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As the user base for ubiquitous technology expands to developing regions, the likelihood of disparity between the lived experience of design team members (developers, designers, researchers, etc.) and end users has increased. Human-centered design (HCD) provides a toolkit of research methods aimed at helping bridge the distance between technology design teams and end users. However, we have found that traditional approaches to HCD research methods are difficult to deploy in developing regions. In this paper, we share our experiences of adapting HCD research methodologies to the Central Asia context and some lessons we have learned. While our lessons are many, reconsidering the unit of analysis from the individual to larger social units was an early discovery that provided a frame for later research activities that focused on ubicomp development. We argue that lessons and challenges derived from our experience will generalize to other research investigations in which researchers are trying to adapt common HCD data collection methods to create ubiquitous technologies for and/or with distant audiences in developing regions.  相似文献   

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Inadequate Internet access in rural areas is widening the digital divide between town and country; this both degrades social communication and rural business advancements. Technologies such as wireless mesh networking provide an excellent framework for delivering broadband services to deeply rural locations that lack adequate Internet service infrastructure. Lancaster University deployed a wireless mesh network in the rural English village of Wray. In this article, the authors describe the technical and social experiences and lessons learned. They also outline the original system design, describe the active technical implementation, and analyze the network's real-world performance. Finally, they discuss the social and cultural implications of deploying this technology in the heart of a local community.  相似文献   

4.
Current pervasive games are mostly location-aware applications, played on handheld computing devices. Considering pervasive games for children, it is argued that the interaction paradigm existing games support limits essential aspects of outdoor play like spontaneous social interaction, physical movement, and rich face-to-face communication. We present a new genre of pervasive games conceived to address this problem, that we call “Head Up Games” (HUGs) to underline that they liberate players from facing down to attend to screen-based interactions. The article discusses characteristics of HUG and relates them to existing genres of pervasive games. We present lessons learned during the design and evaluation of three HUG and chart future challenges.  相似文献   

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Workstations and personal computers are increasingly being delivered with the ability to handle multimedia data; more and more of us are linked by high-speed digital networks. With multimedia communication environments becoming more commonplace, what have we learned from earlier experiences with prototype media environments? This paper reports on some of our experiences as developers, researchers and users of flexible, networked, multimedia computer environments, or “media spaces”. It focusses on the lessons we can learn from extended, long-term use of media spaces, with connections that last not hours or days, but months or years. We take as our starting point a set of assumptions which differ from traditional analytical perspectives. In particular, we begin from the position that that real-world baseline is not always an appropriate point of comparison for new media technologies; that a set of complex and intricate communicative behaviours arise over time; and that media spaces connect not only individuals, but the wider social groups of which they form part. We outline a framework based on four perspectives — individual, interactional, communal and societal — from which to view the behaviour of individuals and groups linked by multimedia environments. On the basis of our long-term findings, we argue for a view of media spaces which, first, focuses on a wider interpretation of media space interaction than the traditional view of person-to-person connections, and, second, emphasises emergent communicative practices, rather than looking for the transfer of face-to-face behaviours.  相似文献   

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Most discussions on the digital divide have predominantly focused on social disparities in the physical accessibility of information and communication technologies (ICT), and the proposed solutions are related to providing low cost access to the underprivileged. The mobile phone has been considered as a good solution due to its relatively low cost. This paper, based on an empirical study in Sri Lanka, demonstrates that even though the underprivileged population has adopted the mobile phone, most of the computer based communication facilities available in the phones are ‘inaccessible’ to such users due the objectification of broader social inequalities in the design of phones. In other words, the digital divide is objectified in the design.  相似文献   

7.
A major challenge, and thus opportunity, in the field of human-computer interaction and specifically usability engineering is designing effective user interfaces for emerging technologies that have no established design guidelines or interaction metaphors or introduce completely new ways for users to perceive and interact with technology and the world around them. Clearly, augmented reality is one such emerging technology. We propose a usability engineering approach that employs user-based studies to inform design, by iteratively inserting a series of user-based studies into a traditional usability engineering lifecycle to better inform initial user interface designs. We present an exemplar user-based study conducted to gain insight into how users perceive text in outdoor augmented reality settings and to derive implications for design in outdoor augmented reality. We also describe lessons learned from our experiences conducting user-based studies as part of the design process.  相似文献   

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Multiuser location-aware applications present a new form of mediated communication that takes place within a digital as well as a physical spatial context. The inherently hybrid character of locative media use necessitates that the designers of such applications take into account the way communication and social interaction is influenced by contextual elements. In this paper, an investigation into the communicational and social practices of users who participate in a location-based game is presented, with an emphasis on group formation and dynamics, interpersonal communication, and experienced sense of immersion. This investigation employs a methodological approach that is reliant on both qualitative and quantitative data analysis. A series of this user experience study’s results are presented and discussed.  相似文献   

9.
The use of digital document management and processing is increasing. Traditional workflows of paper forms are being replaced by electronic workflows of digital documents. These workflows often require multiple signatures to be added to the documents for authorization and/or integrity. We describe examples of digital workflows that illustrate problems with digital signatures: i.e. the use of digital signatures across entire documents results in signatures that can be unnecessarily invalidated by subsequent modification of the document. We propose the use of fragment signatures, which reduce unnecessary invalidation of signatures and enable greater concurrency in workflows. Our approach is document‐centric and does not use a centralized database. We report on an implementation that allows fragment signatures over document fragments as well as the attachment (or embedding) of other documents. This allows collaborative or cooperative editing to occur on parts of a document without disturbing unrelated signatures. We describe the lessons learned from our deployments and offer further ways to embed such signatures into other document types. Copyright © 2010 John Wiley & Sons, Ltd.  相似文献   

10.
In online social networks, users tend to select information that adhere to their system of beliefs and to form polarized groups of like minded people. Polarization as well as its effects on online social interactions have been extensively investigated. Still, the relation between group formation and personality traits remains unclear. A better understanding of the cognitive and psychological determinants of online social dynamics might help to design more efficient communication strategies and to challenge the digital misinformation threat. In this work, we focus on users commenting posts published by US Facebook pages supporting scientific and conspiracy-like narratives, and we classify the personality traits of those users according to their online behavior. We show that different and conflicting communities are populated by users showing similar psychological profiles, and that the dominant personality model is the same in both scientific and conspiracy echo chambers. Moreover, we observe that the permanence within echo chambers slightly shapes users' psychological profiles. Our results suggest that the presence of specific personality traits in individuals lead to their considerable involvement in supporting narratives inside virtual echo chambers.  相似文献   

11.
We present a design approach for manipulative technologies that consider “user diversity” as a main lever for design. Different dimensions of “diversity” are considered, e.g., the users' age, abilities, culture, cultural background, and alphabetization. These dimensions drive the development of a user-centered design process for manipulative technologies for learning and play environments. In particular, we explore the possibility of allowing young children to develop and interact with virtual/physical worlds by manipulating physical objects in different contexts, like the classroom, the hospital, or the playground. In our scenarios, we consider children with different abilities (fully able, physically impaired, or with cognitive delays), in different cultures (Denmark, Tanzania, and Italy), and with a different level of alphabetization. The needs and expectations of such heterogeneous user-groups are taken into account through a user-centered design process to define a concept of tangible media for collaborative and distributed edutainment environments. The concept is implemented as a set of building blocks called I-Blocks with individual processing and communication power. Using the I-Blocks system, children can do “programming by building,” and thereby construct interacting artefacts in an intuitive manner without the need to learn and use traditional programming languages. Here, we describe in detail the technology of I-Blocks and discuss lessons learned from “designing for diversity.”  相似文献   

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ABSTRACT

We report on the participatory design of a hybrid two-player Kinect game to encourage complex emotion recognition and collaboration between autistic people and their peers. From its inception, autistic college students have been involved in an iterative process to design, evaluate, and redesign the game. The emotion recognition game has two playing phases. In the first phase, the players independently assemble pieces in a digital puzzle. In the second phase, players communicate in-person to agree on the appropriate emotion for the context and construct the emotional face for the body they have assembled together. We also designed collaborative reward games that require the two players to cooperate and one that encourages players to look at each other. In order to assess the level of in-game cooperation, we added a face tracking component that automatically quantifies collaboration and can replace time-consuming hand-coded evaluations. We report on how this game was designed and built by a team of autistic students, their peer mentors, a psychologist, computer scientists, and a graphic artist. Preliminary observations show that modeling of emotion recognition and collaboration by peers with stronger social skills is emerging as a central aspect of the effectiveness of our game. The participatory process has led to several design changes including one that dramatically increased player collaboration. We share insights and lessons learned that can guide others working in participatory design.  相似文献   

14.
Huang  J.  Wang  Y.  Cao  F. 《Real-Time Systems》1999,16(2-3):187-221
The Global Resource Management System (GRMS) provides middleware services for QoS- and criticality-based resource negotiation and adaptation across heterogeneous computing nodes and communication networks. This paper presents GRMS's design, prototyping, and performance evaluation. We introduce GRMS design principles and two key concepts unified resource model and ripple scheduling--and describe our architectural design based on these concepts. Further, we present a decentralized end-to-end two-phase negotiation and adaptation protocol with the functionality of distributed, dynamic QoS adjustment and stream preemption. We discuss GRMS's system prototyping and lessons learned and report our experimentation and simulation results, providing insights into design and implementation of a middleware-based distributed resource management system.  相似文献   

15.
In the last decade with the growth of Interactive Digital Television (IDTV) we have seen the end of passive television. An example of this trend is Internet access through television by means of the last generation Set Top Boxes (STBs). The chance to enjoy web contents through digital television Set Top Boxes, delivering a satisfying browsing experience across this platform, could provide the opportunity to promote social inclusion and bridging the “digital divide”. In this paper we present WebClimb, a web browser that would pursue an effective integration of Digital Terrestrial Television (DTT) and Internet in the DVB-MHP platform. WebClimb is a Java-based web browser that enables users to browse the web by interacting with an easy to use Graphical User Interface (GUI), driven by a common TV remote control without asking for reformatting such a content on the server side. In addition to this, the main requirement has been to design and develop an MHP browser application to be broadcast through a TV channel and not embedded in a specific device, though it could be too. Experimental results and a comparison with other possible solutions are provided.  相似文献   

16.
Co-creation is a design method where designers and domain experts work together to develop a product. In this paper, we present and evaluate the use of co-creation to design a visual information system with social science researchers in order to explore and analyze their data. Co-creation proposes involving the future users in the design process to ensure that they play a critical role in the design, and to increase the chances of long-term adoption. We evaluated the co-creation process through surveys, interviews and a user study. According to the participants’ feedback, they felt listened to through co-creation, and considered the methodology helpful to develop visualizations that support their research in the near future. However, participation was far from perfect, particularly early career researchers showed limited interest in participating because they did not see the process as beneficial for their research publication goals. We summarize benefits and limitations of co-creation, together with our recommendations, as lessons learned.  相似文献   

17.
e-Science promises to increase the pace of science via fast, distributed access to computational resources, analytical tools, and digital libraries. “Big science” fields such as physics and astronomy that collaborate around expensive instrumentation have constructed shared digital libraries to manage their data and documents, while “little science” research areas that gather data through hand-crafted fieldwork continue to manage their data locally. As habitat ecology researchers begin to deploy embedded sensor networks, they are confronting an array of challenges in capturing, organizing, and managing large amounts of data. The scientists and their partners in computer science and engineering make use of common datasets but interpret the data differently. Studies of this field in transition offer insights into the role of digital libraries in e-Science, how data practices evolve as science becomes more instrumented, and how scientists, computer scientists, and engineers collaborate around data. Among the lessons learned are that data on the same variables are gathered by multiple means, that data exist in many states and in many places, and that publication practices often drive data collection practices. Data sharing is embraced in principle but little sharing actually occurs, due to interrelated factors such as lack of demand, lack of standards, and concerns about publication, ownership, data quality, and ethics. We explore the implications of these findings for data policy and digital library architecture. Research reported here is affiliated with the Center for Embedded Networked Sensing.  相似文献   

18.
Schools are increasingly integrating character education to facilitate improved moral thinking and pro social behavior among students. An effective method for delivering character education is problem solving moral and social situations represented visually as animated vignettes. However, schools are rarely able to use animated vignettes since existing tools do not allow them to be easily created and having them created externally is overly expensive. In this paper, we describe the design, use, and evaluation of a computational tool that enables students to construct their own animated vignettes. By building, sharing, and responding to vignettes, students become engaged in problem solving moral and social situations. Evaluations showed that users are able to build meaningful vignettes, our tool is easy to learn and fun to use, and our tool's multimedia features are often used and well-liked. Educators can download and use our tool while researchers can draw upon our design rationale and lessons learned when building similar tools.  相似文献   

19.
The NameVoyager, a Web-based visualization of historical trends in baby naming, has proven remarkably popular. We describe design decisions behind the application and lessons learned in creating an application that makes do-it-yourself data mining popular. The prime lesson, it is hypothesized, is that an information visualization tool may be fruitfully viewed not as a tool but as part of an online social environment. In other words, to design a successful exploratory data analysis tool, one good strategy is to create a system that enables "social" data analysis. We end by discussing the design of an extension of the NameVoyager to a more complex data set, in which the principles of social data analysis played a guiding role.  相似文献   

20.
Sport is a domain full of movement-based interactions. These interactions typically have positive health effects as well as an impact on social bonding. We have investigated ways in which computer augmented devices can lead to new sport experiences and explored opportunities to combine physical activities with remote social bonding. Three prototypes have been implemented which showcase movement-based interaction in sports. “Breakout for Two” allows geographically distant users to play a physically exhausting ball game together. “FlyGuy” gives users a hang-glide experience controllable through body movement. “Push’N’Pull” uses isometric exercise equipment over a network to encourage users to complete a cooperative game whilst performing intense muscular actions. A comparison of these applications shows that such movement-based interaction in a networked environment allows players in different locations to achieve a work out and also to socialize. Based on these projects, we conclude with practical design implications for future Exertion Interfaces.  相似文献   

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