1,721,092 research outputs found

    Better safe than sorry – boosting workplace safety with interactive textiles

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    Despite various safety regulations and procedures, work accidents remain a significant problem in the global process industry as well as the Swedish steel industry. In order to address personal safety and safety culture, wearable alert systems based on Internet of Things (IoT) technology were prototyped and tested with steel workers in iterative workshops following the Constructive Design Research approach. Results show that interactive textile patches worn on the protection gear are a simple way of transmitting personal alerts with light. Another crucial design factor is to enable the communication between the worker, peers and the control room. The visual design can positively impact the acceptance of the patch but only adds minimal value to the safety culture. The present study contributes to the field research by approaching workplace safety and culture with new, innovative IoT and e-textile technologies and opening up new design spaces in this area

    Turning back to planet earth : defining the aesthetics of a new sustainable high-tech

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    This paper explores the aesthetic value shifts required for sustainable design of so called 'high-tech' products, highlighting an increasing down-to-earth ethos within the field. Using a spaceship metaphor and drawing from principles of post-industrial design and visions for long-term sustainable transformation, a high-level analysis is presented of how grassroot activist cultures and alternative tastemaking practices are currently steering designs towards the systemic, earthy and organic. This direction is illustrated by diverse examples from within the TEI discourse that investigates new material approaches and that critically challenge conventional aesthetic orientations. While such approaches can be criticized for insufficiently addressing interactive and electronic components, this research underscores their essential role in reimagining technology and materials, to navigate complex cultural interdependencies and advance sustainable design futures.umart

    How do you design for the joy of movement? [Elektronisk resurs]

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    The work in this book was conducted at an exciting point in time when the whole field of Human-Computer Interaction shifted its focus away from settings in which people would sit more or less still in front of static computers, to instead start exploring how to make good use of all the added possibilities of technologies that can be moved around. At the same time, researchers became increasingly interested in aspects of experience and enjoyment in the use of technology. As discussed in the introduction, notions such and play and learning, work and leisure, casual and serious technology use, are sometimes presented as conceptual dichotomies that may be difficult to combine. However, to many people, such distinctions are not meaningful, since practices and technologies – especially mobile ones – travel between the different social spheres of our lives, accompanying them wherever they go. Therefore,addressing aspects of leisure, pleasure and play is a relevant challenge for most interaction designers. In many cases, mobility and enjoyment seems very tightly intertwined, and in this chapter I will discuss different ways that this has become manifested in the illustrated pages of this book.</p

    Tangibles for Social Interaction

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    Even though collaborative aspects are central in most argumentations for tangible interaction, tangibles that are explicitly designed for such settings may not naturally fit within the standard discourse of this specific area. A theoretical focus has instead concerned either individual sensory experiences, or the technical sides of devices, often based on a paradigm of information processing. Neither of these perspectives takes into account offline aspects of interaction, which is essential when studying how tangibles are actually used in collaborative settings, as well as when tying back to the core arguments for why the resources have been given a physical form in the first place.</p

    Human Action and Experience As Basis for the Design and Study of Robotic Artefacts

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    This paper aims to illustrate how robotic artefacts and applications may be described from a perspective of human action and experience. This is done by presenting an interaction model based on four ways that interactive artefacts may work as resources for human action. In contrast to data-centric models, this model includes socially and contextually oriented actions performed around the artefact, as well as actions related to the computational system running on the machine. A goal with the framework is to provide a concrete reference for designers, focusing on the experiential dimensions of the products that they develop.LIRE

    Let's Make a Digital Patchwork : Designing for Childrens Creative Play with Programming Materials

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    This thesis explores new approaches to making and playing with programming materials, especially the forms provided with screen-based digital media. Designing with these media expressions can be very attractive to children, but they are usually not made available to them in the same degree as are physical materials. Inspired by children's play with physical materials, this work includes design explorations of how different resources alter, scaffold and support children in activities of making dynamic, screen-based systems. How tangibles turn the activity of programming into a more physical, social and collaborative activity is emphasised. A specific outcome concerns the importance of considering 'offline' and socially oriented action when designing tangible technologies. The work includes the design of a tangible programming system, Patcher, with which groups of children can program systems displayed on a large screen surface. The character of children's programming is conceptualised through the notion of a digital patchwork, emphasising (1) children's programming as media-sensitive design, (2) making programming more concrete by combining and reusing readily available programming constructs, and (3) the use of tangibles for social interaction

    How do you design for the joy of movement?

    No full text
    The work in this book was conducted at an exciting point in time when the whole field of Human-Computer Interaction shifted its focus away from settings in which people would sit more or less still in front of static computers, to instead start exploring how to make good use of all the added possibilities of technologies that can be moved around. At the same time, researchers became increasingly interested in aspects of experience and enjoyment in the use of technology. As discussed in the introduction, notions such and play and learning, work and leisure, casual and serious technology use, are sometimes presented as conceptual dichotomies that may be difficult to combine. However, to many people, such distinctions are not meaningful, since practices and technologies – especially mobile ones – travel between the different social spheres of our lives, accompanying them wherever they go. Therefore, addressing aspects of leisure, pleasure and play is a relevant challenge for most interaction designers. In many cases, mobility and enjoyment seems very tightly intertwined, and in this chapter I will discuss different ways that this has become manifested in the illustrated pages of this book.Part of ISBN 9888151835QC 20250304Mobile Life Centr

    Going Beyond Counting First Authors in Author Co-citation Analysis

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    The present study examines one of the fundamental aspects of author co-citation analysis (ACA) - the way co-citation counts are defined. Co-citation counting provides the data on which all subsequent statistical analyses and mappings are based, and we compare ACA results based on two different types of co-citation counting - the traditional type that only counts the first one among a cited work's authors on the one hand and a non-traditional type that takes into account the first 5 authors of a cited work on the other hand. Results indicate that the picture produced through this non-traditional author co-citation counting contains more coherent author groups and is therefore considerably clearer. However, this picture represents fewer specialties in the research field being studied than that produced through the traditional first-author co-citation counting when the same number of top-ranked authors is selected and analyzed. Reasons for these effects are discussed
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