This paper describes work undertaken by the VERA project to investigate how archaeologists work with information technology (IT) on excavation sites. We used a diary study to research the usual patterns of behaviour of archaeologists digging the Silchester Roman town site during the summer of 2007. Although recording had previously been undertaken using pen and paper, during the 2007 season a part of the dig was dedicated to trials of IT and archaeologists used digital pens and paper and Nokia N800 handheld PDAs to record their work. The goal of the trial was to see whether it was possible to record data from the dig whilst still on site, rather than waiting until after the excavation to enter it into the Integrated Archaeological Database, (IADB) and to determine whether the archaeologists found the new technology helpful. The digital pens were a success, however, the N800s were not successful given the extreme conditions on site. Our findings confirmed that it was important that technology should fit in well with the work being undertaken rather than being used for its own sake, and should respect established work flows. We also found that the quality of data being entered was a recurrent concern as was the reliability of the infrastructure and equipment.
This paper focuses on a participatory activity that is part of an ongoing partnership formed six years ago between teachers and academics to study creative technology approaches to youth participation. By focusing on a food-based activity in an after-school maker space, we reflect on the pedagogical and methodological innovations, and the ethical and aesthetic qualities of food-based activities for participatory design. The session brought together students and teachers to form a generative dialogue around computation and automation while preparing and sharing food. The results suggest opportunities to rethink current curricular, pedagogical, and education policy strategies. Recommendations for organizers to prepare generative activities where food is used as a design material close the paper.
CCS CONCEPTS• User characteristics ~ Age ~ Adolescents • Human-centered computing ~ Interaction design ~ Interaction design process and methods ~ Participatory design
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