In this paper, we discuss the media coverage of a research product made for social innovation and its implications on our research and commercialization of the product that followed. We were interested in how media coverage shaped socio-technological imaginaries, cultural and social views of people around this new technology. The research product that was in the eye of the media interest was a networked artifact in the shape of a small robot called AV1, developed to reduce isolation among long-term ill children and adolescents. Discourse analysis was used to examine 170 news articles to explore diverse perspectives on AV1. Our work uncovers potential opportunities and challenges for researchers working with responsible social innovation and research products before commercialization. Further, it highlights the opportunities for research products to surface deeper entanglements between socio-cultural factors and technology innovation.
In this paper, we extend the concept of annotated portfolios to include designs for new domains. Although annotated portfolios were intentionally left open to interpretation and appropriation, most of the published research that uses this method to articulate intermediate knowledge focuses on annotation strategies that abstract new knowledge about the qualities of interaction and about the design domain. We suggest that annotations can do more than pull towards concerns regarding abstraction and show that several not so very theoretical, but relevant findings can be achieved using other strategies. Two additional strategies are brought forward to illustrate this: a chronological design trajectory that shows the historical account of new domain explorations, and a design ecosystem strategy that aims to show how artefacts can work together. We apply all four strategies mentioned above and discuss how they contribute to revealing features of the design space for people with Myalgic Encephalomyelitis.
This chapter discusses challenges related to studying the use and usefulness of research products (robust, high fidelity prototypes placed in real use contexts for research purposes). Methods and methodologies for studying use and usefulness of such research products embedded in users' everyday lives are still lacking and need to be better established. By presenting a case of such research product in use, a robot avatar, we wish to illustrate how new knowledge of relevance for both designers and users can be gained. The robot avatar was designed to represent chronically ill adolescents at school, improving his/hers learning opportunities, as well as helping maintain social connections with peers. The chapter shows how methods were adapted and tools designed to work with this user group and learn about the role of avatars in education and reduction of social isolation. The value of using the avatar, and similar research products, is considered.
This chapter discusses challenges related to studying the use and usefulness of research products (robust, high fidelity prototypes placed in real use contexts for research purposes). Methods and methodologies for studying use and usefulness of such research products embedded in users' everyday lives are still lacking and need to be better established. By presenting a case of such research product in use, a robot avatar, we wish to illustrate how new knowledge of relevance for both designers and users can be gained. The robot avatar was designed to represent chronically ill adolescents at school, improving his/hers learning opportunities, as well as helping maintain social connections with peers. The chapter shows how methods were adapted and tools designed to work with this user group and learn about the role of avatars in education and reduction of social isolation. The value of using the avatar, and similar research products, is considered.
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