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1.
People dynamically structure social interactions and activities at various locations in their environments in specialized types of places such as the office, home, coffee shop, museum and school. They also imbue various locations with personal meaning, creating group ‘hangouts’ and personally meaningful ‘places’. Mobile location-aware community systems can potentially utilize the existence of such ‘places’ to support the management of social information and interaction. However, acting effectively on this potential requires an understanding of how: (1) places and place-types relate to people’s desire for place-related awareness of and communication with others; and (2) what information people are willing to provide about themselves to enable place-related communication and awareness. We present here the findings from two qualitative studies, a survey of 509 individuals in New York, and a study of how mobility traces can be used to find people’s important places in an exploration of these questions. These studies highlight how people value and are willing to routinely provide information such as ratings, comments, event records relevant to a place, and when appropriate their location to enable services. They also suggest how place and place-type data could be used in conjunction with other information regarding people and places so that systems can be deployed that respect users’ People-to-People-to-Places data sharing preferences. We conclude with a discussion on how ‘place’ data can best be utilized to enable services when the systems in question are supported by a sophisticated computerized user-community social-geographical model.  相似文献   

2.
The design of digital tourist technologies is traditionally situated in an understanding of tourism as an information consumption practice. In contrast, this article takes a ‘performative’ view of tourism as its starting point. The research presented is part of a larger goal, which is to propose a shift in the socio-technical environment in which the design of engaging technologies for tourists takes place. By drawing on recent approaches for understanding the lived social and material conditions of tourist places, we first show how contemporary tourism can be usefully understood as a form of networking. The article then draws on early research about the roles of locals and tourists in the making of place during the course of their networking activities, and suggests how an understanding of the social environment of tourists might be used as a grounded resource for design. Our analysis of a staged encounter between a single tourist and four locals generates insights used to shape a design space, a first step in the development of appropriate, engaging design interventions in the domain of tourism.  相似文献   

3.
Human computer interaction (HCI) has little explored everyday life and enriching experiences in rural, wilderness and other predominantly “natural” places despite their socioeconomic importance. Beyond simply addressing the challenge arising from applying an urban perspective to designing technologies for use in natural places, we wish to provoke integration of the natural and computational worlds. To stimulate design that both draws upon and affords such integration, we propose seven themes we have distilled from the literature and supplement these with our own research observations. Bodies Imagine and Remember recognizes the inseparability of meanings and corporeal experience of natural places for design. Indexicality and Habitus refers to the need for design to be sensitive to the processes by which natural features become intelligible in our actions and communication. Values and Story-spaces observes the way representations and infrastructures, infused with particular values, become dominant. Identity and Belonging, suggests the need to reconcile designs with couplings between physical settings, processes of community and personal identity. Rhythm and Dynamism considers links between people’s daily routines, nature’s events and patterns and spatial and social issues pertinent to design and in Revealing and Receding we suggest that design must simultaneously fade into the background and provoke seeing natural places differently. Fragility, Liability and Spirituality refers to technological opportunities to support positive relations within ecosystems and recognizing the limits of technological control.  相似文献   

4.
In this paper, we describe a pervasive treasure hunting game: “Team exploration” based on the Transhumance mobile ad-hoc network platform. The testers of this game came up with innovative suggestions that combined the technical features of the platform with their urban experience. They pointed to specific aspects of urban mobility that influence pervasive game design and contribute to the user’s pleasure. These tests show that the notion of space (geometrical organization) is not enough to characterize and organize pervasive games and that four main anthropological features have to be taken into consideration: the concrete city (physical organization), the imaginary city (narratives), the functional city (services) and the city events. The multilayered urban experience is also defined by our schedules (including repetitive or exceptional events) and by our assessment of other users (the distance or proximity as they are felt). These diverse aspects and qualifications of urban experience provide an interesting framework for the understanding of pervasive game experimentations, as well as point to new directions in pervasive game design. Our paper advocates that further anthropological observations are part of the pervasive game design methodology.  相似文献   

5.
There is a Chinese proverb, “if your wine tastes really good, you do not need to worry about the location of your bar (酒香不怕巷子深)”, which implies that the popular places for local residents are sometimes hidden behind an unassuming door or on unexpected streets. Discovering these unassuming places (e.g. restaurants) of a city will benefit the understanding of local culture and help to build livable neighborhoods. Previous work has been limited by the lack of appropriate data sources and efficient tools to evaluate the popularity, ambiance and physical surroundings of places in large-scale urban areas. In addition, how to characterize places with respect to different groups of people remains unclear. In this work, we propose a data-driven approach using social media check-ins and street-level images to compare the different activity patterns of visitors and locals, and uncover inconspicuous but interesting places for them in a city. We use check-in records as a proxy of the popularity of a particular type of place, and differentiate visitors and locals based on their travel and social media behaviors. In addition, we employ street-level images to represent the physical environments of places. As a result, we discovered a number of inconspicuous yet popular restaurants in Beijing. These restaurants are located mostly in deep alleys of Old Beijing neighborhoods, where the physical environments are not particularly appealing; however, these places are frequently visited by locals for social engagements. We also discovered beautiful but unpopular outdoor places in Beijing. These places are potential recreational areas for all groups of people and could be improved regarding urban design and planning to make these public infrastructures more attractive. This work demonstrates how multi-source big geo-data can be combined to build comprehensive place-based representations for different groups of people.  相似文献   

6.
The paper is an exploration for a conceptual framework for cross-cultural interfacing. The roots of this exploration lie in my personal, functional, social and cultural experiences, and cross-cultural encounters. These encounters in many ways reflect the networking journey of AI & Society, promoting and stimulating the human-centred debate in cross-cultural settings. As a ‘cross-cultural holon’, AI & Society has been questioning the given orthodoxy of the ‘one best way’ and the culture of the ‘exact language’ since its inception 21 years ago. My observation is that even though we now live in a world of multimodal interactive media technologies, some how the interface design has not moved much beyond the functional (observed reality) worldview of our interactions. Even at the functional level, the design perspective remains bounded by the observed reality. It is thus no surprise that when it comes to designing interaction technologies for social and cultural domains such as health care, work, employment, life long learning, the design mainly hovers around the functional skill training, mechanical feedback and objectified evaluation. When we move beyond the functional worldview, and explore our interactions within social and cultural domains, we encounter both the reality (objectified world) and actuality (experienced world) of interactions. At this level, the challenge of the interface is not just coping with the interaction spaces of reality and actuality but also with the ‘in-between’ space of actuality–reality gaps. We explore how the concept of symbiosis enables the interaction in the gaps between actuality and reality, how the concept of the ‘culture of the artificial enables the sharing and pooling experiences, how the concept of valorisation’ enables to find a coherence (commonality) between interactions, and how the concept of cultural holon is used to conceptualise the network architecture of cross-cultural interactions. It is proposed that the way forward to designing cross-cultural interfaces is to first seek a conceptual framework for cross-cultural interaction spaces, and then use this framework to design interfacing systems and tools.  相似文献   

7.
This short paper focuses on some issues involved in the design of ubiquitous technologies and their integration within physical spaces. Current design methodologies and techniques do not explicitly consider the importance of gaining a full understanding of the human experience of space when designing technologies that will pervade and become an integral part of our physical environment. This paper is specifically focused on the importance of considering spaces as places, and of analysing those features of a place that are going to shape users interactions with technologically enhanced environments. It also examines the future implications that this approach may have on theoretical and methodological aspects of interaction design.
Luigina CiolfiEmail: Fax: +353-61-202734
  相似文献   

8.
Abstract   Individual, unaided human abilities are constrained. Media have helped us to transcend boundaries in thinking, working, learning and collaborating by supporting distributed intelligence . Wireless and mobile technologies provide new opportunities for creating novel socio-technical environments and thereby empowering humans, but not without potential pitfalls. We explore these opportunities and pitfalls from a lifelong-learning perspective and discuss how wireless and mobile technologies can influence and change conceptual frameworks such as the relationship between planning and situated action, context awareness, human attention, distances in collaborative design activities, and the trade-off between tools for living and tools for learning . The impact of wireless and mobile technologies is illustrated with our research projects, which focus on moving 'computing off the desktop' by 'going small, large, and everywhere'. Specific examples include human-centred public transportation systems, collaborative design, and information sharing with smart physical objects.  相似文献   

9.
This paper reports an empirical study that takes a multimodal analytical approach to examine how mobile technologies shape students' exploration and experience of place during a history learning activity in situ. In history education, mobile technologies provide opportunities for authentic experiential learning activities that have the potential to re‐mediate students' understanding of space and place through enacted interaction, and to make the learning more memorable. A key question is how learners work with the physical and digital information in the context of that learning experience, and how this supports new experiences and understanding of space and place. Findings suggest that embodied mobile experiences foster the creation of both physical and digital markers, which were instrumental in concretizing the history experience and developing new narratives. The findings also show how different representational forms of digital information mediated interaction in specific ways and how digital augmentation can lead to conflation in student understanding of space and time. These findings inform our understanding of the value of mobile applications in supporting embodied learning experiences and provide key implications for pedagogical design, both in situ and back in the classroom.  相似文献   

10.
Previous studies have highlighted the difficulty that designers face in creating mobile museum guides to enhance small group experiences. In this paper, we report a study exploring the potential of mobile visual recognition technology (Artcodes) to improve users’ experiences in a visitor centre. A prototype mobile guide in the form of a treasure hunt was developed and evaluated by means of a field study comparing this technology with the existing personal guided tour. The results reveal a preference for the mobile guide amongst participants and show significant learning gains from pre-test to post-test compared with the pre-existing personal tour. Our observational analyses indicate how the mobile guide can be used to improve visitors’ learning experiences by supporting active discovery and by balancing physical and digital interactions. We further expand the concept of design trajectories to consider micro-scaffolding as a way of understanding and designing future public technologies.  相似文献   

11.
ABSTRACT

Urban media interfaces can assume many forms, offering rich possibilities for interactions and social encounters. We focus on a particular type of urban interfaces, namely urban media installations, which are situated, fixed (i.e. non-mobile) and outdoor interactive interfaces enhanced by digital technologies. Drawing on research on play in the context of the smart city, we aim to clarify how the digital and the physical worlds of urban media installations can coalesce into enjoyable and socially thriving playscapes. Two case studies of urban media installations are presented: the Appearing Rooms, a seasonal art installation in London, and the Mirror Pool, a permanent, large-scale urban installation in Bradford, UK. Each of these interfaces incorporates a design paradigm that differs from the other in terms of context, duration of implementation, and scale. Following a longitudinal approach based on non-participant observations and time-lapse photography, we analyse emergent interactions and focus in particular on playful encounters at different levels and scales: from the micro scale of the bodily engagement to the macro scale of the spatial and social configurations. Our case studies highlight that the urban spatial layout is a key element in defining the emerging interactions and encounters around the urban situated interfaces.  相似文献   

12.
Social media and mobile devices have revolutionized the way people communicate and share information in various contexts, such as in cities. In today’s “smart” cities, massive amounts of multiple forms of geolocated content is generated daily in social media, out of which knowledge for social interactions and urban dynamics can be derived. This work addresses the problem of detecting urban social activity patterns and interactions, by modeling cities into “dynamic areas”, i.e., coherent geographic areas shaped through social activities. Social media users provide the information on such social activities and interactions in cases when they are on the move around the city neighborhoods. The proposed approach models city places as feature vectors which represent users visiting patterns (social activity), the time of observed visits (temporal activity), and the context of functionality of visited places category. To uncover the dynamics of city areas, a clustering approach is proposed which considers the derived feature vectors to group people’s activities with respect to location, time, and context. The proposed methodology has been implemented on the DynamiCITY platform which demonstrates neighborhood analytics via a Web interface that allows end-users to explore neighborhoods dynamics and gain insights for city cross-neighborhood patterns and inter-relationships.  相似文献   

13.
Implicit interaction design for pervasive workflows   总被引:1,自引:1,他引:0  
The automatic identification capabilities of mobile devices enable the use of implicit interactions to connect the physical world with digital services. For example, users can be provided with information and services just by approaching to them or pointing to them with a mobile device. This kind of interactions can improve business processes by reducing the gap between physical and digital spaces. This work presents Parkour, a design method for workflows that make use of implicit interactions. Parkour allows designers to indicate how implicit interactions can be orchestrated to support a workflow. Furthermore, reconfiguration techniques have been applied to adapt at run-time the degree in which these interactions intrude the user’s mind. Tool support has been developed to automate the validation of the workflow models and support the system reconfiguration. Finally, the proposal has been applied in the development of several workflows.  相似文献   

14.
This paper describes three design values that we apply for designing playful interactions. Interactive play objects can stimulate social interaction and physical play by providing motivating feedback to players’ behavior; they can allow players to create their own game goals and rules in an open-ended play context and support social player interaction patterns. This design approach is illustrated by six design cases in which our assumptions were examined in various play contexts. The results show that the application of these design values can lead to rich and appealing innovative play concepts. Players can create a wide range of (physical) games using open-ended play objects, and properties of the play objects, such as being personal or shared, influence the type of social interaction.  相似文献   

15.
The availability of technologies enables a new class of location-aware information systems that link people-to-people-to-geographical-places (P3 systems). P3 systems can strengthen the relationship between social networks and physical places. They can also help individuals leverage location information to make new social ties and coordinate interactions that reinforce existing ties. Using the P3 systems framework, we describe the design space for location-aware community systems and important socio-technical challenges and opportunities.  相似文献   

16.
This paper discusses the domestication of Information and Communication Technologies (ICTs), particularly their use, in UK households reporting on research undertaken between 1998 and 2004. Issues raised are linked to the dominant discourse of the ‘digital divide’, which in the UK means engaging with ICTs in a ‘meaningful’ way to ensure the economic and social well-being of UK plc (public limited company—in the UK this refers to companies whose shares can be sold to the public. The acronym is used here ironically to indicate the motivation of the government to brand and promote the UK as a whole.). Utilising a framework of understanding digital inequality and the ‘deepening divide’, domestication theory is applied to discuss motivational, material and physical, skills and usage access in the gendered household, critically contrasting this approach to ‘smart house’ research. This qualitative enquiry contributes to the neglected area of domestication studies in Information Systems research.  相似文献   

17.
Designing mobile technologies to support co-present collaboration   总被引:1,自引:0,他引:1  
Mobile technologies offer new opportunities for childrens educational activities in that they can be used across different locations and times. Naturally, some instances of mobile technology use will necessitate, or be enhanced by, the sharing of information. Social interaction is important for sharing ideas, constructing and shaping understanding and fundamental for educational development. However the physical size of mobile technologies presents interesting challenges when designing for collaborative activities. When designing mobile technologies the importance of collaborative tasks has often been overlooked. The replacement of low-tech artefacts with digital devices, for supporting multiple users, can inhibit the shareability of information. We present three projects where mobile technologies have been used as part of a larger mixed reality experience. Novel technologies were used to support childrens collaborative activities in storytelling, an adventure game and during an outdoor field trip. Interaction with mobile devices within each project is reviewed and the authors highlight important considerations for their design and use across multiple contexts.  相似文献   

18.
A key challenge faced by organizations is to provide project teams with workspaces, information, and collaboration technologies that fosters creativity and high-performance team productivity. This requires understanding the relation between and impacts of (1) workspace, (2) activity and content that is created, and (3) social, behavioral, and cognitive aspects of work. This paper describes an exploratory study of everyday activities in the context of knowledge work in a shared workspace used by a high-tech global design team that explores future products. The study formalizes key elements for productive knowledge work as a function of tasks, context, and team. It identifies enablers, hindrances, and requirements for physical, virtual, and social work environments. The study identified, through semi-structured interviews, surveys, and on-site shadowing, a key workspace component that facilitates dynamic participation of all team members. This workspace component is a wall used as a large, public, physical display surface for project content (the WALL). The WALL acts as a mediator for individual reflection-in-action and team reflection-in-interaction. It serves as “social glue” both between individuals and between geographically distributed subgroups.  相似文献   

19.
As more interactive surfaces enter public life, casual interactions from passersby are bound to increase. Most of these users can be expected to carry a mobile phone or PDA, which nowadays offers significant computing capabilities of its own. This offers new possibilities for interaction between these users’ private displays and large public ones. In this paper, we present a system that supports such casual interactions. We first explore a method to track mobile phones that are placed on a horizontal interactive surface by examining the shadows which are cast on the surface. This approach detects the presence of a mobile device, as opposed to any other opaque object, through the signal strength emitted by the built-in Bluetooth transceiver without requiring any modifications to the devices’ software or hardware. We then go on to investigate interaction between a Sudoku game running in parallel on the public display and on mobile devices carried by passing users. Mobile users can join a running game by placing their devices on a designated area. The only requirement is that the device is in discoverable Bluetooth mode. After a specific device has been recognized, a client software is sent to the device which then enables the user to interact with the running game. Finally, we explore the results of a study which we conducted to determine the effectiveness and intrusiveness of interactions between users on the tabletop and users with mobile devices.  相似文献   

20.
A mobile social network system (MSNS) allows groups of friends to be accessed and engaged with from one's mobile phone. Dodgeball is a MSNS that seeks to facilitate social connection and coordination among friends in urban public spaces. Based on a year-long qualitative field study, this article reports on the social and behavioral norms of Dodgeball use. A comparison between social network sites and Dodgeball highlights some of the communicative differences of mobile technology and the Internet. The findings of the study suggest that Dodgeball use can influence the way that informants experience public space and social relations therein. At times Dodgeball can facilitate the creation of third spaces, which are dynamic and itinerant forms of "third places." Additionally, exchanging messages through Dodgeball can lead to social molecularization, whereby active Dodgeball members experience and move through the city in a collective manner.  相似文献   

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