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Collection understandingChang, Michelle T. 30 September 2004 (has links)
Collection understanding shifts the traditional focus of retrieval in large collections from locating specific artifacts to gaining a comprehensive view of the collection. Visualization tools are critical to the process of efficient collection understanding. By presenting simple visual interfaces and intuitive methods of interacting with a collection, users come to understand the essence of the collection by focusing on the artifacts. This thesis discusses a practical approach for enhancing collection understanding in image collections.
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Collection understandingChang, Michelle T. 30 September 2004 (has links)
Collection understanding shifts the traditional focus of retrieval in large collections from locating specific artifacts to gaining a comprehensive view of the collection. Visualization tools are critical to the process of efficient collection understanding. By presenting simple visual interfaces and intuitive methods of interacting with a collection, users come to understand the essence of the collection by focusing on the artifacts. This thesis discusses a practical approach for enhancing collection understanding in image collections.
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Creating a Sense of Presence in Remote Relationships : A concept of Calm Ambient artifactRahman, Nahian January 2021 (has links)
Loneliness is a growing social problem that affects people from different age groups. Studies have shown that loneliness is prevalent more in young adults and the elderly demographic. Loneliness can pose serious health issues like cognitive malfunction, heart disease, stroke, depression, etc. People who stay alone from friends and family tend to feel lonelier. Conventional communication tools like a phone or video calls or using social media applications can help the users connect with people but also have adverse effects. As a result of this, the potential of an alternative nonverbal mode of communication needs to be explored. The research aims to understand individuals' behavior, traits, and hidden needs when it comes to loneliness. The purpose is to suggest an alternative way of communication that creates a sense of presence and ensures mental well for the people living alone and suffer from emotional loneliness. The concept of Calm and ambient technology has been explored in this thesis as an alternative means of communication. Users’ needs were gathered from eight semi-structured interviews, and two stakeholders were identified. Over forty ideas were generated from brainstorming. The ideas were sent to twenty individuals through snowballing. The response from them was analyzed and narrowed down by using concept screening and concept scoring. The final concept was a device called ‘One home lamp.’ The device uses light to show the presence of remote family members or loved ones to a person living alone. This concept product was then evaluated through ‘Mankoff’s heuristics’ to see its credibility as a calm ambient artifact.
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Lumina – An Exploration of How Interactive Lights Can Support MindfulnessAllendes, Leyla January 2020 (has links)
This thesis project presents a research through design process that has aimed to explore how we can design interactive technologies that can support mindfulness practices in beginners. This has been done by designing a meditative lamp, Lumina, which can be controlled by the user’s neural oscillations. The user interacts with the lamp by changing alpha and beta brain waves levels through meditation. The prototype has been evaluated with four participants and the testing sessions had three stages: a preliminary questionnaire to learn about participants' mindfulness level, interaction with my prototype providing the opportunity to explore mindfulness and electroencephalography (EEG), and a post-interview to reflect on their experience with the prototype. The biggest challenge of this project was to support mindfulness without disrupting the practice. Lumina has been developed through an iterative process, guided by relevant literature and works in the field of meditation, neurology, and calm technology.
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The impact of body-movementbased interaction on engagement of peripheral information displays : A case studyMonteiro Melo, Kauã January 2020 (has links)
With the growth of ubiquitous computing, people are getting familiar and receptive to the idea of using non personal devices in public spaces. An example of such a possible device are the large ambient displays which can be found in airports, subway stations, malls, and bus stops. While most of these devices are not interactive, some offer interaction through touchscreen. This study explored the impact of body-movement-based interaction on engagement of a peripheral information display. We developed and exhibited two versions of the same peripheral information display in a public space. The first version offered interactivity while no interaction was available in the second version. We counted the number of people who watched/interacted with the displays and timed how long they spent doing so. Qualitative data was also gathered through semi structured interviews and non-participant observations. The statistical analysis provide evidences that the mean time spent watching/interacting with the peripheral information display is higher when there is interaction. We are 95% confident that the interval from 0.25 to 13.71 seconds contains the difierence of mean time spent watching/interacting with the display between the two versions. The interviews and observations indicated that the interaction implemented is easily understandable by the public in few seconds without the need of instructions. / Med framväxten av ubik datateknik blir människor allt mer bekanta och mottagliga för att använda allmänt tillgängliga enheter i det offentliga rum. Ett exempel på en sådan enhet är dom stora bildskärmar som placerats på flygplatser, tunnelbanestationer, köpcenter och busshållplatser. Dom flesta av dessa är inte interaktiva, men några är interaktiva genom touch. Denna studie utforskar effekten av kroppsrörelse-baserat interaktion på människors engagemang med perifera informationsskärmar. Vi utvecklade och ställde ut två versioner av en informationsskärm i ett offentligt rum. Den första versionen var interaktiv medans den andra var statisk. Vi räknade antalet människor som uppmärksammade/interagerade med informationsskärmen och tog tiden på hur länge dom eventuellt stannade. Kvalitativ data samlades genom intervjuer genom semistrukturerade intervjuer och icke-deltagande observationer. Statistisk analys av data ger underlag för att säga att medelvärdet för tid spenderat framför informationsskärmen var högre när den var interaktiv. Med ett konfidensintervall på 95% slår vi fast att skillnaden i medelvärde för tid spenderat engagerad med informationsskärmen ligger mellan 0,25 och 13,71 sekunder för dom två versionerna. Intervjuer och observationer pekar mot att den implementerade interaktionen är lätt att förstå inom loppet av några få sekunder utan behov av instruktioner.
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Arrangement Design Studies : the introduction of the digital wall in domestic environments / Designstudier av införandet av den digitala väggen i hemmiljöerAbdipour, Morteza January 2021 (has links)
This research focuses on the emergence of 'digital walls' that can project images onto almost all or even the entirety of interior (and perhaps exterior) walls, and what implications this might have for how we arrange our rooms. It demonstrates the arrangement, i.e., the way that domestic products are arranged physically, of rooms changes in the domestic environment in a complex scenario when using large screens. Due to the fast-growing demand for large screens, this product could potentially be available to be used by people in their home environments; however, it does not yet exist in reality at this scale. Constructing large screens can be carried out using different production methods. Here, this concept is called the digital wall, a very thin wall-sized interactive screen. The characteristics of the digital wall will vary to be able to create different scenarios. One such scenario is a space in the home where the surface of the wall is covered with screens, which allows multiple possibilities to experience and interact with digital content. In this research, the social gathering space of homes, nowadays called the living room, is considered as a highly relevant space for installing the digital wall. In this space, the conceptual framework outlines the basic elements of the research and demonstrates the relationships between people’s interactions with the digital wall and domestic products in the domestic environment. I show two examples from design history to understand how arrangement changes impact the home environment: the transformation of the parlor to the living room, and entry of the television into the living room. These two examples are focused on the place in the home where people gather for socializing. The discussion of these examples led to the elaboration of the relationships between the elements in the conceptual framework. I explored relevant design research methodologies to bring this future scenario into the present to understand the relationships between people and the digital wall. I applied research through design and the constructive design research approaches to frame the design research methodology. In this thesis, I set up seven series of design studies in two cluster groups: Supportive studies and Main studies. All of the design studies were conducted in the Design Research Lab, the actual space for carrying out the design experiments, prototyping the digital wall, and the setting of the experiments for user participation. The Lab was fully equipped with relevant technology and allowed me to use multiple methods to collect data while people were experiencing the design study sessions. The Lab was useful as a platform to understand user experiences, barriers for interactions as well as people's experiences in a simulated space of a domestic environment. The main contribution of this research is to understand the forms of arrangement changes when people use the digital wall in homes. The research demonstrates two significant implications that are seen in two forms of arrangements: tangible arrangement and imperceptible arrangement. These findings are useful for both designers and users of the elements of domestic contexts and the relations that can be shaped by the presence of a digital wall in home environments. This understanding may provide design guidelines in future scenarios in which the digital wall is used in homes. The findings are also beneficial for designing the domestic environment, improving the arrangement of space, and raising the requirements for designing domestic products.
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Knot – A Signature Based Notification SystemJusis, Camilla January 2012 (has links)
The thesis project underlines the importance of designing calm and subtle technologies, by exploring how mobile communicative technologies, such as cell phones, could notify their users about incoming information in a more natural, and non-intrusive manner. The aim of the thesis was to find a way for cell phones to act more appropriately in public and social settings, where they now often are considered intrusive due to their uninhibited manifestations.The thesis provides a theoretical understanding of how normative expectations of cell phone conduct are constituted and maintained within public and social settings. The theories are further grounded in practical work, where the project employ user centered design methods and techniques to, in a collaborative manner, together with users explore the research field to generate insights. Solutions have further been prototyped and evaluated together with users in their everyday settings.Taking inspiration from calm technology, the project looks into how information can be notified, in a more subtle manner in the periphery of the user’s attention. Users’ own priming abilities have been considered as a personal way to recognize the notification and to further associate it as relevant information.As a solution for intrusive cell phones, the thesis proposes Knot; a signature based notification system, which builds on friends’ abilities to recognize each other’s characteristic traits. The system consists of a notification rope, which is a free standing phone accessory that twists and turns, when new information is arriving to the user’s cell phone. It can present whom the information is from by shaping itself into the sender’s representative Knot-signature. If the user can recognize the signature, it will immediately trigger a meaningful association to the person who sent the information.The solution builds upon the restrictiveness between those who can associate a certain signature to a certain person, and those who cannot. For those who have the ability to associate to the signature, its role as a notifier will become meaningful and informative, while for others, who do not share this ability, the signature would be subtle and meaningless, and hence not interfering. The thesis exemplifies how interfaces could provide users with output in a more natural way, by considering users’ previous skills and knowledge, and primarily their priming abilities.
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