911 resultados para 1145


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In this paper, we report the results of a field trial of a Ubicomp system called CAM that is aimed at supporting and enhancing collaboration in a design studio environment. CAM uses a mobile-tagging application which allows designers to collaboratively store relevant information onto their physical design objects in the form of messages, annotations and external web links. The purpose of our field trial was to explore the role of augmented objects in supporting and enhancing creative work. Our results show that CAM was used not only to support participants' mutual awareness and coordination but also to facilitate designers in appropriating their augmented design objects to be explorative, extendable and playful, supporting creative aspects of design work. In general, our results show how CAM transformed static design objects into 'remarkable' objects that made the creative and playful side of cooperative design visible.

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A largely overlooked aspect of innovative design practices is how workplace surfaces play a role in supporting designers' everyday work. In this paper we introduce the idea of artful surfaces. Artful surfaces (Figure 1) are full of informative, inspirational and creative artefacts that help designers accomplish their everyday design practices. The way these surfaces are created and used could provide information about how designers work. We identify four types of artful surfaces: personal, shared, project-specific and live surfaces; and describe them using examples.

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The role of material artefacts in supporting distributed and co-located work practices has been well acknowledged within HCI and CSCW research. In this paper, we show that in addition to their ecological, coordinative and organizational support, artefacts also play an 'experiential' role. In this case, artefacts not only improve efficiency or have a purely functional role (e.g. allowing people to complete tasks quickly), but the materiality, use and manifestations of these artefacts bring quality and richness to people's performance and help them make better sense of their everyday lives. In a domain such as industrial design, such artefacts play an important role for supporting creativity and innovation. Based on our ethnographic fieldwork on understanding cooperative design practices of industrial design students and researchers, we describe several experiential practices that are supported by design-related artefacts such as sketches, drawings, physical models and explorative prototypes -- used and developed in designers' everyday work. Our main intention in carrying out this kind of research is to develop technologies to support designers' everyday practices. We believe that with the emergence of ubiquitous computing, there is a growing need to focus on the personal, social and creative side of people's everyday experiences. By focusing on the experiential practices of designers, we can provide a much broader view in the design of new interactive technologies.

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Playfulness, with non-intrusive elements, can be considered a useful resource for enhancing social awareness and community building within work organizations. Taking inspirations from the cultural probes approach, we developed organizational probes as a set of investigation tools that could provide useful information about employees’ everyday playful experiences within their work organizations. In an academic work environment, we applied our organizational probes over a period of three weeks. Based on the collected data we developed two design concepts for playful technologies in work environments.

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The visual and multidimensional representations like images and graphical structures related to biology provide great insights into understanding the complexities of different organisms. Especially, life scientists use different representations of molecular structures to answer biological questions and to better understand cellular processes. Combining results from two field studies, we explore the role of molecular structures in life scientists’ current work from a humanfactors perspective. Our main conclusion is that different representations of molecular structures, due to their visual nature, are important for supporting collaboration, constructing new knowledge and supporting scientists’ professional activities in general.

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RC4(n, m) is a stream cipher based on RC4 and is designed by G. Gong et al. It can be seen as a generalization of the famous RC4 stream cipher designed by Ron Rivest. The authors of RC4(n, m) claim that the cipher resists all the attacks that are successful against the original RC4. The paper reveals cryptographic weaknesses of the RC4(n, m) stream cipher. We develop two attacks. The first one is based on non-randomness of internal state and allows to distinguish it from a truly random cipher by an algorithm that has access to 24·n bits of the keystream. The second attack exploits low diffusion of bits in the KSA and PRGA algorithms and recovers all bytes of the secret key. This attack works only if the initial value of the cipher can be manipulated. Apart from the secret key, the cipher uses two other inputs, namely, initial value and initial vector. Although these inputs are fixed in the cipher specification, some applications may allow the inputs to be under the attacker control. Assuming that the attacker can control the initial value, we show a distinguisher for the cipher and a secret key recovery attack that for the L-bit secret key, is able to recover it with about (L/n) · 2n steps. The attack has been implemented on a standard PC and can reconstruct the secret key of RC(8, 32) in less than a second.

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With the emergence of personal and ubiquitous computing systems in the last decade, interaction designers have started designing products by employing quality oriented aspects such as user experience, playfulness, enchantment and others. In order to explore novel forms of mediated interactions, designers need to focus beyond the basic user requirements and usability issues. We present a procedure and results of a design exercise that we carried out with students of a master's course on Visual Design. Our intention was to explore new forms of mediated interaction by using a specific design exercise. We provide the details of the resulted design concepts and discuss the usefulness of our design exercise.

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Motivation Awareness is an integral part of remote collaborative work and has been an important theme within the CSCW research. Our project aims at understanding and mediating non-verbal cues between remote participants involved in a design project. Research approach Within the AMIDA project we focus on distributed 'cooperative design' teams. We especially focus on the 'material' signals - signals in which people communicate through material artefacts, locations and their embodied actions. We apply an ethnographic approach to understand the role of physical artefacts in co-located naturalistic design setting. Based on the results we will generate important implications to support remote design work. We plan to develop a mixed-reality interface supported by a shared awareness display. This awareness display will provide information about the activities happening in the design room to remotely located participants. Findings/Design Our preliminary investigation with real-world design teams suggests that both the materiality of designers' work settings and their social practices play an important role in understanding these material signals that are at play. Originality/Value Most research supporting computer mediated communication have focused on either face-to-face or linguistically oriented communication paradigms. Our research focuses on mediating the non-verbal, material cues for supporting collaborative activities without impoverishing what designers do in their day to day working lives. Take away message An ethnographic approach allows us to understand the naturalistic practices of design teams, which can lead to designing effective technologies to support group work. In that respect, the findings of our research will have a generic value beyond the application domain chosen (design teams).

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The concept of affordance has different interpretations in the field of Human-Computer Interaction (HCI). However, its treatment has been merely as a one-to-one relationship between a user and a technology. We believe that a broader view of affordances is needed which encompasses social and cultural aspects of our everyday life. We propose an interaction-centered view of affordance that can be useful for developing better understandings of designed artefacts. An interaction-centered view of affordance suggests that affordance is an interpretative relationship between users and the technology that emerges during the users' interaction with the technology in the lived environments. We distinguish two broad classes of affordances: affordance in Information and affordance in Articulation. Affordance in information refers to users' understanding of a technology based on their semantic and syntactic interpretation; and affordance in articulation refers to users' interpretations about the use of the technology. We also argue that the notion of affordance should be treated at two levels: at the 'artefact level' and at the 'practice level'. Consequently, we provide two examples to demonstrate our arguments.

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In this paper we describe the design of DNA Jewellery, which is a wearable tangible data representation of personal DNA profile data. An iterative design process was followed to develop a 3D form-language that could be mapped to standard DNA profile data, with the aim of retaining readability of data while also producing an aesthetically pleasing and unique result in the area of personalized design. The work explores design issues with the production of data tangibles, contributes to a growing body of research exploring tangible representations of data and highlights the importance of approaches that move between technology, art and design.

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New technical and procedural interventions are less likely to be adopted in industry, unless they are smoothly integrated into the existing practices of professionals. In this paper, we provide a case study of the use of ethnographic methods for studying software bug-fixing activities at an industrial engineering conglomerate. We aimed at getting an in-depth understanding of software developers' everyday practices in bug-fixing related projects and in turn inform the design of novel productivity tools. The use of ethnography has allowed us to look at the social side of software maintenance practices. In this paper, we highlight: 1) organizational issues that influence bug-fixing activities; 2) social role of bug tracking systems, and; 3) social issues specific to different phases of bug-fixing activities.

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Smart Material Interface (SMI) is the latest generation of user interface that makes use of engineered materials and leverages their special properties. SMIs are capable of changing their physical properties such as shape, size and color, and can be controlled under certain (external) conditions. We provide an example of such an SMI in the form of a prototype of a vacuum cleaner. The prototype uses schematic electrochromic polymer at the suction nozzle of the vacuum cleaner, which changes its color depending on the dust level on a floor. We emphasize on the new affordances and communication language supported by SMIs, which challenges the current metaphors of user interfaces in the field of HCI.

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In many cities around the world, surveillance by a pervasive net of CCTV cameras is a common phenomenon in an attempt to uphold safety and security across the urban environment. Video footage is being recorded and stored, sometimes live feeds are being watched in control rooms hidden from public access and view. In this study, we were inspired by Steve Mann’s original work on sousveillance (surveillance from below) to examine how a network of camera equipped urban screens could allow the residents of Oulu in Finland to collaborate on the safekeeping of their city. An agile, rapid prototyping process led to the design, implementation and ‘in the wild’ deployment of the UbiOpticon screen application. Live video streams captured by web cams integrated at the top of 12 distributed urban screens were broadcast and displayed in a matrix arrangement on all screens. The matrix also included live video streams of two roaming mobile phone cameras. In our field study we explored the reactions of passers-by and users of this screen application that seeks to inverse Bentham’s original panopticon by allowing the watched to be watchers at the same time. In addition to the original goal of participatory sousveillance, the system’s live video feature sparked fun and novel user-led apprlopriations.

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Falling prices have led to an ongoing spread of public displays in urban areas. Still, they mostly show passive content such as commercials and digital signage. At the same time, technological advances have enabled the creation of interactive displays potentially increasing their attractiveness for the audience, e.g. through providing a platform for civic discourse. This poses considerable challenges, since displays need to communicate the opportunity to engage, motivate the audience to do so, and be easy to use. In this paper we present Vote With Your Feet, a hyperlocal public polling tool for urban screens allowing users to express their opinions. Similar to vox populi interviews on TV or polls on news websites, the tool is meant to reflect the mindset of the community on topics such as current affairs, cultural identity and local matters. It is novel in that it focuses on a situated civic discourse and provides a tangible user interface, tackling the mentioned challenges. It shows one Yes/No question at a time and enables users to vote by stepping on one of two tangible buttons on the ground. This user interface was introduced to attract people’s attention and to lower participation barriers. Our field study showed that Vote With Your Feet is perceived as inviting and that it can spark discussions among co-located people.

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In this paper we describe the use and evaluation of CubIT, a multi-user, very large-scale presentation and collaboration framework. CubIT is installed at the Queensland University of Technology’s (QUT) Cube facility. The “Cube” is an interactive visualisation facility made up of five very large-scale interactive multi-panel wall displays, each consisting of up to twelve 55-inch multi-touch screens (48 screens in total) and massive projected display screens situated above the display panels. The paper outlines the unique design challenges, features, use and evaluation of CubIT. The system was built to make the Cube facility accessible to QUT’s academic and student population. CubIT enables users to easily upload and share their own media content, and allows multiple users to simultaneously interact with the Cube’s wall displays. The features of CubIT are implemented via three user interfaces, a multi-touch interface working on the wall displays, a mobile phone and tablet application and a web-based content management system. The evaluation reveals issues around the public use and functional scope of the system.