depth perception, multi layer display, visual search |
Design of mobile wellness applications: identifying cross-cultural factors | | BIBAK | Full-Text | 164-171 | |
Aino Ahtinen; Shruti Ramiah; Jan Blom; Minna Isomursu | |||
This paper explores the design of mobile applications for supporting
wellness activities. A cross-cultural user study was conducted in India and
Finland. 16 participants used a technology probe (a mobile application called
Wellness Diary) for the duration of two weeks. The focus of the study was to
identify design factors that need to be considered when designing culturally
sensitive mobile wellness applications. The findings are based on the
subjective user experience reported by the participants, data collected with
the technology probe, and ideas and needs of the participants that surfaced
during the study. Results show that both cultural and environmental factors
affect the needs towards the wellness application and usage of it. Differences
were identified, for example, in how users defined wellness, what wellness
concerns they had, attitudes towards setting goals, and how built and natural
environments affected wellness activities. Keywords: cross-cultural study, end-user study, mobile application, user experience,
wellness |
Telling my baby's stories: family communication and narrative practices of young mothers living abroad | | BIBAK | Full-Text | 311-314 | |
Nazean Jomhari; Victor M. Gonzalez; Sri H. Kurniawan | |||
This study investigates the motivations of using rich-media forms of
computer-mediated-communication (CMC) tools among young mothers living abroad
to maintain ties with their geographically-separated families and friends. Our
research involves sixteen Malaysian young mothers living in the United Kingdom,
most of them dealing with the challenges of juggling work or studies and taking
care of their babies. We investigate the digital records and family
communication practices as well as motivations that underlie the use of CMC to
create baby stories and narratives. Our results highlight the value of
technologies to share and have access to the quotidian experiences at each side
of the globe and to the baby's life. We discuss the implications of these
results for the designing of future rich-media types of CMCs to capture
narratives. Keywords: computer mediated communication, familial relationship, motivations,
narratives, picture-sharing |
Night shifts: some situated dimensions of student technology use | | BIBAK | Full-Text | 315-318 | |
Catherine Howell; Michael Arnold | |||
The use of domestic information and communications technologies during the
evenings and at nighttime is growing, yet this emergent phenomenon remains
under-studied. In order to design effectively for night-time use, there is a
need to understand the spatial and behavioural contexts for technology use
'after hours'. This paper describes the role of networked technologies and
technological devices in the evening time-use patterns of undergraduate and
postgraduate students at a research-intensive UK university. Using data
obtained from two Experience Sampling Method studies, it shows how technology
use permeates the flow of students' evening routines, enabling multitasking and
the maintenance of social presence alongside the performance of study-related
tasks. Affective dimensions of technology use in student rooms during evening
hours are highlighted, and implications for the design of networked devices and
information and communications services are described. Keywords: affect, domestic, experience sampling, interaction design, night-time |
Designing technology for sensitive contexts: supporting end-of-life decision making | | BIBAK | Full-Text | 172-179 | |
Pin Sym Foong | |||
This paper considers the problems in researchers face in designing for
sensitive contexts that are controversial and potentially emotionally fraught.
What should be designed when introducing technology in these situations? What
methods can we employ to deliver a more desirable design? A case study is
presented on the design of technology to support end of life decision-making.
The case study makes use of transdisciplinary research, research within the
cultural context and the adoption of a critical stance towards one's own
design. A discussion on the contribution of these methods follows. Keywords: end-of-life, sensitive contexts, technology design |
An analysis of building habitat with networked tools | | BIBAK | Full-Text | 180-187 | |
Ann Light; Clodagh Miskelly; Steve Thompson | |||
Interactive network technologies are taking our attention away from our
habitat and distributing it worldwide. Can outward-pointing tools be turned
back to focus on local needs? We examine social networking tools and location
sensitive media for their potential to connect people to their environment in
different ways, putting the tools' use in context through an analysis of
socially-motivated design practice. We explore two case studies of designing
and conclude with a description of how we can support the embedding of social
practices, and thus people, in their habitat through design interventions. Keywords: locale, location sensitive media, meaning, social networking tools, social
practices |
Towards social connection for young people with cancer | | BIBAK | Full-Text | 319-322 | |
Hilary Davis; Frank Vetere; Shawn Ashkanasy; Gavin Dyson; Penelope Schofield; Kate Thompson; Giselle Withers; David Thomas | |||
People with cancer have to contend with a variety of physical, emotional and
social difficulties. Young people with cancer are often faced with the
additional burden of isolation from their peers and social network. This paper
outlines early results from a collaborative project seeking to use emerging
technologies to develop and evaluate a peer-based social support system to
support social connectivity amongst young people with cancer. We introduce an
integrated service named MyTrac, which combines online social network
applications and mobile broadband telephony. Seven young people (18-25yo)
participated in the three month study. The study encompassed in-depth interview
data, questionnaire data and an analysis of system audit logs, which documents
participants' use and experience of the system. In this paper we highlight
specific communications mediated by MyTrac, showing how they are a reflection
of both the individual personalities of participants and a reflection of their
cancer journey. We illustrate how these individual identities construct a
collaborative identity for MyTrac, one which both encompasses and excludes
particular types of interaction. We conclude by articulating some design
considerations for social connectivity systems which seek to support young
people with cancer. Keywords: handheld devices and mobile computing, interaction, peer support, social
connectedness through technology, social isolation |
Designing social tools for the bees, the buzz and the beehive | | BIBAK | Full-Text | 323-326 | |
Angela Button | |||
Urban master-planned communities, designed for demographically mixed
populations, do not necessarily give rise to meaningful social interactions
that enable residents to take advantage of social and cultural diversity. This
paper discusses design considerations emerging from an ongoing case study that
investigates how living in a diverse master-planned community influences
residents' communicative ecology. The challenge of the study is to create a
design intervention that can not only facilitate the collection, visualisation
and analysis of data for researchers, but also promote social connectivity
among residents of the Kelvin Grove Urban Village (KGUV), Brisbane, Australia.
By leveraging mashups and interest in participatory culture, it may be possible
to create a novel dynamic visualisation that can capture the social, discursive
and technological characteristics -- "the bees, the buzz and the beehive" -- of
urban communities. This has the potential to create a powerful analytical
research tool for user-centred, participatory research that brings us one step
closer to understanding the ever-changing communicative ecology of our research
participants. It may also reveal innovative ways in which we can use social
media to support the social sustainability of diverse urban neighbourhoods. Keywords: communicative ecology, participatory research, social media, urban
informatics |
Do the blocks rock: a tangible interface for play and exploration | | BIBAK | Full-Text | 188-194 | |
Frank G. Feltham | |||
In this paper I present the Sonic Blocks. A Tangible User Interface (TUI)
for collaborative exploration of digital music with children. Based on the
notion of exploratory Tangible User Interfaces this paper gives an account of
the design, development and initial observations of the Sonic Blocks in use.
The findings gathered from these observations reveal that TUIs through their
physical engagement can enable unique approaches to thinking and cognition that
contrast significantly to the visual model of interaction offered by the
Graphical user Interface (GUI). Keywords: exploration and expression, prototypes, tangible interaction design,
thinking through action |
A collaborative multimodal handwriting training environment for visually impaired students | | BIBAK | Full-Text | 195-202 | |
Peter Reid; Beryl Plimmer | |||
The spatial motor skills used for handwriting are particularly difficult for
visually impaired people to develop. These skills are required in order to sign
an aesthetically pleasing and repeatable signature, which is often required for
documents such as legal agreements and job applications. Our multimodal system
with haptic guidance, sonification and tactile feedback is designed to assist
when teaching visually impaired students to form letters, and eventually, a
signature. As tactile technologies become commonplace, appearing even in mobile
phones, our system may also provide useful insight into the use of nonvisual
feedback for a variety of applications. Keywords: handwriting, haptic guidance, signature, sonification, tactile,
visually-impaired |
Teaching multimedia by using multimedia: remote hands-on teaching | | BIBAK | Full-Text | 327-330 | |
Alex Krumm-Heller; Anja Wessels; Franco Di Dio | |||
This paper investigates the development and deployment of a system
facilitating the teaching of multimedia application skills. Our contribution is
a new approach to supporting remote hands-on training of highly graphical
multimedia applications. One popular method of teaching multimedia skills is to
use laboratory sessions where students gain skills by completing representative
tasks exercising their knowledge of the tools. Usually a teacher will be
co-located with the students and can therefore share physical access to each
student's computer to collaboratively work with them to answer any questions
raised during the lesson. Conducting lessons remotely removes physical
co-location. This physical separation of the student from the teacher
introduces considerable technical and usability issues, focused around the
inability to share physical access to a common computer workspace. Therefore we
developed a networked environment to facilitate the distributed educational
process and ran a trial to assess the usability of the system. Keywords: distance learning, hands-on training, multimedia, user study |
Understanding engagement with tangible user interfaces | | BIBAK | Full-Text | 331-334 | |
Peta Wyeth | |||
This paper examines the issues surrounding the successful design and
development of tangible technology for optimal engagement in playful
activities. At present there is very little data on how, and in what contexts,
tangible interactions with technology promote lasting engagement and immersion.
The framework at the core of this paper has been designed to guide the
effective design of tangible technology for immersive interaction. The paper
investigates the relationship between tangible user interfaces (TUI)
characteristics of representation and control, and immersive flow experiences
produced through balancing skill and challenge in user interaction. Keywords: conceptual framework, design, tangible user interfaces |
Interface design strategies for computer-assisted speech transcription | | BIBAK | Full-Text | 203-210 | |
Saturnino Luz; Masood Masoodian; Bill Rogers; Chris Deering | |||
A set of user interface design techniques for computer-assisted speech
transcription are presented and evaluated with respect to task performance and
usability. These techniques include error-correction mechanisms which
originated in dictation systems and audio editors as well as new techniques
developed by us which exploit specific characteristics of existing speech
recognition technologies in order to facilitate transcription in settings that
typically yield considerable recognition inaccuracy, such as when the speech to
be transcribed was produced by different speakers. In particular, we describe a
mechanism for dynamic propagation of user feedback which progressively adapts
the system to different speakers and lexical contexts. Results of usability and
performance evaluation trials indicate that feedback propagation, menu-based
correction coupled with keyboard interaction and text-driven audio playback are
positively perceived by users and result in improved transcript accuracy. Keywords: automatic speech recognition, computer-assisted speech transcription, error
correction |
Voice art: a novel mode for creating visual art | | BIBAK | Full-Text | 211-218 | |
Dharani Perera; R. T. Jim Eales; Kathy Blashki | |||
In this paper, we report on our investigation into people's ability to use
the volume of their voice to create digital drawings. This is especially
hopeful for artists with upper limb disabilities who show remarkable endurance,
patience and determination to create art with whatever means available to them.
We developed a prototype 'voice art' system to investigate the potential of
this form of interaction. Our first experiment showed that varying the volume
of the voice is both comfortable and intuitive. However, it was ascertained the
instant usability of volume based control is better suited for target
acquisition tasks as opposed to drawing tasks. Nevertheless, the results
indicate the potential learnability of volume control for drawing. A second
experiment investigated the long-term learnability of this form of interaction.
The results show that drawing using voice volume control is a skill that can be
developed with time. We believe that voice volume control has implications
beyond assisting artists with upper limb disabilities. Such possible
implications may be: an alternative mode of interaction for disabled people to
perform tasks other than creating visual art; for people whose hands are busy
elsewhere; and as a voice training system for people with speech impairments. Keywords: interaction, people with upper limb disabilities, visual art, voice, volume |
Think before you talk: an empirical study of relationship between speech pauses and cognitive load | | BIBAK | Full-Text | 335-338 | |
M. Asif Khawaja; Natalie Ruiz; Fang Chen | |||
Measuring a user's level of cognitive load while they are interacting with
the system could offer another dimension to the development of adaptable user
interfaces. High levels of cognitive load affect performance and efficiency.
However, current methods of measuring cognitive load are physically intrusive
and interrupt the task flow. Certain speech features have been shown to change
under high levels of load and are good candidates for cognitive load indices
for usability evaluation and automatic adaptation of an interface or work
environment. A speech-based dual-task user study is presented in which we
explore the behaviour of speech pause features in natural speech. The
experiment yielded new results confirming that speech pauses are useful
indicators of high load versus low load speech. We report an increase in the
percentage of time spent pausing from low load to high load tasks. We interpret
these results within the framework of Baddeley's modal model of working memory
and detail how such a measure could be utilized in the cognitive load
measurement. Keywords: cognitive load, measurement, pauses, speech features |
Towards a design space explorer for media facades | | BIBAK | Full-Text | 219-226 | |
Peter Dalsgaard; Kim Halskov; Rune Nielsen | |||
Collaborative design projects are often complex affairs in which a number of
resources, concerns, and sources of inspiration are brought into play in the
shaping of future design concepts. This paper presents the Design Space
Explorer, a framework for managing these multiple sources of information and
domain concerns in collaborative design projects. The Design Space Explorer
captures and gives an overview of design materials and forms, domain locations
and situations, interaction styles, and content types. Furthermore, it provides
a platform for designers to combine these aspects into scenarios for design
concepts. We present and discuss the use of the Design Space Explorer in two
specific design cases in the domain of interactive media façades, part
of the emerging field of digital urban living. Keywords: design space, digital urban living, media façades |
Resolving ambiguity of scope in remote collaboration: a study in film scoring | | BIBAK | Full-Text | 339-342 | |
Julien Phalip; David Jean; Ernest Edmonds | |||
In this paper we report on a qualitative study aiming to support online and
asynchronous collaboration between stakeholders of the film scoring industry.
We first describe the low-fidelity prototype we designed to facilitate the
establishment of a clear scope for creative discussions. We then present
evaluations conducted with two composers and a filmmaker to test the
prototype's design principles. Outcomes from these evaluations stressed the
need for resolving the ambiguity that occurs in remote collaboration. Feedback
from participants also depicted the complex nature of the composer-filmmaker
relationship and confirmed the virtues of asynchronous means of communication
to support that relationship. Keywords: asynchronous communication, creative collaboration, film scoring, human
computer interaction, remote communication |
The distributed studio: towards a theory of virtual place for creative collaboration | | BIBAK | Full-Text | 343-346 | |
Viveka Weiley; Yusuf Pisan | |||
Virtual environments intended to support creative collaboration are being
built without an informed consideration of the implicit interaction design
choices being made. This paper proposes a set of design principles for such
environments. Drawing from theory and reflective practice we suggest a
conceptual focus on a Distributed Studio designed around the following five
principles: Support Reconfiguration, Mix Realities, Control Access, Be
A/Synchronous, and Transform Space into Inhabited Place. Keywords: creativity support, mixed reality, place, practice-based research,
reflective practice |
Inscription of information behaviour to communities of practice on an organisational intranet | | BIBAK | Full-Text | 347-350 | |
Edin Tabak | |||
Organisational information systems could be more effective if users'
information behaviour is inscribed to information systems. This paper describes
inscriptions of information behaviour to three communities of practice on an
organisational intranet and explores the impact of the inscriptions on the
success of these communities from users' point of view. Seventeen participants
from an entertainment organisation were interviewed using particular narrative
technique -- episodic interviewing. The due process model, based on
actor-network theory, was used to select different actors and episodes from
narratives and identify interactions between them. The study found that the
most successful community of practice was the one that both successfully
translated user information behaviour and aligned itself to important human
(managers) and nonhuman (a product catalogue application) actors. Two
unsuccessful applications either fail to successfully translate user
information behaviour or fail to align itself to powerful actors. Keywords: actor-network theory, community of practice, information behaviour,
inscription, intranet |