This article presents three scenarios in which we explore different possibilities for interactive textile hangings, textile hangings that are knitted and attached to servomotors. We have identified a series of variables that address the relationship between the expressions of the changeable pattern, created by rotating motors, and the unchangeable textile pattern. We use these variables, combined with contextual dichotomies, to discuss the relationships between the textile expression, the temporal expression, the place and the interactions for these scenarios.
This study analysed a series of workshops and explored prerequisites for interdisciplinary co-design among industrial designers, design engineers and users in the development of a novel medical device. Presented as a case study, this paper focus on what affects participants’ transformative processes towards genuine participation in co-design processes. Based on activity theory, we suggest that co-design activities have to support not only users, but all participants, shifting their perspectives beyond their own domain’s rules, motives, objects and division of labour, i.e., beyond their own activity system, to support users’ participation as equal members in design teams. We propose that genuine co-design requires a holistic approach where a neutral arena, an impartial facilitator, clear rules of play, along with representational artefacts as mediating tools in the formation of a new collective activity system to foster equality, mutual value and long-term knowledge generation. Such approach requires a process over time.
With soft hardware we refer to electronic components, coatings, and shells built from materials that make them elastic, flexible, floppy and malleable. By introducing new material properties into electronic and computational contexts we expect to open new paths for designing interactive things. Building electronics with textile and other soft materials may easily degrade elements such as speed, power, and storage capacities; however, these constraints can be acceptable if not down right desirable in these new contexts. We see how sensors, actuators, computers and even battery cells made of soft materials enables us to embed them into soft shapes that in turn afford certain forms of interaction. With the term soft hardware, we also highlight the interplay between computational and physical materials in interaction designs.
The project is a cooperation between University College of Borås (UB), local Unemployment Agency and European Social Fund. The purpose of the project is to offer practice to unemployed academics at UB, let them develop themselves and find a new job. After 5 months 11of 30 participants have got a job. The project uses a Learning Management System (LMS) to promote group interaction and socialization. An analysis of the use of online asynchronous discussion (OAD) within the LMS has been made and presented in this paper. The purpose of this analysis is to study the group interaction and socialization.
The purpose of this study was to examine the attitudes among lecturers and find out if there was a resistance that could be an obstacle to an increased use of LMS (Learning management systems) in the higher education. At the University College of Boras 22 lecturers were interviewed, the sample consisted of lecturers that had the opportunity to use WebCT during the last 9 months. The answers show that most of the lecturers, including those who only used minor parts of the LMS, believed that they could benefit from using a LMS in the future. The study did not support the hypothesis that fear of the complexity of the system or unwanted effects on the education is a main reason for lecturers not to use LMS, when lecturers decide individually to use tools in the systems, the major concern is the initial amount of work compared with the expected benefits. Due to the benefits of a fully implemented LMS and the result of this study it is recommended that institutions in higher education take actions to establish LMS as a standard tool, and the handling a part of the professional competence of the lecturers.
Interaction Design: Foundations, Experiments is the result of a series of projects, experiments and curricula aimed at investigating the foundations of interaction design in particular and design research in general. The first part of the book - Foundations - deals with foundational theoretical issues in interaction design. An analysis of two categorical mistakes -the empirical and interactive fallacies- forms a background to a discussion of interaction design as act design and of computational technology as material in design. The second part of the book - Experiments - describes a range of design methods, programs and examples that have been used to probe foundational issues through systematic questioning of what is given. Based on experimental design work such as Slow Technology, Abstract Information Displays, Design for Sound Hiders, Zero Expression Fashion, and IT+Textiles, this section also explores how design experiments can play a central role when developing new design theory.
Mikael Jensen beskriver hur de små barnen imiterar varandra. Han menar att imitationen är ett medvetet val och att barnen väljer vem de vill imitera och vad. I imitationsleken lär sig barn sådant de inte kunde innan. Men leken ställer också krav på förmåga att kommunicera och att sätta sig in i andras tankar, till exempel.
Människans tanke- och handlingsförmåga är unik. Men det är också hennes förmåga att avstå från vissa tankar och handlingar.
Three mutually exclusive theoretical explanations have been proposed to describe how Theory of Mind processes work, namely by imitation, by simulation or by representation. This paper claims that all three theories are correct and that the realization of empathy in discourse is a good source of evidence for that. Instead of being three exclusive theories these are three compatible mechanisms, which reflect different stages of cognitive evolution. Furthermore, the somatic and emotive bias of cognition, the complexity of Theory of Mind processes and the fundamental role empathy plays in interaction altogether point to a new metaphor of communication, namely communication as a caress.
During recent years, many schools have started to implement information and communication technologies (ICTs)-based learning devices (such as laptops, tablets, mobile phones, and active boards) in the classroom settings in order to increase learning outcomes. The aim of this study is to find which activities and outcomes are evident in the usages of computing devices and how those devices aid elementary-level students in their learning activities. The study includes five overt participant observations at some schools in a Swedish municipality including unstructured interviews and explains the findings through activity theory and the Alberta Education Framework for Student Learning . The major activities found were dealing with the (1) educational application assignments, (2) storytelling, (3) report writing and (4) practical interaction assignments. We concluded that ICTs aid students in becoming more concentrated, focus driven, engaged and amused, thus learning becomes more interesting.
Body-centric design disciplines that utilize digitization processes such as fashion are tasked to engage with theoretical concepts commonly applied in digital-native design disciplines in order to use digital technologies as more than simple tools. Guided by intra-action theory, alternative ontological and hierarchical relations between the body and textiles were explored by digitally translating their movement. An installation was developed to find hybrid body-textile expressions using motion-capture sensors and robotic arms. The findings suggest that technological augmentations of the body and textiles can increasingly be diffracted in terms of their apparent physical-material boundaries through movement translation. Movement data functioned as a performative mediator, expanding movement-based expressions from one agent to another. Body-textile hybrids emerged from this process, and shaped each other in a mutual act of becoming, challenging ontological structures of the body and textiles commonly applied in fashion design.
Historically, the accessibility community has focused on designing assistive technologies and systems related to single categories of impairments. While this approach is justifiable and contributes to the advancement of the field, many researchers argue that designing technologies for one impairment at a time contributes to an oversimplification of disability and does not reflect real-world experiences of a significant number of users who live with multiple impairments. How can the accessibility field leverage theories and concepts from other disciplines (e.g. disability studies, medical humanities, social work, engineering, education) to support more appropriate and inclusive technologies for users with complex needs How can future assistive technologies take into consideration a diverse combination of sensory, cognitive, and physical characteristics In this workshop, we invite researchers and practitioners from different disciplines to share their perspectives related to challenges and opportunities in designing accessible systems that consider the multidimensional and often complex needs of users living with multiple impairments.
Pervasive computing offers new scenarios where users are surrounded by invisible and proactive technology making smart spaces. Although the utility and power of solutions developed using this computer paradigm are proved, there are unresolved problems that hinder their acceptance and inclusion in our private life. Users have problems understanding the operations of a pervasive computing solution, and therefore they should trust that the solution works properly and according to their expectations. Nevertheless, the concept of trust is already framed in a specific use within the ecosystem of applications that can populate a smart space. To take this concept of trust to the whole space, we propose to study and define the concept of confidence. In contrast to the concept of trust, confidence has deeper psychological implications.
Background and objective: Reduced heart rate variability (HRV) is an indicatorof a malfunctioning autonomic nervous system. Resonant frequencybreathing is a potential non-invasive means of intervention for improvingthe balance of the autonomic nervous system and increasing HRV. However,such breathing exercises are regarded as boring and monotonous tasks.The use of gaming elements (gamification) or a full gaming experience is awell-recognised method for achieving higher motivation and engagement invarious tasks. However, there is limited documented knowledge on how todesign a game for breathing exercises. In particular, the influence of additionalinteractive elements on the main course of training has not yet beenexplored. In this study, we evaluated the satisfaction levels achieved usingdifferent game elements and how disruptive they were to the main task, i.e.,paced breathing training.
Methods: An Android flight game was developed with three game modes thatdiffer in the degrees of multitasking they require. Design, development and evaluation were conducted using a user-centred approach, including contextanalysis, the design of game principle mock-ups, the selection of game principlesthrough a survey, the design of the game mechanics and GUI mock-up,icon testing and the performance of a summative study through user questionnairesand interviews. A summative evaluation of the developed gamewas performed with 11 healthy participants (ages 40-67) in a controlled setting.Results: The results confirm the potential of video games for motivatingplayers to engage in HRV biofeedback training. The highest training performanceon the first try was achieved through pure visualisation rather thanin a multitasking mode. Players had higher motivation to play the morechallenging game and were more interested in long-term engagement.Conclusion: A framework for gamified HRV biofeedback research is presented.It has been shown that multitasking has considerable influence onHRV biofeedback and should be used with an adaptive challenge level.