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There is increasing interest in using digital signage to deliver highly personalised content. However, display personalisation presents a number of architectural design challenges -in particular, how best to provide personalisation without unduly compromising viewers' privacy. While previous research has focused on understanding specific elements of the overall vision, our work presents details of the first significant attempt at a system that integrates future pervasive display networks and mobile devices to support display personalisation. We describe a series of usage models and design goals for display personalisation and then present Tacita, a system that supports these models and goals. Our architecture includes mobile, display and cloud-based elements and provides comprehensive personalisation features while preventing the creation of user profiles within the display infrastructure, thus helping to preserve users' privacy. An initial evaluation of our prototype implementation of the architecture is also included and demonstrates the viability of the Tacita approach.
Abstract-Transient use of displays by mobile users was prophesied two decades ago. Today, convergence of a range of technologies enable the realization of this vision. For researchers in this space, one key question is where to physically locate the application for which the display has been appropriated. The emergence of cloud and cloudlet computing has increased the range of possible locations. In this paper we focus on understanding the extent to which application location impacts user experience when appropriating displays. We describe a usage model in which public displays can be appropriated to support spontaneous use of interactive applications, present an example architecture based on cloudlets, and explore how application location impacts user experience.
BackgroundHealthy eating and fitness mobile apps are designed to promote healthier living. However, for young people, body dissatisfaction is commonplace, and these types of apps can become a source of maladaptive eating and exercise behaviors. Furthermore, such apps are designed to promote continuous engagement, potentially fostering compulsive behaviors.ObjectiveThe aim of this study was to identify potential risks around healthy eating and fitness app use and negative experience and behavior formation among young people and to inform the understanding around how current commercial healthy eating and fitness apps on the market may, or may not, be exasperating such behaviors.MethodsOur research was conducted in 2 phases. Through a survey (n=106) and 2 workshops (n=8), we gained an understanding of young people’s perceptions of healthy eating and fitness apps and any potential harm that their use might have; we then explored these further through interviews with experts (n=3) in eating disorder and body image. Using insights drawn from this initial phase, we then explored the degree to which leading apps are preventing, or indeed contributing to, the formation of maladaptive eating and exercise behaviors. We conducted a review of the top 100 healthy eating and fitness apps on the Google Play Store to find out whether or not apps on the market have the potential to elicit maladaptive eating and exercise behaviors.ResultsParticipants were aged between 18 and 25 years and had current or past experience of using healthy eating and fitness apps. Almost half of our survey participants indicated that they had experienced some form of negative experiences and behaviors through their app use. Our findings indicate a wide range of concerns around the wider impact of healthy eating and fitness apps on individuals at risk of maladaptive eating and exercise behavior, including (1) guilt formation because of the nature of persuasive models, (2) social isolation as a result of personal regimens around diet and fitness goals, (3) fear of receiving negative responses when targets are not achieved, and (4) feelings of being controlled by the app. The app review identified logging functionalities available across the apps that are used to promote the sustained use of the app. However, a significant number of these functionalities were seen to have the potential to cause negative experiences and behaviors.ConclusionsIn this study, we offer a set of responsibility guidelines for future researchers, designers, and developers of digital technologies aiming to support healthy eating and fitness behaviors. Our study highlights the necessity for careful considerations around the design of apps that promote weight loss or body modification through fitness training, especially when they are used by young people who are vulnerable to the development of poor body image and maladaptive eating and exercise behaviors.
In this paper we reflect on our long-term experiences of developing, deploying and supporting an experimental digital signage system. Existing public display systems almost always feature a single point of control that is responsible for scheduling content for presentation on the network and provide sophisticated mechanisms for controlling play-out timing and relative ordering. Our experiences suggest that such complex feature-sets are unnecessary in many cases and may be counter productive in signage systems. We describe an alternative, simpler paradigm for encouraging widespread use of signage systems based on shared 'content channels' between content providers and display owners. Our system has been in continuous use for approximately 3 years. We reflect and draw lessons from how our user community has adopted and used the resulting public display network. We believe that these reflections will be of benefit to future developers of ubiquitous display networks.
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