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Aesthetics as a key dimension for designing ubiquitous entertainment systems
- The 2nd International Workshop on Ubiquitous Home—ubiquitous society and entertainment. (pp. 85-94) NICT Keihanna and Kyoto
, 2005
"... Abstract. In this paper we review the current understanding of aesthetics. There are three aspects to aesthetics namely: the form, the action and the experience. We explore these aspects and highlight their relevance for entertainment. We then investigate ubiquitous entertainment systems notably fro ..."
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Cited by 6 (4 self)
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Abstract. In this paper we review the current understanding of aesthetics. There are three aspects to aesthetics namely: the form, the action and the experience. We explore these aspects and highlight their relevance for entertainment. We then investigate ubiquitous entertainment systems notably from an interaction point of view. We advocate and define how ubiquitous entertainment could and should rely on aesthetics as a framework for the delivery of usable systems. 1
A.: The EnLighTable: Design of Affordances to Support Collaborative Creativity
- In Proceedings of Smart Graphics Symposium 2006
, 2006
"... Abstract. In this paper we discuss some interface design concepts for supporting and enhancing collaborative creativity in multi-user interactive environments. We focus on the design of affordances for direct manipulation and collaboration on table-top displays. As an application of our concepts, we ..."
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Cited by 4 (3 self)
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Abstract. In this paper we discuss some interface design concepts for supporting and enhancing collaborative creativity in multi-user interactive environments. We focus on the design of affordances for direct manipulation and collaboration on table-top displays. As an application of our concepts, we introduce the EnLighTable, an appliance for creative teamwork in the selection of pictures and layout design based on a table-top touch-sensitive display. We present our rationale for the design of affordances which metaphorically relate to artifacts – and map to gestures – of the physical world. Finally we discuss the results of our first design iteration and introduce a possible future extension of the table-top appliance to other devices of an instrumented environment. 1
STOCHASTICS, DIGITAL LEARNING OBJECTS AND THE PRIMARY CLASSROOM
"... developing hundreds of multimedia learning objects for use in schools. Some of these learning objects are designed to allow children to explore some basic concepts of probability and statistics, such as the relationships between random generators, sample spaces, likelihood of outcomes and both short ..."
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developing hundreds of multimedia learning objects for use in schools. Some of these learning objects are designed to allow children to explore some basic concepts of probability and statistics, such as the relationships between random generators, sample spaces, likelihood of outcomes and both short and long run data on frequency of outcomes. This paper reports on the initial design development of these learning objects and on plans to research their use with children aged 6 to 12 years.
AN ELABORATION OF THE DESIGN CONSTRUCT OF PHENOMENALISATION
"... The paper builds on design-research studies in the domain of probability and statistics. The integration of computers into classroom practice has been established as a complex process involving instrumental genesis (Verillon and Rabardel, 1995), whereby students and teachers need to construct potent ..."
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The paper builds on design-research studies in the domain of probability and statistics. The integration of computers into classroom practice has been established as a complex process involving instrumental genesis (Verillon and Rabardel, 1995), whereby students and teachers need to construct potentialities for the tools as well as techniques for using those tools efficiently (Artigue, 2002). The difficulties of instrumental genesis can perhaps be eased by design methodologies that build the needs of the learner into the fabric of the product. We discuss our interpretation of design research methodology, which has over the last decade guided our own research agenda. Through reference to previous and ongoing studies, we argue that design research allows a sensitive phenomenalisation of a mathematical domain that can capture learners ’ needs by transforming powerful ideas into situated, meaningful and manipulable phenomena. DESIGNING FOR ABSTRACTION Our studies of children’s use of mathematical microworlds have provided us with fresh insights into the deep relationship between the virtual tools we provide and mathematical thinking. Rather in the spirit of Jean Lave (1988), we have over many years discussed the acute
Acceptance
"... There are many models of culture available to Human-Computer Interaction (HCI) researchers and industry sector practitioners that could potentially help in tackling the challenge of designing across cultures. Models by Hall and Hofstede (investigated in this thesis) among others, are used by the HCI ..."
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There are many models of culture available to Human-Computer Interaction (HCI) researchers and industry sector practitioners that could potentially help in tackling the challenge of designing across cultures. Models by Hall and Hofstede (investigated in this thesis) among others, are used by the HCI community to shape research, frame research findings and inform design. However, very limited information is available that proves the applicability of these models to the field. There is currently no large scale, multi-country study that addresses the suitability and applicability of cultural models to the topical areas covered by HCI. The consequence of this lack of validated applicability is that the community, due to a lack of tools or knowledge, have to rely on guesswork or rules of thumb when tackling cross-cultural research and design. The research described here sets out to investigate when cultural models can be applied and to which HCI topics. This thesis explores the relationship and applicability of Hofstede’s cultural model to two HCI topics which span Ito and Nakakoji’s (1996) model of cultural impact on interaction. These two topics are cross-cultural affordance and cross-cultural technology
Dynamics of Affordances and Implications for Design
"... Abstract. Affordance is an important concept in HCI. There are various interpretations of affordances but it has been difficult to use this concept for design purposes. Often the treatment of affordances in the current HCI literature has been as a one-to-one relationship between a user and an artefa ..."
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Abstract. Affordance is an important concept in HCI. There are various interpretations of affordances but it has been difficult to use this concept for design purposes. Often the treatment of affordances in the current HCI literature has been as a one-to-one relationship between a user and an artefact. According to our views, affordance is a dynamic, always emerging relationship between a human and his environment. We believe that the social and cultural contexts within which an artefact is situated affect the way in which the artefact is used. Using a Structuration Theory approach, we argue that affordances need also be treated at a much broader level, encompassing social and cultural aspects. We suggest that affordances should be seen at three levels: single user, organizational (or work group) and societal. Focusing on the organizational level affordances, we provide details of several important factors that affect the emergence of affordances.

