This paper presents findings from a study of Instagram use and funerary practices that analysed photographs shared on public profiles tagged with '#funeral'. We found that the majority of images uploaded with the hashtag #funeral often communicated a person's emotional circumstances and affective context, and allowed them to reposition their funeral experience amongst wider networks of acquaintances, friends, and family. We argue that photo-sharing through Instagram echoes broader shifts in commemorative and memorialization practices, moving away from formal and institutionalized rituals to informal and personalized, vernacular practices. Finally, we consider how Instagram's 'platform vernacular' unfolds in relation to traditions and contexts of death, mourning, and memorialization. This research contributes to a broader understanding of how platform vernaculars are shaped through the logics of architecture and use. This research also directly contributes to the understanding of death and digital media by examining how social media is being mobilized in relation to death, the differences that different media platforms make, and the ways social media are increasingly entwined with the places, events, and rituals of mourning.
Exercising with others, such as jogging in pairs, can be socially engaging. However, if exercise partners have different fitness levels then the activity can be too strenuous for one and not challenging enough for the other, compromising engagement and health benefits. Our system, Jogging over a Distance, uses heart rate data and spatialized sound to create an equitable, balanced experience between joggers of different fitness levels who are geographically distributed. We extend this prior work by analyzing the experience of 32 joggers to detail how specific design features facilitated, and hindered, an engaging and balanced exertion experience. With this knowledge, we derive four dimensions that describe a design space for balancing exertion experiences: Measurement, Adjustment, Presentation and Control. We also present six design tactics for creating balanced exertion experiences described by these dimensions. By aiding designers in supporting participants of different physical abilities, we hope to increase participation and engagement with physical activity and facilitate the many benefits it brings about.
People in close relationships, who are separated by distance, often have difficulty expressing intimacy adequately. Based on the results of an ethnographic study with couples, a prototype was developed to test the feasibility of technology in the domain of intimacy. Hug Over a Distance is an air-inflatable vest that can be remotely triggered to create a sensation resembling a hug. Although the couples did not consider the vest to be useful in their daily lives, the prototype served to provoke and stimulate design ideas from the couples during participative design workshops. An additional and unexpected benefit was also found: the prototype enhanced the couples' understanding of the researchers' methods, suggesting that prototypes can serve as tools to make participatory design volunteers aware of their importance in academic research.
A new set of computationally-augmented games have emerged recently that require the user to move their body. These exertion games are believed to contribute to social, mental and in particular, physical benefits, marking a change in how we perceive computer gaming. However, although these games are a commercial success, research is lacking a theoretical understanding how to analyse existing and guide future designs. We present initial investigations towards a taxonomy of such exertion games with a focus on social aspects, based on work on traditional play and sports. Our contribution lays the foundation for the creation of a theoretical framework on exertion games, expanding our understanding of this exciting new area.
Cultural probes', since first being proposed and described by Bill Gaver and his colleagues, have been adapted and appropriated for a range of purposes within a variety of technology projects. In this paper we critically review different uses of Probes and discuss common aspects of different Probe variants. We also present and critique some of the debate around Probes through describing the detail of their use in two studies: The Digital Care Project (Lancaster University) and The Mediating Intimacy Project (University of Melbourne). We then reorient the discussion around Probes towards how probes work: both as interpretative fodder for social scientists and as a resource for 'designers'. Finally we discuss new possible directions for Probes as an approach and some of the challenges confronting Probes as an approach.
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