“…Therefore, this qualitative study can be meaningful for those researchers and practitioners who are interested in potential applications of synaesthesia. Unlike other ideation decks [19,20], the synaesthetic-translation tool specifically focuses on a particular aspect of human experience-synaesthesia-and attempts to use imaginaries to discover unusual interactive…”
Section: Discussionmentioning
confidence: 99%
“…This ideation deck was influenced by some previous works done by other researchers [18,19,20] in terms of deconstructing meanings and subjects, and creative decision making.…”
1 While the subject of synaesthesia has inspired various practitioners and has been utilized as a design material in different formats, research has not so far presented a way to apply this captivating phenomenon as a source of design material in HCI. The purpose of this paper is to explore the translative property of synaesthesia and introduce a tangible way to use this intangible phenomenon
“…Therefore, this qualitative study can be meaningful for those researchers and practitioners who are interested in potential applications of synaesthesia. Unlike other ideation decks [19,20], the synaesthetic-translation tool specifically focuses on a particular aspect of human experience-synaesthesia-and attempts to use imaginaries to discover unusual interactive…”
Section: Discussionmentioning
confidence: 99%
“…This ideation deck was influenced by some previous works done by other researchers [18,19,20] in terms of deconstructing meanings and subjects, and creative decision making.…”
1 While the subject of synaesthesia has inspired various practitioners and has been utilized as a design material in different formats, research has not so far presented a way to apply this captivating phenomenon as a source of design material in HCI. The purpose of this paper is to explore the translative property of synaesthesia and introduce a tangible way to use this intangible phenomenon
“…Design cards have been created and evaluated in various contexts. To name a few, cards have been suggested to facilitate the conceptualization of Internetof-Things applications [Mora et al, 2017], to raise awareness of emergent data protection regulations [Luger et al, 2015], to support the design of information systems for international justice [Logler et al, 2018] and to design interactive artifacts for ageing populations [Nicenboim et al, 2018]. Others targeted more abstract human qualities such as values [Friedman and Hendry, 2012], resourcefulness [Nicenboim et al, 2018], playfulness [Lucero and Arrasvuori, 2010], and creativity [Lucero et al, 2016] as part of the design process.…”
Section: Introductionmentioning
confidence: 99%
“…Prior work also outlined techniques aimed at better supporting designers and researchers to create their own design cards [Halskov and Dalsgård, 2006] and supporting materials such as design worksheets [Logler et al, 2018] and canvases [Mora et al, 2017] to guide cards' use. Drawing on these efforts, we developed a corresponding design methodology to facilitate design cards use in a collaborative setting.…”
Online social networks have made sharing personal experiences with others mostly in form of photos and comments a common activity. The convergenceof social, mobile, cloud and wearable computing expanded the scope of usergeneratedand shared content on the net from personal media to individual preferencesto physiological details (e.g., in the form of daily workouts) to informationabout real-world possessions (e.g., apartments, cars). Once everydaythings become increasingly networked (i.e., the Internet of Things), future onlineservices and connected devices will only expand the set of things to share. Given that a new generation of sharing services is about to emerge, it is of crucialimportance to provide service designers with the right insights to adequatelysupport novel sharing practices. This work explores these practices within twoemergent sharing domains: (1) personal activity tracking and (2) sharing economyservices. The goal of this dissertation is to understand current practices ofsharing personal digital and physical possessions, and to uncover correspondingend-user needs and concerns across novel sharing practices, in order to map thedesign space to support emergent and future sharing needs. We address this goalby adopting two research strategies, one using a bottom-up approach, the otherfollowing a top-down approach.In the bottom-up approach, we examine in-depth novel sharing practices within two emergent sharing domains through a set of empirical qualitative studies.We offer a rich and descriptive account of peoples sharing routines and characterizethe specific role of interactive technologies that support or inhibit sharingin those domains. We then design, develop, and deploy several technology prototypesthat afford digital and physical sharing with the view to informing the design of future sharing services and tools within two domains, personal activitytracking and sharing economy services.In the top-down approach, drawing on scholarship in human-computer interaction (HCI) and interaction design, we systematically examine prior workon current technology-mediated sharing practices and identify a set of commonalitiesand differences among sharing digital and physical artifacts. Based uponthese findings, we further argue that many challenges and issues that are presentin digital online sharing are also highly relevant for the physical sharing in thecontext of the sharing economy, especially when the shared physical objects havedigital representations and are mediated by an online platform. To account forthese particularities, we develop and field-test an action-driven toolkit for designpractitioners to both support the creation of future sharing economy platformsand services, as well as to improve the user experience of existing services.This dissertation should be of particular interest to HCI and interaction designresearchers who are critically exploring technology-mediated sharing practicesthrough fieldwork studies, as well to design practitioners who are building and evaluating sharing economy services.
“…Divitini and Sejer [9], presented a workshop called Make2Learn, oriented to a child learning IoT concepts through the design and development of objects that can be interconnected following STEM (Science, Technology, Electronic and Mathematics) concepts. Authors incorporated cards created by Mora et al [10] as a tool in the ideation stage, composed of 110 design cards, with the aim of supporting exploration and combination of user interface metaphors, digital services and physical objects. The cards are intended to inspire creation or generate new ideas in IoT products focused on the user.…”
A Tangible User Interface (TUI) is a new interaction option that uses nontraditional input and output elements. A tangible interface thus allows the manipulation of physical objects using digital information. The exploration and manipulation of physical objects is a factor to be considered in learning in children, especially those with some kind of disability such as hearing, who maximize the use of other senses such as vision and touch. In a tangible interface, three elements are related - physical, digital and social. The potential of IoT for children is growing. This technology IoT integrated with TUI, can help for that parents or teachers can monitoring activities of the child. Also to identify behavior patterns in the child with hearing impairment. This article shows four case studies, where had been designed different products of Internet of Things Tangible applied a several contexts and with products of low cost.
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