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- Espinoza, Fredrik, et al.
(författare)
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Intrusiveness management for focused, efficient, and enjoyable activities
- 2007
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Ingår i: The Disappearing Computer. - Berlin / Heidelberg : Springer. - 9783540727255 ; , s. 143-157
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Bokkapitel (refereegranskat)abstract
- When technologies for distributed activities develop, in particular the rapidly developing mobile technology, a larger part of our time will be spent connected to our various distributed contexts. When we meet physically we bring technology, both artifacts and services, which enable us to participate in these non-local contexts. Potentially this is a threat to focused and efficient activities due to the intrusiveness of the technology. Our aim is to contribute to the restoration of a number of the desirable properties of traditional local technology-free contexts. The intrusiveness itself is caused by at least four typical phenomena that have influenced current technology: • Focus-demanding and clearly distinguishable artifacts like phones or PCs explicitly mediate interaction with the distributed context • The functionality of services is traditionally based upon the assumption that communication is a deterministic flow of passive information, which for example, does not include information of the participants´ current context • Services in general perform individually and without coordinated communication schemes • The switches between contexts introduce a high cognitive load as each distributed context typically has its own system of characteristic objects and rules. In the FEEL project, we have developed a system called “Focused, Efficient and Enjoyable Local Activities with Intrusiveness Management” (FEELIM) that constitutes an intermediate alternative between the technology-dense and technology-free environments, which addresses the problems cited above. This research is based on a collaborative and cooperative setting where problems of intrusiveness management are confounded by several users meeting and cooperating together as opposed to isolated users dealing with similar problems of interruption management (Chen 2004; Ho 2005).
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- Lindquist, Sinna, et al.
(författare)
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Co-designing Communication Technology with and for Families : Methods, Experience, Results and Impact
- 2007
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Ingår i: The Disappearing Computer. - Berlin, Heidelberg : Springer. - 9783540727255 ; , s. 99-119
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Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
- In academia and in industry there have been many projects focusing on technology in domestic spaces and the Smart home (Hindus 2001; Smith 2000). The focus has been on the place, i.e. the home, and the people living there, rather than the people and the places they inhabit. In this chapter we share experience from using cooperative and novel design methods developed within the project interLiving – Designing Interactive, Intergenerational Interfaces for Living Together. The methods were intended to involve families, both as groups and individuals of all ages, as well as the multidisciplinary research group, in co-design of communication devices for families. We highlight methods, results and impact for future research and development. Research presented here aimed to develop novel and appreciated communication artefacts and to improve design methods within participatory design.
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- Rocchesso, Davide, et al.
(författare)
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Emerging sounds for disappearing computers
- 2007
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Ingår i: The Disappearing Computer. - Berlin / Heidelberg : Springer. - 9783540727255 ; , s. 233-254
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Bokkapitel (refereegranskat)abstract
- Try this simple experiment one day: wear a couple of earplugs and try to conduct your regular everyday activities, for a couple of hours. How would you describe your feelings in that deafened state? You would probably feel a sense of isolation, from the world and from other people. So, absence of sound induces perceived isolation which may turn into felt oppression in some environments, such as an anechoic chamber. One may think that if silence induces isolation, sound induces presence, but unfortunately this is not the case. We know sensitive souls that have difficulties falling asleep because they live in noisy neighborhoods. One solution that may work in this case is to play loud noise through the hi-fi loudspeakers to mask the noise from the environment. Again, isolation (e.g. from street noise) is the result, but the means to achieve it is loud noise, the opposite of silence. And how would you describe all those people that experience modern city life being shielded by earphones that play music from their walkmans or mp3 players? They look rather isolated from each other, don’t they? In some circumstances there might be a need of concentration (e.g., in studying), or people want to tune their mood (Brodsky 2002). In all those cases sounds may be the appropriate mean, as it was well known even to Thomas Edison, who used to accompany commercialization of his phonograph with a “mood change chart” aimed at surveying users reactions to that new technology. So, it seems that sounds have the potential to modulate human engagement (from isolation to arousal) in everyday environments, and this is an aspect that should be seriously considered when designing the artefacts that will populate the environments of the future, likely to be pervaded by Ambient Intelligence (AmI) in its various facets.
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