Slowness has emerged as a rich lens to frame HCI investigations into supporting longer-term humantechnology relations. Yet, there is a need to further address how we design for slowness on conceptual and practical levels. Drawing on the concepts of unawareness, intersections, and ensembles, we contribute an investigation into designing for slowness and temporality grounded in design practice through two cases: Olly and Slow Game. We designed these artifacts over two and a half years with careful attention to how the set of concepts influenced key design decisions in terms of their form, materials, and computational qualities. Our designer-researcher approach revealed that, when put into practice, the concepts helped generatively grapple with slowness and temporality, but are in need of further development to be mobilized for design. We critically reflect on insights emerging across our practice-based research to reflexively refine the concepts and better support future HCI research and practice.
This paper aim s to provide two real SMEs company cases on how livin g-lab methodology could be appli ed to support adoption of ICT by organisation. This study is part of CoVES proj ect which aim s to dev elop advance collabor ation technologi es which ar e affordabl e by SMEs to support th eir vir tu al comm unication an d collabor ations. As th e outcom es of this study, th e CoVES livin g-lab methodology has prov en to be successful, despi te th e di ff er en t degr ees of adap tation on introduc ed ICT at two pr es en ted cas es. KeywordsLivin g-lab, SMEs, Collabor ation, proce edin gs, Product Innov ation, Real tim e comm unication INTRODUCTIONTo collaborate with different project partners or customers across different locations is becoming a common practice for many engineers (Katzy and Sung, 2005;Brynjolfsson 1994; Scott and Timmerman,1999). Apart from good planning and scheduling of works, effectiveness of collaboration between different collaboration partners thus becoming a critical factor for ensuring the ongoing progress and success of projects. The objective of the CoVES (Collaborative Virtual Engineering for SMEs) project is to provide solutions and methods to support engineers who are collaborating in distributed and virtual environment. Although there are already many different types of collaboration solutions in the market (i.e. Skype, Sharepoint, Yahoo Messenger and many others), but most of these solutions are developed by different vendors, hence difficult to synchronise the information across these different solutions. On the other hand, the actual productivity gains through using these collaboration solutions are still not very visible (Brynjolfsson and Yang, 1996). Therefore to understand how these collaboration solutions are used by the users will help to better reveal the productivity gain.Several ICT researchers (Orlikowski,1992;Orlikowski,1993;Scherer and Keller, 2002) have addressed that to better understand how ICT are adopted by organisations, more studies on how ICT are adopted in real organisation settings will provide more insight than control lab experiment. In Orlikowski (1993) adopted structuration theory framework, she has pointed out the importance to address the organisation, technology and individual users at same time to get a good understanding on how IT, organisation and individual users are influencing each other, and hence have better understandings on how IT are adopted. Therefore the objective of this paper will not focus the technical details on how different communication technologies are integrated or synchronised, but to illustrate how SMEs are adopting these technologies, productivity gain and lessons learned. Living Lab methodology which focuses on involving users in research and development processes has been used by several researchers (Folstad, 2008;Katzy, Loeh, and Sung, 2005) as a method to quickly capture user behaviours and obtain fast feedbacks into development requirements. In this way, better understanding on how collaboration solutions are adopted ...
Pas a Pas is a tool to support education using stop motion animation. The platform aims to bridge the gap between abstract concepts from educational content to reality using the physicality and animated outcome of stop motion. This paper describes the research, prototype and conclusions of user testing, and provides design ideas for further iterations of the concept.
Diabetes Ecosystem is the outcome of a research investigation for Novo Nordisk, a Danish global leader in diabetes care and innovation. The research is visualized in a tablet‐based platform for self‐navigated rich storytelling that takes the viewer through a deep dive into the everyday lives of individuals with type 2 diabetes and their personal care networks. We offer a comprehensive look into patient's lives and restore the value of user presence in executive thinking.
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