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Opening the Frame of the Art Museum: Technology Between Art and Tool
- In Digital Arts and Culture (DAC
, 2005
"... In this paper, we present our experiences in building an interactive installation, dubbed Birdscape, for an art museum. Interactive installations in museums ordinarily have one of two goals: they are either artworks to be appreciated as part of the museum’s collection, or they are tools that dissemi ..."
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In this paper, we present our experiences in building an interactive installation, dubbed Birdscape, for an art museum. Interactive installations in museums ordinarily have one of two goals: they are either artworks to be appreciated as part of the museum’s collection, or they are tools that disseminate information about museum objects. Both possibilities tend to put visitors into the position of non-experts. Our goal was to open up the design space in the museum for new visitor roles by hybridizing these two functions: to provide an installation that was both tool-like, giving patrons information about the museum and their interactions with it, and art-like, creating opportunities for new experiences in an aesthetic and open-ended way. In the process, we ran into serious challenges in bridging the worldviews of art and human-computer interaction (HCI). In this paper, we reflect on our experiences to suggest possibilities, challenges, problems and possible solutions in leveraging ‘art ’ and ‘tool ’ to create something that pushes beyond the limits of each.
Using modelling to put HCI design patterns to work," presented at
- HCI International. 11th International Conference on HumanComputer Interaction, Las Vegas
, 2005
"... It is recognised that creating effective, usable interactive systems is a highly non-trivial task. One approach to supporting developers and designers is through the use of HCI design patterns- this is now recognised as an effective way to produce usable systems. Design patterns capture the key elem ..."
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Cited by 2 (1 self)
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It is recognised that creating effective, usable interactive systems is a highly non-trivial task. One approach to supporting developers and designers is through the use of HCI design patterns- this is now recognised as an effective way to produce usable systems. Design patterns capture the key elements of a design, providing a library of approaches that are known to work, though most design patterns are at best only semi-formal, providing outline structures that are filled in with discursive text and/or images. In this paper we present a UML/OCL model of design patterns that captures not only the characteristics of the system but also its interface representation, and provide examples of how it can be used. This approach is shown to be flexible and very powerful. We focus on modelling a design pattern at a high level of abstraction, producing a template, or metamodel representation, from which specific UML instantiations can be refined. This approach immediately captures the relationships between similar designs, showing the connections between related conceptual elements. The approach goes further, however; from a specific UML model, we can derive code that implements the relevant design pattern. The role of OCL is to represent constraints on the model, allowing us to define more tightly the behaviour and representational aspects of the design pattern. This paper discusses the reasoning behind the approach and our initial results in modeling design patterns using UML. 1
12th IFToMM World Congress, Besançon (France), June18-21, 2007 Proposal of a New Design Methodology including PD and SBD in Minimally Invasive Surgery
"... Abstract — In all the production domains, we usually notice a difference between the user's idea and the designer's proposition product. This variable difference often depends of the design process methodology used by the company. Nowadays, more and more surgical interventions are carried out in Min ..."
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Abstract — In all the production domains, we usually notice a difference between the user's idea and the designer's proposition product. This variable difference often depends of the design process methodology used by the company. Nowadays, more and more surgical interventions are carried out in Minimally Invasive Surgery, to make the post-operative constraints less painful for the patient. New surgical tools are designed after informal discussions between surgeons and designers. Medical terms, often used by surgeons and employed to explain their needs, don't allow for an instantaneous understanding by designers. Unfortunately, this relation causes a dysfunction in the definition cycle of the product. Our aim is to modify the design process for better understandings and more complementarities between surgeons and designers. For that we have the objective to propose a design methodology which takes the user into account more effectively in the process design. After introducing the "Participatory Design " and the "Scenario-Based Design " methodologies, we will develop 1 a surgeoncentred method-design proposition. Then, we will organise some needs expression scenarios and creativity scenarios to test some surgical tool design solutions.
COLLABORATIVE MAPPING AND SPATIO-TEMPORAL DATA DISSEMINATION THROUGH A WEB-BASED VIRTUAL GLOBE APPLICATION
"... Recent updates in Google Earth, which provide the possibility to couple cartographic animation with real-time information dissemination, make this software suitable for environmental researchers who work with spatio-temporal data and participate on distributed research projects. Even though it seems ..."
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Recent updates in Google Earth, which provide the possibility to couple cartographic animation with real-time information dissemination, make this software suitable for environmental researchers who work with spatio-temporal data and participate on distributed research projects. Even though it seems simple, computer supported group work with geospatial information at a distance requires a careful consideration for the end-users and their interactions as a group. However, user-centered design and empirical evaluations of geo-collaborative applications and web-based virtual globes are still very rare. To fill this gap, a user-centered design approach was adopted in the development of a geo-collaborative web-based virtual globe prototype, designed for distributed teams of environmental researchers working with spatio-temporal data. User requirements were obtained through a dedicated on-line survey and a focus group discussion. Additionally, six collaborative empirical tests with animated spatio-temporal data representations were conducted and analyzed. The obtained results have implications for addressing an emerging critical issue in GIScience software development, namely, designing more useful geo-collaborative web-based tools.
Research, Reflections and Innovations in Integrating ICT in Education Courseware Sere: Technical and Didactic Evaluation
"... Software packages for educational purposes are increasingly important for classroom use, because they are a valuable way to motivate learning. However, the resources available on the market, with the designation of educational software, often have dubious quality. This leads us to the constitution o ..."
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Software packages for educational purposes are increasingly important for classroom use, because they are a valuable way to motivate learning. However, the resources available on the market, with the designation of educational software, often have dubious quality. This leads us to the constitution of a multidisciplinary team with different competencies (Science Education, Educational Technology and Design) aiming the development of educational software for teaching and learning environments and tools to properly evaluate the software quality. The resource that was developed for this purpose is called Courseware Ser e- The Human Being and Natural Resources. The system development was based on assumptions of the User Centered Design (UCD) and usability of computerized teaching resources, including the evaluation central role throughout the development process. Courseware Sere development was based on a rigorous evaluation process, based on finding answers related with issues like the positive and/or negative perceptions and suggestions, from a technical and educational perspective of experts, teachers and students. The answers gathered were used in order to improve the usability of this resource. In this paper we report the final results achieved in the software evaluation made by teachers of the 1 st and 2 nd basic education cycles. The evaluation concerned the software technical (software and user's manual) and educational (guidelines for the Didactic Exploration – Teacher and guidelines of Records- Student/User) aspects.
Participatory Game Design to Engage a Digitally Excluded Community
"... This paper explores issues around using a Participatory Design of a Location Based Game (LBG) developed as part of a project to connect young people (11-19 years old) in Lancaster and Manchester by exploring issues surrounding place and their sense of belonging within their community. Both these com ..."
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This paper explores issues around using a Participatory Design of a Location Based Game (LBG) developed as part of a project to connect young people (11-19 years old) in Lancaster and Manchester by exploring issues surrounding place and their sense of belonging within their community. Both these communities were chosen, as they are representative of particular socio-economic conditions that have led them to be considered digitally excluded. The results highlight issues researchers face when working with such a group and the importance of building trust and being sensitive to the lives of the participants.
I would like to thank all people who helped me in some sort of way in making this
, 2010
"... Klevant-Groen for bringing me into contact with the right people. All people who participated and gave me insight in their practices: Marco Hoffman, Marco ..."
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Klevant-Groen for bringing me into contact with the right people. All people who participated and gave me insight in their practices: Marco Hoffman, Marco
Supporting Mobile Application Developer through Java IDE Using Contextual Inquiry
"... Mobile Devices are becoming popular more and more with millions of users acquiring them every day. For instance, in china, there are more than 400 million mobile users and this number is increasing (Young, 2005). Also, the mobile device market in the United States is increasing at an annual rate of ..."
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Mobile Devices are becoming popular more and more with millions of users acquiring them every day. For instance, in china, there are more than 400 million mobile users and this number is increasing (Young, 2005). Also, the mobile device market in the United States is increasing at an annual rate of 22 % (Chen et al, 2003). Devices such as mobile cellular phones, Personal Digital Assistants (PDAs), music players etc run Java software
WAYFINDING AID FOR THE ELDERLY WITH MEMORY DISTURBANCES
"... A global increase in aging population, combined with a growing number of people with dementia, creates new challenges to develop guiding technology for people with memory disturbances in their daily activities. In this study we have tested the prototype of a wayfinding aid using predefined routes. T ..."
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A global increase in aging population, combined with a growing number of people with dementia, creates new challenges to develop guiding technology for people with memory disturbances in their daily activities. In this study we have tested the prototype of a wayfinding aid using predefined routes. The orientation advice was given through three modalities, visual, audio and tactile signals, two of which were used at a time. Nine subjects, aged 59–90 years (with a median age of 84 years) participated in the user study at a rehabilitation unit in Pyhäjärvi, Finland. Their severity of dementia ranged between mild and severe, and walking abilities ranged from “frail to hobby skier”. In addition, two elderly persons were recruited as control subjects. In most cases, the orientation with the wayfinding aid on predefined routes succeeded, with a few misinterpretations. The most common difficulties included: straying from the defined route, finding the right door, and the attractions of real-life context like other people. The severity of dementia didn’t seem to predict success in orientation with the wayfinding aid. Using the landmarks wasn’t as successful as using “left”, “right” and “go straight on” commands as the wayfinding advice.
Betreuer:
, 2012
"... Termina zählt zu den e-learning Spielen sowie zu den sogenannten ”games with a purpose”. Das Spielprinzip besteht im Finden von Assoziationen zu einem gegebenen Fachbegriff. Die Implementierung des Spiels ist zwar bereits vollendet, jedoch war die Benutzeroberfläche von Termina nur als temporärer er ..."
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Termina zählt zu den e-learning Spielen sowie zu den sogenannten ”games with a purpose”. Das Spielprinzip besteht im Finden von Assoziationen zu einem gegebenen Fachbegriff. Die Implementierung des Spiels ist zwar bereits vollendet, jedoch war die Benutzeroberfläche von Termina nur als temporärer erster Entwurf gedacht. Die Hauptaufgabe dieser Bachelorarbeit ist es, eine neue grafische Benutzeroberfläche für Termina zu erstellen und zu evaluieren. Um diese so intuitiv und leicht bedienbar wie nur möglich zu gestalten, wurde bei dieser Arbeit nach dem Ansatz des User Centred Design vorgegangen, der zwei Nutzerstudien mit Teilnehmern beinhaltet, die aus der zukünftigen Zielgruppe stammen. Die neue Benutzeroberfläche des Spiels scheint benutzerfreundlicher und leichter bedienbar zu sein als die Bisherige und die Resonanz aller Teilnehmer- besonders derer aus der zweiten Studie- war durchwegs positiv. Termina is an e-learning game with a purpose (”GWAP”) that asks its users to name associations to a given term. Although the implementation of the game itself was already completed, Termina’s first user interface was only meant as a temporary first draft. Designing

