We present rich descriptions of taste experience through an analysis of the diachronic and synchronic experiences of each of the five basic taste qualities: sweet, sour, salt, bitter, and umami. Our findings, based on a combination of user experience evaluation techniques highlight three main themes: temporality, affective reactions, and embodiment. We present the taste characteristics as a framework for design and discuss each taste in order to elucidate the design qualities of individual taste experiences. These findings add a semantic understanding of taste experiences, their temporality enhanced through descriptions of the affective reactions and embodiment that the five basic tastes elicit. These findings are discussed on the basis of established psychological and behavioral phenomena, highlighting the potential for taste-enhanced design.
In this paper we continue work to investigate how we can engage young adults in behaviors of recycling and the prevention of food waste through social media and persuasive and ubiquitous computing systems. Our previous work with BinCam, a two-part design combining a system for the collection of waste-related behaviors with a Facebook application, suggested that although this ubiquitous system could raise awareness of recycling behavior, engagement with social media remained low. In this paper we reconsider our design in terms of engagement, examining both the theoretical and practical ways in which engagement can be designed for. This paper presents findings from a new user study exploring the redesign of the social media interface following this analysis. By incorporating elements of gamification, social support and improved data visualization, we contribute insights on the relative potential of these techniques to engage individuals across the lifespan of a system's deployment.
There has been a recent shift in England towards empowering citizens to shape their neighbourhoods. However, current methods of participation are unsuitable or unwieldy for many people. In this paper, we report on ChangeExplorer, a smart watch application to support citizen feedback, to investigate the extent to which digital wearables can address barriers to participation in planning. The research contributes to both technology-mediated citizen involvement and urban planning participation methods. The app leverages in-situ, quick interactions encouraging citizens to reflect and comment on their environment. Taking a case study approach, the paper discusses the design and deployment of the app in a local planning authority through interviews with 19 citizens and three professional planners. The paper discusses the potential of the ChangeExplorer app to address more conceptual issues, and concludes by assessing the degree to which the technology raises awareness of urban change and whether it could serve as a gateway to more meaningful participatory methods.
Ecological sustainability is becoming of increasing concern to the HCI community, though little focus has been given yet to issues around food waste. Given the environmental impact of food waste, there is potential to make a significant difference. To understand everyday domestic practices around food and waste, we took a "practice" lens and carried out a study in 14 households that involved interviews, in-home tours and, in five of the households, a FridgeCam technology probe. The analysis highlights that food waste is the unintended result of multiple moments of consumption dispersed in space and time across other integrated practices such as shopping and cooking, which are themselves embedded in broader contextual factors and values. We highlight the importance of respecting the complex negotiations that people make within given structural conditions and competing values and practices, and suggest design strategies to support dispersed as well as integrated food practices, rather than focusing on waste itself.
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