No abstract
No abstract
HCI has a tradition of engaging in democratic practices and contributing to public service innovation. Working with complex socio-political realities presents significant challenges for HCI researchers, which are amplified by the current democratic and economic crisis. In this article, we present insights from a longitudinal study where we worked with multiple stakeholders in the context of an austerity-driven transformation of public parks service in a city in the North East of England. Over the course of 20 months, we developed a participatory socio-technical process designed to create collaborative spaces between communities and institutions to re-envision and re-shape the city's public parks service. The study contributes to HCI research concerned with developing tools and processes that aim at connecting across the boundaries between communities and institutions. Our process and the resulting analysis expose the practical complexities of transformation and co-creation processes and the troubles that come with opening spaces for wider participation within highly contested and political settings. We provide an orientation for HCI design research aspiring to contribute to social innovation and democratic practices in troubled times.
This paper presents insights from a collaboration with cycling advocates and local authorities to consider how HCI can open productive spaces for citizens to contribute to the realization of social goals. We worked with members of a walking and cycling advocacy organization to explore the potential for technology-mediated data collection to support advocacy and action taking. Based on our initial findings, we developed and deployed Spokespeople-a system to enable people who cycle to collect, curate and make visible their everyday journeys and experiences. We then worked with participants, cycling advocates and local authority transport planners to explore how citizens can contribute beyond data collection, by curating and prioritizing their experiences and exploring possible routes to action. We identify future directions for technology design to support citizens to make meaningful contributions to changes in the city through annotated routes, prioritization and community commissioning processes.
BackgroundUnilateral (Hemiplegic) cerebral palsy (UCP) causes weakness and stiffness affecting one sided of the body, often impacting activities of daily living. Upper limb therapy at effective intensity is not accessible to most.AimTo determine stakeholder views on design of an approach using wrist-worn devices and a smartphone application to encourage use of the affected upper limb for children with hemiplegia.MethodFour participatory design workshops and one young people's advisory group workshop incorporating views of five young people with hemiplegia, 13 typically developing peers aged 8–18 years, four parents, three occupational therapists, one teacher and two paediatricians. Two special educational needs co-ordinators were consulted separately. Peers were included to explore a study design whereby each child with hemiplegia would have a participating “buddy”. Topics included views on an acceptable wrist-worn device and smartphone application, participant age range, involvement of a buddy, and barriers to using the technology in a school setting. Ethical/welfare considerations included data security, and potential risks around providing smartphones to young children.ResultsChildren wanted a comfortable, conventional-appearing wristband incorporating a watch face and a secure, well-fitting strap. They were prepared to wear a band on each wrist. They wanted support with explaining the study to schoolteachers. Most schools restricted smartphone use during the school day: the study design accommodated this. Children agreed with a game as reward but had different views on an acceptable game; direct access to feedback data was preferred by some. Parents commented on the lack of access to upper limb therapy for children with UCP; therapists concurred. The proposed participant age range was widened based on feedback. Typically developing children were prepared to be buddies to help a friend with CP. Stakeholders were reassured by data security explanations and plans to provide internet safety information to participants.ConclusionThe participatory design process informed plans for the proof-of-concept stage of the study, hopefully leading to an approach that will be fun, easy to integrate into everyday life, and have the capacity to increase use of the affected arm and hand.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
hi@scite.ai
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.