Themenänderung. Ein neues Thema für dieses Semester ist endlich gefunden.

Meine letzten Blogeinträge:

Für dieses Semester werde ich mein Thema ändern. Im letzten Semester habe ich mich damit beschäftigt, wie man Gamification durch Interaktionen auf Websites platziert und wann genau das Sinnvoll ist. Leider bin ich im Zuge meiner Recherchen automatisch immer wieder ins E-Commerce abgerutscht und habe begonnen, vermehrt darüber zu Recherchieren. Seit April 2023 habe ich eine Anstellung an der der Technischen Universität als Webdesignerin und Webentwicklerin ergattern können. Ich bekam nicht nur die Möglichkeit, bis Ende 2024 zu arbeiten und meine Fähigkeiten in diesem Bereich weiter auszubauen sondern auch die Gelegenheit, meine Masterarbeit an der TU Graz zu schreiben.

Das Thema, um das es sich in meiner Masterarbeit drehen wird, lautet: “Relaunch der Website vom digital university hub – vom neuen Interfacedesign bis hin zur Entwicklung”. Das ist nur eine grobe Vorstellung von einem möglichen Titel. Ich bin begeistert von dieser Chance, an einem so spannenden Projekt mitzuarbeiten und die Webseite des DUH neu zu gestalten und weiterzuentwickeln.

Auf die kommenden Monate freue ich mich, wo ich meinen Beitrag zur Verbesserung der Website des DUH leisten werde und mein Wissen im Bereich Webdesign und Webentwicklung weiter ausbauen kann.

Was ist der Duh?
Der digitale University Hub (DUH) ist eine spannende Initiative, die von der Technischen Universität Graz, der Universität Graz und der Universität Wien ins Leben gerufen wurde. Sie hat das Ziel, Hochschulen im Bereich der digitalen und sozialen Transformation zu vernetzen und weiterzuentwickeln.

Der DUH bringt Hochschul-Akteure zusammen, um gemeinsames Wissen und wertvolle Erfahrungen auszutauschen. Dadurch sollen österreichische Hochschulen bestmöglich auf kommende Herausforderungen vorbereitet und erfolgreich sein. Besonders wichtig ist dabei der partizipative Gedanke, der den Fortschritt aller teilnehmenden Hochschulen fördert.

Ein besonderes Merkmal des DUH ist der freie Zugang zu Tools, Methoden und Erfahrungen in den Bereichen digitale und soziale Transformation, Change Management sowie (Open Source) Software und IT-Services im Hochschulbereich. Durch die enge Vernetzung von Schlüsselprojekten und engagierten Personen strebt der DUH die Schaffung nachhaltiger Ansätze zur Digitalisierung und Prozessoptimierung an. Zudem liegt ein starkes Augenmerk auf einer wachsenden, gemeinschaftlichen Zusammenarbeit zwischen den Universitäten.

Der DUH unterstützt Hochschulen dabei, den Herausforderungen der digitalen Transformation mutig entgegenzutreten und von den wertvollen Erfahrungen anderer Hochschulen zu profitieren. Es handelt sich um eine vielversprechende Initiative, die den Austausch von Wissen und die Zusammenarbeit zwischen den österreichischen Hochschulen auf positive Weise fördert.

  • https://www.digitaluniversityhub.eu

Design Brief for the second semester

“Designing for keep-worthiness and longevity of a (fashion)object”

Last semester I explored sustainability in fashion. Many companies have some sort of strategy to reduce their carbon footprint, but most of these incentives are not effective. I did however find some examples of companies trying to make a real difference. This in combination to big reports led me to some conclusions of what is important when designing and marketing clothing items:

  • avoiding greenwashing
  • reducing amount of articles sold (worldwide)
  • increase the visual / fashional / material sustainability + increased quality
  • increase keep-worthiness and versatility
  • only focusing on “sustainalble” materials is not effective

Customer behavior and habits are affected by the environment and market the fashion industry creates. Therefore it is important to focus on the industry (in combination with expanding second hand options etc.). 

The focus this semester will therefore be on the fashion designer. This is my user group. My goal is to help designers design for keep-worthiness and longevity (KWL). Included in this is visual/aesthetical sustainability, high quality/durability and versatility. Repairability is also important. 

This semester’s design process will consist of work in the third and fourth part in the double diamond. I will first explore what possible solutions there are and then converge into developing one idea. 

Humane Design for Interface Usability

Last week I had the opportunity to participate in the Humane Design workshop during the International Design Week. I thought that it would be interesting to try something new, that would also give me ideas for my next steps or ideas in general for my topic for the Design & Research class. 

Humane Interaction Design’s main focus is on designing for humans in the real world, which aligns with my topic. The goal is to create interfaces that do not sell anything, that don’t try to change your mind, manipulate you, etc. Nowadays many businesses, and companies strive to create products that do not really serve people. Most of them are too capitalized and focus only on getting something out of it, rather than doing something for the user. This results in people losing trust in technology and everything modern.

Humane design focuses on designing with empathy and ethics. To my mind, this is necessary for my topic because, through the design process, it ensures that interfaces are not only usable but also respectful of the user’s diverse culture and background, which I think sometimes is overlooked. We could see and experience this when we were talking about the results of our experiments. Being more empathic helped us connect with people on a deeper level, learn about their life stories and understand their problems more.

During our workshop, I also learned that people actually strive for connecting with someone or something that would appreciate their culture, background, and their differences. No matter what or where they come from, people want to feel seen and understood. I think it would be challenging and interesting at the same time to design an interface that would answer those needs and feel humane during usage.

This workshop experience was really nice because it was completely different from what we are used to doing in everyday life. It reminded us about the values of connecting with people, experiencing emotions in real life, and about the importance of staying human.

Workshop Week

This blogpost is about my experience I made in a workshop about “Tangible Scientific Concepts” and the Design Process it is based on. The Workshop was held by Carla Molins Pitarch who is based in Barcelona and currently finishing her PhD at the Pompeu Fabra University (Spain).

How can a code with only four letters (A, C, G, and T) create so many different proteins necessary for your body? Could we humans encode it better? The one-week workshop aims to question the current systems for encoding DNA and reconsider an infinite array of interactive visual systems with a hands-on approach and critical thinking.

In the following section I will describe the prototyping process of my group and outline what I learned during this intensive week.

The project was developed together with Theresa Dietinger and focuses on the exploration of the DNA Bases “Letters“ by trying out how the physical representations fit together.

First Phase: Ideation

In this phase we wrote all our ideas on a flipchart, clustered our interests and focused on one idea.

Second Phase: Testing

In this phase we created a wireframe prototype and performed the first user tests with our colleges to get new insights and discover problems we didn’t think of.

Third Phase: Prototyping

In this phase we developed the logical states needed to indicate whether the physical representations of the DNA Letters fit together. If the Letters don’t fit together (for example A and T) a red light will be switched on. If the Letters fit together (for example A and C) a green light will be switched.

Forth Phase: Final Prototype

Here you can see our finished prototype with the installed LEDs on both sides of the physical DNA Letters.

In this workshop I experienced the importance of simplifying complex topics as much as possible. Focusing on one specific part and making sure you don’t overwhelm your audience is the key to make them excited and raise interest for further reading at home.

From Toxic UX to Humane Design: A Journey of Rediscovering the Human Experience.

I was fortunate to participate in a workshop during the International Design Week that aligned perfectly with my topic of “toxic Instagram.” In this workshop, our aim was to counteract the movement of UX design where it is no longer the human using technology, but rather technology using the human. Users are reduced to raw materials for these platforms, paying with a significant amount of personal data.

During the workshop, we collectively reflected on the emotions we experience when using Instagram. On one hand, it was reassuring to realize that we all share similar feelings and that we’re in the same boat. On the other hand, it further emphasized the importance of instigating change. As individuals using a platform like Instagram, we don’t bear direct responsibility for everything that happens to us. We are, in a way, victims of this technology, carrying the consequences with us.

Humane Interaction Design aims to shift its focus to the human beings living in the real world, in contrast to User Experience (UX) Design, which often instrumentalizes individuals as users and limits them to that role. An example of this can be seen in the realm of social media, where empathy is often forgotten, and many of the values that define us as humans are being eroded. On social media platforms, we present ourselves in a particular way, without immediate consequences that exist in the offline world. It creates a sense of disembodiment, where we may not witness the reactions to our actions. The problem arises when the system stops serving you, but you are serving the system. Social media is a prime example of this, as it keeps users engaged without necessarily helping them achieve their actual goals or progress in any meaningful way. The longer we stay engaged, the more it benefits the platform rather than serving our personal growth or well-being.

The workshop’s exploration of humane design left a lasting impression on my understanding of the role of technology in society. It challenged the prevailing narrative where users become mere commodities for data collection. Instead, we reimagined UX design as a means to foster authentic human experiences. This experience reminded me of the essence of humanity, embracing both the highs and lows, and recognizing the power of genuine connections. It was a transformative journey that reinforced the significance of designing with empathy, purpose, and a profound appreciation for the human experience.

The workshop experience highlighted the importance of a shift in perspective when it comes to design. It reminded me that the ultimate goal should always be to create meaningful and impactful experiences for human beings. I realized that technology should serve as a tool to enhance human lives rather than overshadow them. By embracing a humane design approach, I acknowledged the value of genuine connections, emotions, and diverse perspectives. It emphasized the need to consider the ethical implications of our designs and to prioritize the well-being and empowerment of users (humans). This workshop served as a powerful reminder that putting the human at the center of design is not only essential but also deeply rewarding.

I want to take these thoughts and all the emotions that have emerged during this week to delve deeper into exploring how to counteract this problem, specifically focusing on Instagram. I want to examine different approaches and analyze existing movements and features, building upon them to find potential solutions.

Cultural Adaptation and Interface Usability

When immigrants move to Austria, they often face the challenge of adapting to a new culture and navigating unfamiliar digital interfaces. Cultural adaptation plays a significant role in interface usability, as cultural differences can influence how users perceive, interpret, and interact with digital platforms.


The Impact of Cultural Adaptation on Interface Usability:

Culture and different backgrounds influence people’s expectations, preferences, and their interaction with digital interfaces and adaptation to them. Adapting interfaces to align with people’s cultural backgrounds improves usability and user satisfaction. Research studies have highlighted the impact of cultural adaptation on interface usability.

Our culture, upbringing and background will affect which interfaces (ex: websites) we consider beautiful, convenient in use. For example, the vibrant, busy streets of Seoul are reflected in Naver.com, the most widely used search engine in South Korea, as seen in Fig. 1. 

Fig.1

Usually, this would look like too much information for most Westerns, who are more accustomed to using Google. The example of Google and Naver suggests that users  across the world have divergent preferences towards the  design and functionality of Web sites. [1] This shows how something as “natural” to us as search engines, can differ and provide completely different experiences based on differences in culture.

The website is just an example, but different types of interfaces could help with cultural adaptation. My next step will be researching the main useful features the interface should have and exploring what type of interface I would like to create.

Resources:
[1]. https://wildlab.cs.washington.edu/Publications_files/reinecke_it.pdf

International Startup Festival at Neu-Ulm University of Applied Sciences

Participating in the Startup Festival 2023 at Neu-Ulm University of Applied Sciences was an amazing and wonderful experience that I will always cherish. It all started with the nomination email that I received, informing me that I had been selected as a participant in this prestigious event. I was excited and honored to be given the opportunity to attend such an important event, and I eagerly began to prepare for my journey to Neu-Ulm, Germany.

Upon arrival, I was warmly welcomed by the organizers and fellow participants. The event was organized in a workshop format, which allowed me to learn about various aspects of entrepreneurship from experts in the field. The workshops were engaging and interactive, and I was able to connect with like-minded individuals who were passionate about entrepreneurship. The open lectures were also very informative, and I was able to gain a deeper understanding of the challenges and opportunities facing entrepreneurs in today’s business environment. We got insightful some information on entrepreneurship ecosystem in Israel, Germany, Greece, Belgium, and Canada.

Here I would like to put emphasis on the workshop on circular economy and leadership and team management.

The workshop on the circular economy, led by a team of lecturers from EPHEC at the Université catholique de Louvain, was an eye-opening experience. Throughout the workshop, we gained a deeper understanding of the circular economy and its importance in achieving a sustainable future. What made the workshop even more impactful was the opportunity to apply our learning in a practical setting. The hands-on approach allowed us to see the tangible benefits of circular economy practices and encouraged us to explore new ways of thinking about resource use and waste reduction. We had a case study, but we were also introduced to the Circulab Canvas. The workshop left a lasting impression and equipped me (and I hope all the participants as well) with valuable insights for our future endeavors.

During the festival, there was also a workshop on Leadership and Team Management, which was led by Hatzl-Schönbacher Tanja a lecturer from FH Joanneum. This workshop was designed to provide participants with insights into effective leadership and team management skills. The lecturer used various techniques and examples to highlight the key principles of leadership, such as communication, delegation, motivation, and conflict resolution. Through this workshop, participants learned about the importance of building strong relationships with team members, setting clear goals and objectives, and fostering a positive and productive work environment. This workshop was very instructive and gave participants valuable insights into effective leadership and team management.

The city tour was an exciting excursion that allowed me to explore the rich history and culture of Neu-Ulm. Student at the Institute for Entrepreneurship from Neu-Ulm, took on the role of a guide and led three different groups on different routes. It was amazing to see how much we the international guests enjoyed learning about the city, and it was a great opportunity for us to connect with them.

The highlight of the event was the International Hackathon on Sustainable Entrepreneurship led by PineBerry. Our team was made up of students from three different universities – Hochschule Neu-Ulm from Germany, Shenkar of Tel-hail from Israel, and FH Joanneum from Austria. We chose to tackle Challenge #2, which involved investigating the use of Artificial Intelligence such as ChatGPT to support and partially automate time-consuming after-sales processes.

After a thorough investigation, we proposed an after-sales service that collaborates with AI to enhance after-sales support and benefit from increased efficiency and customer satisfaction. Our solution allows customers to interact with AI to get answers to their inquiries, which leads to a better customer experience and reduced wait times. See presentation below.

Our team’s hard work and dedication paid off, and we were thrilled to be named the winners of the hackathon.

I am grateful to all the participants, the organizers, my home university, and the Erasmus+ BIP program for making this experience possible. It was a wonderful opportunity to learn, grow, and connect with like-minded individuals from around the world. I have gained valuable insights and skills that will benefit me in my future endeavors.

I look forward to staying in touch with the friends and colleagues I have made during this event, and I hope to have the opportunity to participate in similar events in the future.

Questionnaire

Um ein noch besseres Verständnis aufzubauen, warum Menschen sich nicht die Hilfe hohlen die sich bräuchten möchte ich eine Umfrage verfassen. Sie soll verschiedene Themenbereiche abfragen.

Zunächst werden die Demografischen Daten abgefragt.

Dann soll das allgemeine Interesse am Thema und die Kontaktpunkte mit dem Thema erfragt werden.

Schließlich sollen eventuelle Stigmata identifiziert werden.

Des Weiteren werden Fragen gestellt über die Inanspruchnahme des Gesundheitssystem in Sachen Mental Health.

Zuletzt soll festgestellt werden welche Mittel genutzt werden um sich mit der eigenen Mentalen Gesundheit auseinander zu setzten.

  • What gender do you identify with?
    Male,Female,Divers
  • Wie alt bist du?
  • Are you interested in the topic of mental health?
    Yes / No
  • How did you get in touch with the topic of mental health?
    Friends/Family
    Articles/ News
    Social Media
    Reconnaissance Campaign
    Not yet
    Other_____
  • What do you think about people who go to therapy?
    ________
  • Questions: Agree – Disagree
    People who go to therapy are weak.
    You should only go to therapy when you are in a really bad place.
    I would go to therapy after a burn-out.
    Therapy is for sensitive people.
    If I have depression, I would go to therapy.
    If I have mental problems, I would go to coaching.
    I work on my mental health.
  • Do you talk a lot with your friends/family about Mental health
    often – never
  • Which gender do you talk to about your Mental Health more often?
    Male,Female,Divers
  • Have you ever been to therapy?
    Yes, No
  • When would you go to therapy?
    _____
  • Would you like to go to therapy (again)?
    Yes No
  • Why were you in therapy?
    _____(open)
  • Why didn’t you go to therapy?
    I do not need it
    It is too expensive
    The waiting time is too long
    The process to get a therapist is too difficult
    Other_____
  • What bothers you about therapy?
    _____
  • What resources have you used to address your mental health?
    Therapy
    Mental Health Apps
    Self-help books
    Meditation
    Sports, Yoga
    AI Chat Bot
    Coaching
    Conversations with friends/family/acquaintances
    Mindfulness exercises
    Writing diary
    Other____
    None
  • Do you know what would be good for your mental health?
    ______
  • Do you have any further comments on the subject?
    ______

Creating a Sustainable Future in Healthcare: The Process of Designing an eHealth App

With the increasing concern about environmental sustainability and public health, there is a need to develop innovative solutions that promote sustainable healthcare practices. The healthcare industry has been under pressure to address the rising healthcare costs and environmental concerns, and the use of digital technology in healthcare has emerged as a potential solution. In recent years, there has been a growing interest in designing eHealth apps that not only improve the quality of healthcare but also contribute to a more sustainable future while encouraging users to adopt healthy behaviors while also reducing their environmental impact.

Interaction design principles can be used to motivate and engage users to adopt sustainable healthcare practices. For example, gamification, personalization, and social interaction elements can be integrated into the design of eHealth apps to promote healthy behaviors and encourage users to make sustainable choices. A study by Sutcliffe et al. [1] found that gamification elements such as points, leaderboards, and rewards can lead to increased user engagement and motivation in health-related apps. In their study, the authors investigate the role of gamification in promoting user engagement and motivation to adopt health apps. The study highlights the potential benefits of incorporating gamification elements into healthcare apps, such as increasing user satisfaction, promoting healthy behaviors, and enhancing the effectiveness of healthcare interventions. Their findings suggest that gamification can be a key determinant of the adoption of health apps, and thus, it is important to consider gamification as a design strategy in the development of eHealth apps for sustainable healthcare.

On the other hand, Tran et al.[2] provides a scoping review of the current state of evidence on the use of gamification and incentives in mobile health apps to improve medication adherence. While their foundings stressed out the lack of significance amount of evidence supporting the use of gamification and financial incentives to improve medication adherence, their paper highlights the potential benefits and drawbacks of these strategies and provides recommendations for future research.

A study conducted by Carlqvist et al. [3] provides valuable insights into the potential for eHealth applications to function as value-creating resources in healthcare from the perspective of healthcare professionals. The study was a qualitative interview study that explored healthcare professionals’ experiences with using an eHealth application and how it could create value in healthcare. The findings of the study are relevant to the topic of creating a sustainable future in healthcare through the process of designing an eHealth app. By understanding how an eHealth application can create value for healthcare professionals, designers can ensure that the app they design meets the needs and expectations of its users. Additionally, designing an app that creates value for healthcare professionals can lead to increased adoption and sustained use of the app, which can contribute to a more sustainable healthcare system in the long run.

Privacy and data security are important ethical considerations that need to be addressed in the design of eHealth apps as well. Health-related information is sensitive, and users need to trust that their data is secure and protected. Incorporating privacy and security measures in the design of eHealth apps is crucial to ensure user trust and adoption.

In this post we want to explore the process of designing sustainable eHealth apps, with a focus on the role of Interaction design and digitalization in promoting sustainability. To shed light on this topic, we have examined the works of Jansen [4], who discusses the importance of digitalization in healthcare and its potential impact on sustainability, Oderanti et al.[5], who examine business models for sustainable commercialization of eHealth innovations, and van Limburg and van Gemert-Pijnen [6], who propose innovative business models for sustainable eHealth applications.

After Analysis of those articles a question still subsisted: what is process of designing an eHealth app for a sustainable future in healthcare? In that regards we would like to propose the following these 8 steps:

  1. Identify sustainability goals & the needs: In this first step you could conduct research and gather insights from potential users, healthcare providers, and other stakeholders on sustainability challenges in healthcare. For example , high rates of chronic diseases, lack of access to qualify care, environmental threats, etc [3].
  2. Define the scope with sustainability in mind: Once the sustainability goals have been identified, the next step is to define the scope of the app with sustainability in mind. This involves identifying sustainable features, functionality, and target audience. Defining the goals and objectives of the eHealth app, such as improving health outcoms, enhancing patient engagement, reducing costs, minimizing environmental impact, etc[4]
  3. Develop a business model that ensures the sustainability and scalability of the eHealth app, such as revenue streams, value proposition, customer segments, etc.[5]
  4. Develop wireframes and prototypes with sustainability in mind: Wireframes and prototypes to visualize the app’s user interface and to test its sustainability impact. At this stage you come up with creating low-fidelity sketches or high-fidelity interactive prototypes with sustainability considerations in mind.
  5. Conduct user testing with sustainability in mind: This will help gather feedback on the app’s sustainability impact, as well as its usability and functionality. of course you can recruite participants to test the app and providing feedback on their sustainability experience.
  6. Develop the app with sustainable materials and practices: Once the wireframes and prototypes have been tested and refined, the app can be developed with sustainable materials and practices. This can involve using renewable energy sources, using recycled or biodegradable materials, or minimizing the app’s carbon footprint in other ways.
  7. Ensure regulatory compliance with sustainable regulations: eHealth apps designed for sustainable healthcare may be subject to regulations related to sustainability practices, data privacy, security, and healthcare compliance. Ensuring compliance may involve obtaining appropriate certifications or following specific standards related to sustainability.
  8. Launch and monitor sustainability impact: Once the app has been developed and tested, it can be launched. It’s important to monitor the app’s sustainability impact, as well as its performance and user feedback, to ensure it continues to meet sustainability goals and regulatory requirements. Implement and monitoring the eHealth app in the real-world setting and collecting feedback for improvement [5,6]

In conclusion, designing an eHealth app for sustainable healthcare is a promising solution to promote sustainable healthcare practices while also improving public health. Interaction design principles can be used to create engaging and motivating apps that encourage users to adopt healthy behaviors and make sustainable choices. Privacy and data security considerations are essential ethical considerations that need to be addressed in the design of eHealth apps.

References:

[1] Sutcliffe, A., Kaur, K., & Noronha, J. (2013). Gamification: A key determinant of adoption of health apps. Proceedings of the 2nd ACM SIGHIT International Health Informatics Symposium (pp. 571-580).

[2] S. Tran, L. Smith, S. El-Den and S. Carter, “The Use of Gamification and Incentives in Mobile Health Apps to Improve Medication Adherence: Scoping Review,” JMIR Serious Games, vol. 9, no. 1, p. e30671, 2021

[3] Carlqvist, C., Hagerman, H., Fellesson, M. et al. Health care professionals’ experiences of how an eHealth application can function as a value-creating resource – a qualitative interview study. BMC Health Serv Res 21, 1203 (2021). https://doi.org/10.1186/s12913-021-07232-3

[4] A. Jansen, “Healthcare and the environment: Why does digitalization matter?,” Innovation Matters, Philips, Aug. 26, 2021. [Online]. Available: https://www.philips.com/a-w/about/news/archive/blogs/innovation-matters/2021/20210826-healthcare-and-the-environment-why-does-digitalization-matter.html.

[5] Festus Oluseyi Oderanti, Feng Li, Marija Cubric, Xiaohui Shi,Business models for sustainable commercialisation of digital healthcare (eHealth) innovations for an increasingly ageing population,Technological Forecasting and Social Change,Volume 171,2021,120969, ISSN 0040-1625,https://doi.org/10.1016/j.techfore.2021.120969. (https://www.sciencedirect.com/science/article/pii/S0040162521004017)

[6] A. H. M. van Limburg and J. van Gemert-Pijnen, “Towards Innovative Business Modeling for Sustainable eHealth Applications,” 2010 Second International Conference on eHealth, Telemedicine, and Social Medicine, Saint Maarten, Netherlands Antilles, 2010, pp. 11-16, doi: 10.1109/eTELEMED.2010.30.

An Overview on existing Frameworks for Tangible User Interfaces

The following post gives insights into my research about existing frameworks for Tangible User Interfaces (TUI) in the context of museums, schools and public places. In total, I want to summarize five different papers published between the years 2006 and 2019 in which the authors developed different guidelines for designing TUIs.

Tangible User Interfaces in Learning and Education

This framework is designed for the application in schools and learning activities. The original model called “Cybergogy Model” by Wang and Kang was developed in 2006 for autonomous and collaborative learning in a virtual environment and consists only of three dimensions – emotion, cognition and social factors. The authors of “Tangible User Interfaces in Learning and Education” adapted this model and added a fourth dimension called body factors.

Getting a Grip on Tangible Interaction: A Framework on Physical Space and Social Interaction

This paper was published during the Conference on Human Factors in Computing Systems (CHI) 2006 and focuses on the social interaction of TUIs. The authors provide concepts and perspectives for considering the social aspects of tangible interaction and summarize their ideas in the following framework.

Embodied Engagement with Narrative: A Design Framework for Presenting Cultural Heritage Artifacts

The authors have developed a framework called “Tangible and Embodied Narrative Framework (TENF)” providing a conceptual structure to design elements of physical engagement, narrative role, and narrative consequences. While the authors focus on creating an immersive experience in the field of cultural heritage artifacts, their concept could also be applied for various other use cases.

A Framework for Designing Interfaces in Public Settings

In this paper an analytic framework for public interfaces was developed, showing how current design approaches can be related through a few underlying concepts. It provides a range of examples – analyzing interfaces and studies of interaction especially from interactive art and performance. The framework acts as a way of mapping a design space, and as a series of constraints and strategies for a broad range of design communities.

Social Immersive Media: Pursuing Best Practices for Multi-user Interactive Camera/Projector Exhibits

The authors articulate philosophical goals, design principles, and interaction techniques that create strong emotional responses and social engagement through intuitive interaction. Their work builds on camera-based interactive research in interactive arts, tangible interfaces, and interactive games.

What is the language of this social medium? How do we control and modulate people’s responses and behavior? How can we design experiences for the greatest educational and cultural impact?

References:

“Tangible User Interfaces in Learning and Education” by Yuxia Zhou and Minjuan Wang (2015)

“Getting a Grip on Tangible Interaction: A Framework on Physical Space and Social Interaction” by Eva Hornecker and Jacob Buur (2006)

“Embodied Engagement with Narrative: A Design Framework for Presenting Cultural Heritage Artifacts” by Jean Ho Chu and Ali Mazalek (2019)

“A Framework for Designing Interfaces in Public Settings” by S. Reeves (2011)

“Social Immersive Media: Pursuing Best Practices for Multi-user Interactive Camera/Projector Exhibits” by Scott S. Snibbe and Hayes S. Raffle (2009)