scholarly journals Revolutionary and Evolutionary Technology Design Processes in Location-Based Interactions

2016 ◽  
pp. 599-619
Author(s):  
Elizabeth FitzGerald ◽  
Anne Adams

Development and deployment of location-based systems is a key consideration in the design of new mobile technologies. Critical to the design process is to understand and manage the expectations of stakeholders (including funders, research partners and end users) for these systems. In particular, the way in which expectations impact upon technology development choices between small-scale, ‘high tech' innovations or larger scalable solutions. This paper describes the differences in a revolutionary design process (for ‘high tech' prototypes or catwalk technologies) versus an evolutionary design process (for scalable or prêt-a-porter systems), as exemplified in two location-based mobile interaction case studies. One case study exemplifies a revolutionary design process and resultant system, and the other an evolutionary design process and system. The use of these case studies is a clear natural progression from the paper that first described the concept of ‘catwalk technologies' (Adams et al, 2013), which itself drew upon research that used mobile devices for outdoor 'in the wild' locations. This paper presents a set list of fifteen heuristic guidelines based upon an analysis of these case studies. These heuristics present characteristics and key differences between the two types of design process. This paper provides a key reference point for researchers, developers and the academic community as a whole, when defining a project rationale for designing and developing technical systems. In addition, we refer to the role of the researcher/research team in terms of guiding and managing stakeholder and research team expectations and how this relates to the planning and deployment of catwalk or prêt-à-porter technologies. Lastly, we state how this research has vital implications for planning and enacting interventions and sequences of interactions with stakeholders and, crucially, in the planning of future research projects.

2015 ◽  
Vol 7 (1) ◽  
pp. 59-78
Author(s):  
Elizabeth FitzGerald ◽  
Anne Adams

Development and deployment of location-based systems is a key consideration in the design of new mobile technologies. Critical to the design process is to understand and manage the expectations of stakeholders (including funders, research partners and end users) for these systems. In particular, the way in which expectations impact upon technology development choices between small-scale, ‘high tech' innovations or larger scalable solutions. This paper describes the differences in a revolutionary design process (for ‘high tech' prototypes or catwalk technologies) versus an evolutionary design process (for scalable or prêt-a-porter systems), as exemplified in two location-based mobile interaction case studies. One case study exemplifies a revolutionary design process and resultant system, and the other an evolutionary design process and system. The use of these case studies is a clear natural progression from the paper that first described the concept of ‘catwalk technologies' (Adams et al, 2013), which itself drew upon research that used mobile devices for outdoor 'in the wild' locations. This paper presents a set list of fifteen heuristic guidelines based upon an analysis of these case studies. These heuristics present characteristics and key differences between the two types of design process. This paper provides a key reference point for researchers, developers and the academic community as a whole, when defining a project rationale for designing and developing technical systems. In addition, we refer to the role of the researcher/research team in terms of guiding and managing stakeholder and research team expectations and how this relates to the planning and deployment of catwalk or prêt-à-porter technologies. Lastly, we state how this research has vital implications for planning and enacting interventions and sequences of interactions with stakeholders and, crucially, in the planning of future research projects.


2017 ◽  
Vol 29 (2) ◽  
pp. 219-242 ◽  
Author(s):  
Jurgita Sekliuckiene

Purpose The purpose of this paper is to explore factors leading to the early internationalization of international new ventures (INVs) in Lithuania – a transition economy in Central and Eastern Europe (CEE). The determinants of early internationalization were grouped into three categories: entrepreneurial, firm-related and contextual determinants, and their impact on high-tech INVs that operate in emerging economies was investigated. Design/methodology/approach The research design is a case study approach. Case studies are presented of six Lithuanian entrepreneurial firms that demonstrated successful internationalization and rapidly expanded into foreign markets during the preceding year. Findings Region-specific theoretical propositions are provided for new ventures in CEE emerging economies. The results reveal that essential factors leading to the early internationalization of INVs operating in Lithuania, a transition economy, are entrepreneurial factors. Internationalization of INVs from CEE emerging economies is driven by push factors related to domestic market specifics; however, institutional factors do not seem to have a significant impact on INVs’ internationalization. Research limitations/implications The results of the analysis of the case studies are not generalizable to the entire population of INVs in Lithuania. However, the results are substantial considering the success of high-tech Lithuanian firms that started their international activities shortly after their inception. Future research can contribute to the literature by seeking to apply international new venture theory in the context of emerging economies with larger samples and a focus on distinct patterns of internationalization. Originality/value The findings contribute to the literature on international entrepreneurship by exploring early internationalization of INVs in the context of transition economies in CEE. This study’s contribution is based on theory building, especially in understanding the driving factors related to the early internationalization of new ventures founded by Lithuanian entrepreneurs. International entrepreneurship studies in the CEE, as well as Baltic countries, are limited, and this research contributes to filling this gap.


2021 ◽  
Author(s):  
David Silcock

<p><b>CAAD research has frequently investigated the realm of public participation in large scale urban design re-development. Cultural shifts have created a need to involve the end-users in these activities. CAAD has been quick and plentiful to offer solutions, yet, the recurring problem lies with the lay-person not being able to interpret information effectively and be able to take part in the process of design proactively. To date, much-existing research predominantly focuses on the development of designs in urban settings using high tech devices that fundamentally require a high level of expertise, or an experienced 'guide', to help navigate or create within these environments.</b></p> <p>This thesis presents a novel application based on real-time-virtual-engines and XR. The research discusses the role that tangible user interfaces (TUI) can play in the engagement of the lay-person in the design process. In this project, we describe how the integration of interaction design (IxD) and augmented reality (AR) offer new opportunities due to the extending web of availability of barrier-free technologies to better include lay-persons as active participants in the design process.</p> <p>The AR-markers developed within this project provide an intuitive method of addressing specific issues relating to the engagement of lay-people in the process of urban design. E.g. the appropriate positioning of a house on a section of land and the understanding of translation from 2D to 3D representation. These obstacles are managed through interaction and manipulation of image-based targets encoded with ‘Vuforia’s’ ‘virtual buttons’ functionality. This method gives the lay-person the ability to cycle through different parametric design options with a degree of computational fluency not typical of the lay-person. A first-person viewer is encouraged in unison with this interaction, providing a means to shift from organising space in a ‘bird-eye’ view to experiencing it from a more familiar street-view perspective.</p> <p>In the early phases of this project, the focus was placed on establishing tools for layperson engagement in the process of urban design. The first iteration of the tool focused on a broadly scoped parametric augmented reality workflow, where the focus is placed on the transfer of information from an interactive parametric program to an AR environment. The second iteration saw this workflow simplified, utilising a smartphone application that allowed the easy transfer of data between these two platforms. A refinement of scope then occurred, followed by the final version of the tool which focussed purely on the development of an AR environment that allowed for accessible and proactive layperson participation. The later stages of this project involved more in-depth exploration of the capabilities of the tool, the testing of it in a more refined context, and critical reflection on the effectiveness of each passing phase. The project concludes with an overall critique and evaluation of the developed method based on criteria outlined in similar research projects, and a framework for future research to aid in the engagement of lay-people in urban design through participatory AR.</p>


2021 ◽  
Author(s):  
David Silcock

<p><b>CAAD research has frequently investigated the realm of public participation in large scale urban design re-development. Cultural shifts have created a need to involve the end-users in these activities. CAAD has been quick and plentiful to offer solutions, yet, the recurring problem lies with the lay-person not being able to interpret information effectively and be able to take part in the process of design proactively. To date, much-existing research predominantly focuses on the development of designs in urban settings using high tech devices that fundamentally require a high level of expertise, or an experienced 'guide', to help navigate or create within these environments.</b></p> <p>This thesis presents a novel application based on real-time-virtual-engines and XR. The research discusses the role that tangible user interfaces (TUI) can play in the engagement of the lay-person in the design process. In this project, we describe how the integration of interaction design (IxD) and augmented reality (AR) offer new opportunities due to the extending web of availability of barrier-free technologies to better include lay-persons as active participants in the design process.</p> <p>The AR-markers developed within this project provide an intuitive method of addressing specific issues relating to the engagement of lay-people in the process of urban design. E.g. the appropriate positioning of a house on a section of land and the understanding of translation from 2D to 3D representation. These obstacles are managed through interaction and manipulation of image-based targets encoded with ‘Vuforia’s’ ‘virtual buttons’ functionality. This method gives the lay-person the ability to cycle through different parametric design options with a degree of computational fluency not typical of the lay-person. A first-person viewer is encouraged in unison with this interaction, providing a means to shift from organising space in a ‘bird-eye’ view to experiencing it from a more familiar street-view perspective.</p> <p>In the early phases of this project, the focus was placed on establishing tools for layperson engagement in the process of urban design. The first iteration of the tool focused on a broadly scoped parametric augmented reality workflow, where the focus is placed on the transfer of information from an interactive parametric program to an AR environment. The second iteration saw this workflow simplified, utilising a smartphone application that allowed the easy transfer of data between these two platforms. A refinement of scope then occurred, followed by the final version of the tool which focussed purely on the development of an AR environment that allowed for accessible and proactive layperson participation. The later stages of this project involved more in-depth exploration of the capabilities of the tool, the testing of it in a more refined context, and critical reflection on the effectiveness of each passing phase. The project concludes with an overall critique and evaluation of the developed method based on criteria outlined in similar research projects, and a framework for future research to aid in the engagement of lay-people in urban design through participatory AR.</p>


2015 ◽  
Vol 28 (2) ◽  
pp. 3-28
Author(s):  
Michael Morrison

The concept of human technological enhancement originated as a tool for the moral classification of technologies, but has since spilled over from ethical debates to become a site for prospective technology development as part of a ‘converging technologies’ agenda. To date, enhancement and the technologies labelled as ‘enhancing’ have been underserved by STS research. While case studies do exist, there has been a dearth of co-ordinated investigation. This paper proposes a systemic programme for STS research on enhancement technologies based on five key challenges posed by dominant conceptions of enhancement as a way of understanding technological development. After setting out this agenda, a short history of the enhancement debate is provided to illustrate the changing meanings of ‘enhancement’ across different contexts. Recognising the limitations of critique alone, particular emphasis is given to the possibilities for productive engagement by STS scholars with the domain of enhancement across its multiple manifestations.


2019 ◽  
Vol 50 (4) ◽  
pp. 693-702 ◽  
Author(s):  
Christine Holyfield ◽  
Sydney Brooks ◽  
Allison Schluterman

Purpose Augmentative and alternative communication (AAC) is an intervention approach that can promote communication and language in children with multiple disabilities who are beginning communicators. While a wide range of AAC technologies are available, little is known about the comparative effects of specific technology options. Given that engagement can be low for beginning communicators with multiple disabilities, the current study provides initial information about the comparative effects of 2 AAC technology options—high-tech visual scene displays (VSDs) and low-tech isolated picture symbols—on engagement. Method Three elementary-age beginning communicators with multiple disabilities participated. The study used a single-subject, alternating treatment design with each technology serving as a condition. Participants interacted with their school speech-language pathologists using each of the 2 technologies across 5 sessions in a block randomized order. Results According to visual analysis and nonoverlap of all pairs calculations, all 3 participants demonstrated more engagement with the high-tech VSDs than the low-tech isolated picture symbols as measured by their seconds of gaze toward each technology option. Despite the difference in engagement observed, there was no clear difference across the 2 conditions in engagement toward the communication partner or use of the AAC. Conclusions Clinicians can consider measuring engagement when evaluating AAC technology options for children with multiple disabilities and should consider evaluating high-tech VSDs as 1 technology option for them. Future research must explore the extent to which differences in engagement to particular AAC technologies result in differences in communication and language learning over time as might be expected.


2016 ◽  
Vol 11 (1) ◽  
pp. 34
Author(s):  
Maral Babapour Chafi

Designers engage in various activities, dealing with different materials and media to externalise and represent their form ideas. This paper presents a review of design research literature regarding externalisation activities in design process: sketching, building physical models and digital modelling. The aim has been to review research on the roles of media and representations in design processes, and highlight knowledge gaps and questions for future research.


10.28945/4201 ◽  
2019 ◽  

[This Proceedings paper was revised and published in the 2019 issue of the journal Issues in Informing Science and Information Technology, Volume 16] Aim/Purpose: Teachers are being asked to integrate mobile technologies into their content creation and distribution tasks. This research aims to provide an understanding of teachers taking on this process and whether the use of technology has influenced their content creation and distribution in the classroom. Background: Many claim that the use of technology for content creation and distribution can only enhance and improve the educational experience. However, for teachers it is not simply the integration of technology that is of prime concern. As teachers are ultimately responsible for the success of technology integration, it is essential to understand teachers’ viewpoints and lived technology experiences. Methodology: The Task-Technology Fit (TTF) model was used to guide interpretive case study research. Six teachers were purposively sampled and interviewed from a private school where a digital strategy is already in place. Data was then analysed using directed content analysis in relation to TTF. Contribution: This paper provides an understanding of teachers’ mobile technology choices in relation to content creation and distribution tasks. Findings: Findings indicate that teachers fit technology into their tasks if they perceive the technology has a high level of benefit to the teaching task. In addition, the age of learners and the subject being taught are major influencers. Recommendations for Practitioners: Provides a more nuanced and in-depth understanding of teachers’ technology choices, which is necessary for the technology augmented educational experience of the future. Recommendations for Researchers: Provides an unbiased and theoretically guided view of mobile technology use with content creation and distribution tasks. Impact on Society: Teachers do not appear to use technology as a de facto standard, but specifically select technology which will save them time, reduce costs, and improve the educational experiences of their learners. Future Research: A mixed-method approach, including several diverse schools as well as learners would enrich the findings. Furthermore, consideration of hardware limitations and lack of software features are needed.


2021 ◽  
pp. 004728162110078
Author(s):  
Shanna Cameron ◽  
Alexandra Russell ◽  
Luke Brake ◽  
Katherine Fredlund ◽  
Angela Morris

This article engages with recent discussions in the field of technical communication that call for climate change research that moves beyond the believer/denier dichotomy. For this study, our research team coded 900 tweets about climate change and global warming for different emotions in order to understand how Twitter users rely on affect rhetorically. Our findings use quantitative content analysis to challenge current assumptions about writing and affect on social media, and our results indicate a number of arenas for future research on affect, global warming, and rhetoric.


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