3,766 research outputs found
Mobile ethics
Matt Jones and David Frohlich describe the innovative StoryBank project in a rural Indian Village
Fast Design, Slow Innovation - Audiophotography Ten Years On
As well as updating the manifesto for an audiophotography technology and practice, this book addresses issues in design history, the social shaping of technology and the management of innovation. In particular, it reveals the very different timescales over which design and innovation operate, and the way in which design ideas evolve across different research groups, companies and application areas. The capture of photographs with sound is a simple idea, proposed 10 years ago, that has still not become widespread. In this new edition of the seminal 2004 book on Audiophotography, the author asks “Why?” A journey through the book’s citations and related commercial products shows considerable progress in understanding the role of sound in photography, and myriad design experiments to support audiovisual storytelling as a new media form. The book is a story in itself about the “long nose of innovation”, and a lesson about the need for patience and persistence in the computer industry. To reinforce this point five of the 2004 chapters are re-published in their original form. Theses describe invariant properties of ambient musical, talking and conversational photographs, and the possibility of playback from paper as well as screen. Fast Design, Slow Innovation will be of interest to researchers and designers of new media systems and experiences, and to innovation scholars or managers looking for a ten year case study of innovation in actio
Fast Design, Slow Innovation - Audiophotography Ten Years On
As well as updating the manifesto for an audiophotography technology and practice, this book addresses issues in design history, the social shaping of technology and the management of innovation. In particular, it reveals the very different timescales over which design and innovation operate, and the way in which design ideas evolve across different research groups, companies and application areas. The capture of photographs with sound is a simple idea, proposed 10 years ago, that has still not become widespread. In this new edition of the seminal 2004 book on Audiophotography, the author asks “Why?” A journey through the book’s citations and related commercial products shows considerable progress in understanding the role of sound in photography, and myriad design experiments to support audiovisual storytelling as a new media form. The book is a story in itself about the “long nose of innovation”, and a lesson about the need for patience and persistence in the computer industry. To reinforce this point five of the 2004 chapters are re-published in their original form. Theses describe invariant properties of ambient musical, talking and conversational photographs, and the possibility of playback from paper as well as screen. Fast Design, Slow Innovation will be of interest to researchers and designers of new media systems and experiences, and to innovation scholars or managers looking for a ten year case study of innovation in actio
Beauty constructs for MP3 players.
This paper contributes to the current debate about the nature of beauty and aesthetics as they apply to interactive products. Current disagreement centres around the question of whether beauty should be viewed as a continuous property of objects or as a rare emotional response to object encounters (Hassenzahl 2004, Frohlich 2004). Here we develop a new perspective of beauty as a complex psychological construct, subject to competing influences from visible object properties such as shape and colour, and invisible object associations such as perceived ease of use and brand. We introduce a new methodology for examining such constructs based on a card sorting procedure, and use it to show how 36 participants think about the beauty of 35 MP3 players. One major finding is that participants tended to evaluate the players holistically, applying similar categorisations to free sorts, beauty sorts and preference sorts. This involved a common polarisation between modern and post-modern forms as they have been found to apply to architectural styles (Wilson 1996)
Beauty constructs for MP3 players.
This paper contributes to the current debate about the nature of beauty and aesthetics as they apply to interactive products. Current disagreement centres around the question of whether beauty should be viewed as a continuous property of objects or as a rare emotional response to object encounters (Hassenzahl 2004, Frohlich 2004). Here we develop a new perspective of beauty as a complex psychological construct, subject to competing influences from visible object properties such as shape and colour, and invisible object associations such as perceived ease of use and brand. We introduce a new methodology for examining such constructs based on a card sorting procedure, and use it to show how 36 participants think about the beauty of 35 MP3 players. One major finding is that participants tended to evaluate the players holistically, applying similar categorisations to free sorts, beauty sorts and preference sorts. This involved a common polarisation between modern and post-modern forms as they have been found to apply to architectural styles (Wilson 1996)
Motion extrapolation in the central fovea
Neural transmission latency would introduce a spatial lag when an object moves across the visual field, if the latency was not compensated. A visual predictive mechanism has been proposed, which overcomes such spatial lag by extrapolating the position of the moving object forward. However, a forward position shift is often absent if the object abruptly stops moving (motion-termination). A recent "correction-for-extrapolation" hypothesis suggests that the absence of forward shifts is caused by sensory signals representing 'failed' predictions. Thus far, this hypothesis has been tested only for extra-foveal retinal locations. We tested this hypothesis using two foveal scotomas: scotoma to dim light and scotoma to blue light. We found that the perceived position of a dim dot is extrapolated into the fovea during motion-termination. Next, we compared the perceived position shifts of a blue versus a green moving dot. As predicted the extrapolation at motion-termination was only found with the blue moving dot. The results provide new evidence for the correction-for-extrapolation hypothesis for the region with highest spatial acuity, the fovea
The Acquisition of Bimanual Coordination in an Interactive Graphics Task
The problems of multi-limb coordination and environmental control are identified as important to any theory of skilled action. It is argued that these problems are well recognised yet unrelated in the research literature and would benefit from integration. Data are presented on the acquisition of bimanual coordination showing how both problems are solved together in a manipulative task. Subjects were required to steer a screen-displayed cursor along a variety of tilted tracks using two control knobs. Analysis of the knob and cursor movements used by subjects on the task shows that with practice, movement tends to become faster, more coordinated, continuous, accurate and economical; although the exact combination of these improvements depends upon individual differences in movement strategy. The implications of these findings for theories of coordination and control are discussed. © 1988
Ageing and the Digital Life Course, edited by David Prendergast and Chiara Garattini
This excellent collection of readings addresses the role of technology in an ageing society, mainly through the eyes of social scientists and medical researchers using ethnographic studies of technology use. Falling broadly into the field of gerontechnology, the writings are concerned with the use of technology to improve the health and wellbeing of older people in particular. However, unlike many works in that area, they are critical of overly optimistic predictions about the value of new technologies, and more realistic about the challenges of making technology accessible, attractive and useful to people, and having it fit within everyday behaviours and broader healthcare systems. At the same time, the empirical attention to the use of technology, explodes numerous myths about the reticence of older people to engage with it. The book shows many older people to be frequent users of email and social networking systems, avid gamers, on-line shoppers and web surfers; open to exotic developments such as social robots and concerned about the inheritance of digital possessions when they die
- …
