Despite widespread interest in civic technologies, empowering neighbourhoods to take advantage of these technologies in their local area remains challenging. This paper presents findings from the Ardler Inventors project, which aimed to understand how neighbourhoods can be supported in performing roles normally carried out by researchers and designers. We describe the end-to-end process of bringing people together around technology, designing and prototyping ideas, and ultimately testing several devices in their local area. Through this work, we explore different strategies for infrastructuring local residents' participation with technology, including the use of hackathon-like intensive design events and pre-designed kits for assembly. We contribute findings relating to the ability of these strategies to support building communities around civic technology and the challenges that must be addressed.
Paper is ubiquitous. It forms a substantial part of our everyday activities and interactions; ranging from our take-away coffee cups -to wallpaper -to rail ticketsto board and card games. Imagine if you could connect paper to the Internet, interact and update it with additional data but without recourse to reprinting or using e-ink alternatives. This paper explores work examining conductive inks and web-connectivity of printed objects, which form part of an emergent subfield within the Internet of Things (IoT) and paper. Our research is starting to explore a range of media uses, such as interactive newspapers, books, beer mats and now gaming environments through prototype IoT device named EKKO; a clip that allows conductive ink frameworks to detect human touch interaction revealing rich media content through a mobile application as the 'second screen'.
Prototypes and other 'things' have had many uses in HCI researchto help understand a problem, as a stepping stone towards a solution, or as a final outcome of a research process. However, within the messy context of a research through design project, many of these roles do not form part of the final research narratives, restricting the ability of other researchers to learn from this practice. In this paper we revisit prototypes used in three different design research projects, conducted over a period when the Internet of Things emerged into everyday life, exploring complex hidden relationships between the internet, people and physical objects. We aim to explore the unreported roles that prototypes played in these projects, including brokering relationships with participants and deconstructing opaque technologies. We reflect on how these roles align with existing understandings of prototypes in HCI, with particular attention to how these roles can contribute to design around IoT.
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