A vessel convoy is a complex and high-risk operation completed during icebreaking operations in the Arctic. Icebreaker navigators need to continuously communicate with their crew while monitoring information such as speed, heading, and distance between vessels in the convoy. This paper presents an augmented reality user interface concept, which aims to support navigators by improving oversight and safety during convoy operations. The concept demonstrates how augmented reality can help to realize a situated user interface that adapts to user’s physical and operational contexts. The concept was developed through a human-centered design process and tested through a virtual reality simulator in a usability study involving seven mariners. The results suggest that augmented reality has the potential to improve the safety of convoy operations by integrating distributed information with heads-up access to operation-critical information. However, the user interface concept is still novel, and further work is needed to develop the concept and safely integrate augmented reality into maritime operations.
Field research requires openness to unforeseen insights and opportunities, especially when designing for complex and dynamic workplaces, such as a ship bridge. In this paper, we investigate how serendipitous outcomes may be facilitated in design-driven field research. We present a case study of two field research trips onboard Arctic-going vessels, during which we investigated the premises of designing augmented reality (AR) systems for navigators. We describe how an explorative and opportunistic mixed-methods approach facilitated serendipity and analyse which specific aspects led to serendipitous outcomes in three examples. Last, we discuss how practical support for designers and design researchers conducting design-driven field research can be developed and suggest how strategies to employ approaches that facilitate serendipity can increase the likelihood and awareness of serendipitous outcomes.
It is now possible to include complex visual movement in screen interfaces, including those that enable web browsing on different media devices. This article investigates the potential for employing movement in web browsing -or more specifically, how motional form may be connected to interface actions. The investigation is carried out through design experimentation. Techniques of 'motion sketching' have been developed and utilized in a practice-based research project. The resulting motion sketches are analysed as realizations of complex mediation -by drawing on social semiotics and the concept of action from Leont'ev. The article argues that motional form is made meaningful through connotations and experiential metaphors, and suggests ten provisional principles for how motional form may be used in web browsing. This challenges notions of form and function in current interface design and how social semiotic theory may be produced.
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