quarta-feira, setembro 24, 2003

-to-peer iTV...Microsoft Outlook Web Access

-- peerMicrosoft Outlook Web Access: "using the cable return path to involve people in more peer-to-peer activities, to get viewers to engage with each other, not just with the programming. That is a major mandate for us next year. It will be community-based ITV that, in the context of a live program for example, will allow viewers to chat with each other and chat with the program, or that, in the context of a game on Challenge, will allow them to find an opponent, and play against another Telewest customer live. "

terça-feira, setembro 23, 2003

Anne Galloway | Going Anywhere, Being Everywhere: metaphors of mobility for ubiquitous computing

Anne Galloway | Going Anywhere, Being Everywhere: metaphors of mobility for ubiquitous computing: "Going Anywhere, Being Everywhere:
metaphors of mobility for ubiquitous computing
(Refereed paper accepted for Concepts and Models for Ubiquitous Computing Workshop, Ubicomp 2002, Göteborg, Sweden) "

Anne Galloway | Resonances & Everyday Life: Ubiquitous Computing & the City (Draft)

Anne Galloway | Resonances & Everyday Life: Ubiquitous Computing & the City (Draft): "Ubiquitous computing seeks to embed computers into our everyday lives in such ways as to render them invisible and allow them to be taken for granted, and social and cultural theories of everyday life have always been interested in rendering the invisible visible and exposing the mundane. Despite these related concerns, social and cultural studies have been almost entirely absent in discussions of the design of ubiquitous technologies. This essay seeks to introduce researchers in both fields to each other, and begin to explore the ways in which collaboration might proceed. By exploring mobile and ubiquitous technologies currently being used to augment our experiences of the city, this paper investigates notions of sociality, spatialisation and temporalisation as central to our experiences of everyday life, and therefore of interest to the design of ubiquitous computing."

Anne Galloway | PhD Research

Anne Galloway | PhD Research: "My doctoral project examines ubiquitous technologies, from interactive textiles to mixed-reality applications, and the enactment of social and virtual spaces in everyday urban life. My dissertation seeks to contribute to contemporary social and cultural research, as well as to ubiquitous computing, by drawing out the flows of people, objects, activities and ideas that are mobilised in these emerging socio-technical assemblages, and applying this to the design of creative and socially responsible technologies. "

new world

new world: "The linking of a location aware device (e.g. something with GPS funtionality), with a handheld computer (e.g. an IPAQ or a handspring) together with a mobile, wireless, internet connection, creates a significant new mass market computing platform which begins to make possible:
• leaving notes, demarcating spaces, and marking places, but leaving no external visible sign of having done so.
• anything left can be made visible to all, or to user specified individuals and groups.
• information (textual, audible or visual) can be bound to specific places.
• an alternative or supplement to permanent visual signifiers (e.g. signs, clothing, advertising).
• individuals can utilise new forms of community based on augmented awareness of their proximity to places of interest and each other..
..spontaneous extended community defined by both common interest and proximity.
• tracking the migration and movement patterns of people, animals and things.
• places can have histories 'attached' to them (i.e. the collection of notes left at a given place sorted according to when they were left).
• inanimate objects can become more animate (if you know where a tree is and you know when someone is walking past it you could make it burst into song)."

segunda-feira, setembro 22, 2003

TheFeature :: Flash Mobs: Just An Early Form Of Self-Organized Entertainment

TheFeature :: Flash Mobs: Just An Early Form Of Self-Organized Entertainment: "Self-organized entertainment is the overlooked ubermessage of flash mobs, I suspect. The disinfotainment monopoly afforded by the few-to-many capabilities of broadcast media are not the only game in town any more: p2p self-entertainment isn't going to go away. Napster and flash mobs are only the beginning. Whether they ever share another music file again, tens of millions of people know that a new medium for distributing cultural content has been born."

TheFeature :: Flash Mobs: Just An Early Form Of Self-Organized Entertainment

TheFeature :: Flash Mobs: Just An Early Form Of Self-Organized Entertainment: "Almost every reporter who called about flash mobs wanted to know whether I thought the phenomenon was rather meaningless. After all, the flash mobs didn't do anything but amuse themselves. It was the way they said it. It was assumed that 'rather meaningless' is a serious condemnation, put-down, rebuttal. 'Of course, it's meaningless,' I would reply. And that gave me a springboard for noting that not only is there nothing wrong with having fun, but that there definitely is something wrong with a society when having fun is prohibited. 'Is it meaningful for a hundred thousand people to pay to sit in a stadium and watch men in tight pants kick a ball around a field?' I liked to add. I don't think this quote has ever failed to hit the cutting room floor, although I swear I've said it dozens of times to dozens of reporters."

Go Game | Described

Go Game | Described: "The Go Game is an all-out urban adventure game, a technology-fueled, reality-based experience that encourages hard play and a keen eye for the weird, the beautiful, or the faintly out-of-the-ordinary. The 'rule book' is reality, the 'board' is San Francisco, and the 'pieces' are the players -- you and your team.
Through clues downloaded to a wireless device and hints planted in unlikely places, you'll be guided through a city you only think you're familiar with. Clues can appear at any time, anywhere. Perhaps you didn't notice the woman on the bus reading a magazine upside-down. Or the note stuck to the side of the bathroom mirror of your favorite bar, or the electric scooter parked outside with your name on it. After a day of Go, you will."

sexta-feira, setembro 19, 2003

Headmap - remarks

remarks: "'One of the most informed, visionary, lyrical and thought-provoking texts I encountered when researching my book was a self-published work called Headmap. Check out the Headmap site for a very smart and distinctly countercultural take on aspects of smart mob technology.' Howard Rheingold [December 05, 2002]"

Jamming the Media: What's a "Media Hacker?"

Jamming the Media: What's a "Media Hacker?": "Media Hacking is a term I use in Jamming the Media to refer to amateurs who produce various forms of media, making use of available technologies and resources and trying to overcome limitations, in much the same way that computer hackers do. Early hackers preached a 'question authority' and 'yield to the hands-on imperative' philosophy that's shared by most DIY media-makers. 'Culture Jamming' is often used in a similar context, but it usually refers to forms of media sabotage (billboard hacking, media hoaxing, illegal postering). Media hacking is any form of do-it-yourself media manipulation done with little money, lots of passion, and heaping doses of good ol' Yankee ingenuity. "

Jamming the Media: What's a "Media Hacker?"

Jamming the Media: What's a "Media Hacker?": "Media Hacking is a term I use in Jamming the Media to refer to amateurs who produce various forms of media, making use of available technologies and resources and trying to overcome limitations, in much the same way that computer hackers do. Early hackers preached a 'question authority' and 'yield to the hands-on imperative' philosophy that's shared by most DIY media-makers. 'Culture Jamming' is often used in a similar context, but it usually refers to forms of media sabotage (billboard hacking, media hoaxing, illegal postering). Media hacking is any form of do-it-yourself media manipulation done with little money, lots of passion, and heaping doses of good ol' Yankee ingenuity. "

No-Tech Interactive

-- NITO! :-)
No-Tech Interactive: "Why are you waiting for the Skinner Box version of interactivity (press button, get treat) that cable companies have been threatening us with for years? You know it's gonna be a big snore, QVC brought to you by an ATM machine. At our house, we've being 'gettin' interactive' for years. Here are some fun games you can play with your television set. "

scratchvideo/design/sources/sampling

scratchvideo/design/sources/sampling: "'Appropriation. Recuperation. Plagiarism. Copying. Cutting. Pasting. Sampling. These could very well be the mantras of our age. The coupling of cheap, ubiquitous media technologies with the ability to sample the world around us has had a Promethean effect on our art, culture, and legal system. Sounds, images, text, and everything else have become stored bits of light that can be endlessly replicated, morphed, and mutated. This development has called into question old notions of properties, theft, place, and the ownership of ideas...."

scratchvideo/design/resonance

scratchvideo/design/resonance: "Scratch video samples TV and film, scrambling the audience's storage reservoir of images, while creating new associations. It takes advantage of all the work producers and advertisers have done to make sure you heard or saw the same show or commercial a million times -- but puts those memories in a new context. Scratch video is meta-medium, a search engine of the popular consciousness. "

Intensive Graduate Course "Mobile and Ubiquitous Multimedia

: "Intensive Graduate Course 'Mobile and Ubiquitous Multimedia'
Organized in conjunction with the MUM 2002 - 1st International Conference on Mobile and Ubiquitous Multimedia
Time:11-13 December 2002"

SMALLWORLS - An Experimental Study of Search in Global Social Networks

Science -- Dodds et al. 301 (5634): 827: "An Experimental Study of Search in Global Social Networks
Peter Sheridan Dodds,1 Roby Muhamad,2 Duncan J. Watts1,2*
We report on a global social-search experiment in which more than 60,000 e-mail users attempted to reach one of 18 target persons in 13 countries by forwarding messages to acquaintances. We find that successful social search is conducted primarily through intermediate to weak strength ties, does not require highly connected 'hubs' to succeed, and, in contrast to unsuccessful social search, disproportionately relies on professional relationships. By accounting for the attrition of message chains, we estimate that social searches can reach their targets in a median of five to seven steps, depending on the separation of source and target, although small variations in chain lengths and participation rates generate large differences in target reachability. We conclude that although global social networks are, in principle, searchable, actual success depends sensitively on individual incentives. "

Smart Mobs - The Next Social Revolution by Howard Rheingold

Smart Mobs - The Next Social Revolution by Howard Rheingold: "'Dogging' -- Sex Mobs Pose Health Risk, Posted by Howard at 11:48 AM

Flash mobs meet anonymous sex: BBC reports that large, anonymous, unprotected sex parties are being organized via Internet and SMS. It bears repeating: A smart mob isn't necessarily a wise one."

POL | Sociedade | Primeira "flash mob" nacional foi um fracasso

POL | Sociedade | Primeira "flash mob" nacional foi um fracasso: "Primeira 'Flash Mob' Nacional Foi Um Fracasso
Por RICARDO BATISTA
Terça-feira, 16 de Setembro de 2003
Se o objectivo fosse reunir um conjunto de dezenas de jornalistas e de elementos das forças de segurança, então o saldo poderia ser bastante positivo, mas a ideia do primeiro 'flash mob' nacional era gerar uma pequena multidão que, em frente à Assembleia da República, actuasse de forma sincronizada durante três minutos. Tantos, afinal, quantos os participantes desta iniciativa, sincronizados em termos horários pelo primeiro jornal da SIC. "

Ubiquitous Media Spaces


This paper outlines new facilities within a ubiquitous media space supporting multimodal interaction. We believe that the current approach to developing electronic based design environments is fundamentally defective with regard to support for multimodal interaction. In this paper, we present an alternative ubiquitous computing environment, based on an integrated design of real and virtual worlds. We implement a research prototype environment called iCube. The functional capabilities implemented in iCube include spatially-aware 3D navigation, laser pointer interaction, and tangible media. Some of its details, benefits, user experiences, and issues regarding humancomputer interaction are discussed.

Living in Augmented Reality: Ubiquitous Media and Reactive Environments

: "Living in Augmented Reality: Ubiquitous Media and Reactive Environments.
William A.S. Buxton
Computer Systems Research Institute, University of Tornonto
&
Alias | Wavefront Inc., Toronto
Abstract
One thread of this chapter presents a particular approach to the design of media. It is based on the notion that media spaces can be thought of as the video counterpart of ubiquitous computing. The combination of the two is what we call Ubiquitous Media. We go on to discuss the synergies that result from approaching these two technologies from a unified perspective. "

quinta-feira, setembro 18, 2003

TheFeature :: It's All About The Mobile Internet

TheFeature :: It's All About The Mobile Internet: "Slow Food in An Always-On World"

f r e e g o r i f e r o | thoughts | article | connectedland

-- RealSpace and DataSpace
f r e e g o r i f e r o | thoughts | article | connectedland: "What I personally feel is the most intriguing and promising direction in the short-term is the upcoming integration of RealSpace and DataSpace, using Yoz Grahame's words: through the new connected devices we'll overlay and integrate physical objects and spaces with digital information."

f r e e g o r i f e r o | thoughts | article | connectedland

: "'What do you get when you cross a computer and a camera? A computer.
What do you get when you cross a computer and an alarm clock? A computer.'. "

f r e e g o r i f e r o | thoughts | article | connectedland

'Design dissolves in behavior'
http://www.freegorifero.com/connectedland/connectedland.html
Naoto Fukasawa:

f r e e g o r i f e r o | thoughts | article | connectedland

-- interaction anxiety? ansiedade de interacção... nova doença?
f r e e g o r i f e r o | thoughts | article | connectedland: "From a world where people's main issue has been managing information we might be thus evolving to a connected world where problems will also come from managing interaction. With content. With other people. With the devices that allow us to interact with content and people.
A world where fluidity of interaction with information will be at least as important as information itself.
A world where we'll fear being cut off from The Network, with the resulting inability to access our sources of knowledge.
A world of interaction anxiety. "

f r e e g o r i f e r o | thoughts | article | connectedland

f r e e g o r i f e r o | thoughts | article | connectedland: "Most industries are still far in their product development processes from User-Centered Design practices, and the results are under everybody's eyes.
But even though information anxiety is and will continue to be an issue we'll need to help address, being always connected to The Network is changing the way people relate to information itself. "

f r e e g o r i f e r o | thoughts | article | connectedland

f r e e g o r i f e r o | thoughts | article | connectedland: "'Information anxiety is produced by the every-widening gap between what we understand and what we think we should understand. Information anxiety is the black hole between data and knowledge.' "

f r e e g o r i f e r o | thoughts | article | connectedland

f r e e g o r i f e r o | thoughts | article | connectedland: "Networks.
Information, available on the network.
People, available on the network.
People who know people.
People who know content.
People as content.
Content as people."

f r e e g o r i f e r o | thoughts | thinklog | always on people

-- boas questões...
f r e e g o r i f e r o | thoughts | thinklog | always on people: "What kind of relationships can be developed in interstitial, liminal times and spaces, to use Anne Galloway's words?
Will we end up living our social lives between applications, like a SETI screen-saver, using the time left by our exceeding processing power?
How long will it take to build trust, or even love for always-on people?
How will we over-clock our social processors?
How well do you already know the names and numbers stored on your devices?"

f r e e g o r i f e r o | thoughts | thinklog | always on people

-- the always-on-people...
f r e e g o r i f e r o | thoughts | thinklog | always on people: "Another fleeting moment of enlightenment was caused by a conversation around the way we have turned almost all of our interstitial moments into points of contact with other people.

I call most of my friends and my parents while driving home from work, a shared habit that a British colleague has recently associated with his mother asking him 'where are you off to' whenever he calls her.
I suddenly realized how many of my social links rely on my mobile phone and its ability to turn my daily commute into a diluted version of a dinner together.
Often even a flight of stairs usually translates into a quick call.
These common episodes show that we not only already expect people to be always-on, just like data, but also that the awareness that we can access anybody, anytime, anywhere has driven a perception of time that resembles that of the ever present.
We live in the now. "

f r e e g o r i f e r o | thoughts | thinklog | always on people

-- multi-tasking igual a esquizofrenia?
f r e e g o r i f e r o | thoughts | thinklog | always on people: "Continuous partial presence

Multi-tasking-capable, always-on devices have been driving what Linda Stone, a researcher at Microsoft, has called a state of continuous partial attention.
As Thomas Friedman reports in his article (requires registration) 'Cyber Serfdom': "

TheFeature :: Putting Faces to Names

TheFeature :: Putting Faces to Names: "In an effort to humanize technology, or maybe just as a form of self expression, faces are replacing names on mobile phones and on the internet.

It all started with a simple concept, we can recognize pictures more easily than we can recognize words. When mobile phones finally started packing color screens, many manufacturers realized that even on a tiny screen, displaying a face or picture with caller ID would make it easier to identify who was calling."

TIMEeurope.com: Digital Europe Archive

-- duh! isto foi escrito há quatro anos... será que daqui a quatro anos ainda é "actual"?
TIMEeurope.com: Digital Europe Archive: "The ubiquitous television set is poised to take a leap even bigger than its jump from black-and-white to color. This year thousands of European consumers will start using their TVs to do everything from ordering pizza, to buying stocks, to checking out new cars and booking a test drive. 'We are talking about the redefinition and rebirth of television,' says Roel Pieper, a board member of Philips, the Dutch consumer electronics company that makes TVs and set-top boxes. "

Wired 11.10: The Fast-Forward, On-Demand, Network-Smashing Future of Television

Wired 11.10: The Fast-Forward, On-Demand, Network-Smashing Future of Television: " few years from now, the 300-plus channels we have now will evolve into one: MyTV, the channel you program yourself. The increasingly sophisticated electronic programming guides that make this feasible, known as EPGs, won't be the simple onscreen listings most cable and satellite systems carry today, but interactive services with advanced search and sort functions"

Wired 11.10: The Fast-Forward, On-Demand, Network-Smashing Future of Television

Wired 11.10: The Fast-Forward, On-Demand, Network-Smashing Future of Television: "'Mass audiences, mass media - a lot of people are clinging to those old models,' says Tim Hanlon, a vice president at Starcom MediaVest, a global marketing consultancy that counts TiVo among its clients. 'But it's not really that way anymore.'"

Wired 11.10: The Fast-Forward, On-Demand, Network-Smashing Future of Television

Wired 11.10: The Fast-Forward, On-Demand, Network-Smashing Future of Television: "Technology is empowering the couch potato. The fundamental premise of traditional broadcasting is its ability to control the viewer - to deliver tens of millions of eyeballs to advertisers and to direct those eyeballs from prime time all the way to late night. That control has been eroding ever since the advent of the VCR, but now it's being blasted away entirely. "

quarta-feira, setembro 17, 2003

Me++ - The MIT Press

Me++ - The MIT Press: "In Me++ Mitchell examines the effects of wireless linkage, global interconnection, miniaturization, and portability on our bodies, our clothing, our architecture, our cities, and our uses of space and time. Computer viruses, cascading power outages, terrorist infiltration of transportation networks, and cellphone conversations in the streets are symptoms of a dramatic new urban condition--that of ubiquitous, inescapable network interconnectivity. He argues that a world governed less and less by boundaries and more and more by connections requires us to reimagine and reconstruct our environment and to reconsider the ethical foundations of design, engineering, and planning practice"

sexta-feira, setembro 12, 2003

Smart Mobs - The Next Social Revolution by Howard Rheingold

Smart Mobs - The Next Social Revolution by Howard Rheingold: "Scientists have viewed evolution as a process of natural selection resulting from competition. But recently, some have argued that cooperation and symbiosis are really the dominant forces in nature.
An academic argument of no practical importance? No, says Norman Johnson, a computational physicist at the Los Alamos National Laboratory in New Mexico. Johnson, who leads the Symbiotic Intelligence Project at the lab, says an emerging understanding of how people interact in informal groups to solve complex problems may profoundly influence how we organize and manage corporations, how we hire and train people and what technology we equip them with.
Johnson argues that self-organizing groups of 'average' people can solve complex problems better than experts can. Challenges today—such as managing a global economy, fighting terrorism or optimizing supply chain operations—are more complex and more distrib- uted than problems were 20 years ago, and so they are less amenable to top-down solutions by 'experts,' he says. "

quinta-feira, setembro 11, 2003

Wired News: Flash Mobs Get a Dash of Danger

Wired News: Flash Mobs Get a Dash of Danger: "During a flash mob event recently held in Prague, an independent journalist attempting to photograph the gathering was beaten and detained by security guards, according to mob organizer Daniel Docekal and other participants in the event.
Docekal had organized the mob as a protest against local laws that prohibit the taking of photos or videos in supermarkets and malls.
'I never expected it would end up in this sort of terror,' said Docekal, former editor of the now-defunct Svet Namodro, a daily computer and technology newspaper published in the Czech Republic. "

quarta-feira, setembro 10, 2003

Ananova - 'Reflectoporn' is new craze on eBay

-- duh?
Ananova - 'Reflectoporn' is new craze on eBay: "
'Reflectoporn' is new craze on eBay
Internet auction site eBay has been hit by a new craze in which sellers appear naked in reflections on goods they're selling.
'Reflectoporn' is said to have started in the US and now British exhibitionists have caught on.
Sellers take a photo of the object they're auctioning in the nude -and their naked body is reflected in its polished surface, reports the Daily Record.
Naked bodies have been spotted on electric guitars, knives and forks. The craze was spotted by experts at web magazine Internet."

terça-feira, setembro 09, 2003

Smart Mobs - The Next Social Revolution by Howard Rheingold

Smart Mobs - The Next Social Revolution by Howard Rheingold: "Steve Outing in E-Media Tidbits reports that Scandinavia's second-largest morning newspaper, Göteborgs-Posten, published yesterday on its website its first news photo taken by a mobile phone.
A reporter arrived at the scene of a collision between a tram and a truck in central Göteborg, snapped some pictures with his camera phone and sent them off via e-mail (by phone) to the news desk.
'A great example of why news organizations should be replacing all reporters' mobile phones with photo phones' writes Steve Outing."

Smart Mobs - The Next Social Revolution by Howard Rheingold

Smart Mobs - The Next Social Revolution by Howard Rheingold: "What do you get when you cross Geocaching with Moblogging? Geosnapper.

Geosnapper enables users to upload and distribute accurately geo-referenced digital photographs. Images are displayed relative to their positions on the planet, with high enough accuracy for others to find and experiece the location first hand."

quinta-feira, setembro 04, 2003

Online Community Report

Online Community Report: "I suppose wireless and always-with-you, always-on will have a major impact on online communities, as it will bring the real and the virtual into contact in a completely new way. It will be interesting to see what the business models of these new services will be. At the moment people are willing to pay for interesting services, but it will be interesting to see what happens if the current idea of the Internet and basically free services is transferred to the wireless world in the minds of the consumers."

Online Community Report

Online Community Report: "As the web steers towards a wireless future, the center of expertise is not Silicon Valley, but Scandinavia, where high cell phone usage, widespread standards and excellent technology combine to form the planet's most dynamic wireless market. We chatted with Akseli Anttila, Concept Designer in the Nokia Research Center, about online communities in Finland and the future of wireless online communities."

The Future of Interactive Television: Report From Two Alternate Universes

The Future of Interactive Television: Report From Two Alternate Universes: "Although a technical possibility, iTV may be the classic solution in search of a problem. People like the Web. People like TV. There's nothing to support a move to smoosh them into the same box. There may be a trend toward increased consumer control over the TV, but it's control over when to watch, not over the experience of watching. Watching TV and surfing the Web are very different experiences, that's why we do them on different machines."

Dan O'Sullivan Projects

Dan O'Sullivan Projects: "Just because computers can help us communicate over a physical distance, that doesn't mean we shouldn't occasionally gather in physical spaces. Using a mirror as the base metaphor gives us a leg up in for interface because users can effortlessly perform functions like scaling, rotation and positioning. It also taps the natural interest people have in themselves."

Dan O'Sullivan Projects

Dan O'Sullivan Projects: "Interactive Television is an oxymoron. On the other hand television provides the most common ground in our culture for ordinary conversation which arguably the most enjoyable interaction a person has. These were some projects that try to leverage the power of television while creating some channel back from the audience to provide content, control or just a little conversation. "

...disembodied voices...

...disembodied voices...: "Disembodied voices is a meditation on the nature of public space. It is a visual representation of how different bodies communicate across space, using cell phones as a metaphor for the new translocal of connected, disembodied voices, linked across space invisibly - forming an unseen network of wanderers, always within reach yet nowhere in sight. We now have private conversations in public - and in so doing, these conversations, or at least half of them, become public events, a half-dialogue that no longer knows such a thing as privacy. This site illustrates the collision of the personal/private and public space. As the line between public and private continues to blur intimate transactions have become audible to anyone within earshot. Where we are, in a sense, no longer matters since we are always connected..."

quarta-feira, setembro 03, 2003

Revising the Roles of Management in Participatory Design

Revising the Roles of Management in Participatory Design: "Interactive management (IM) emerged conceptually from work by Warfield (1976) and Christakis (1973), and has been developed by them in collaboration with other researchers. IM supports a democratic approach toward decision making, and provides structures within which stakeholders can deeply engage all elements of significant design problems. It is similar to PD in its use of multiple group process and decision-making methods as a means of obtained free and unbiased contributions to a group-based solution. It differs from PD in several ways, particularly in its more cognitive orientation toward design, in which participants examine all significant factors affecting their design space in the decision process."

Revising the Roles of Management in Participatory Design

Revising the Roles of Management in Participatory Design: "One recent study (Kensing, 1996), studied the integration of PD processes with project management. With a process termed MUST (a Danish acronym for a process engaging PD methods for initial analysis and design), Kensing studied the use of PD processes in business reengineering and project management. Kensing recommends integrating IT professionals, including project management and the users in a design team. He also recommends using a steering committee with management representatives from both IT and the user organizations. This is one of the few PD approaches that provides an inclusive orientation toward management, although the participation is somewhat isolated from the design decisions. "

Revising the Roles of Management in Participatory Design

Revising the Roles of Management in Participatory Design: "One of the key factors constraining the acceptance of PD in North American organizations is its orientation toward balancing power relationships in favor of system users, as opposed to 'owners' or managers. PD is intended to enable users in gaining responsibility for their own work practices, and in the American tradition this approach can be considered quite radical."

Revising the Roles of Management in Participatory Design

Revising the Roles of Management in Participatory Design: "'The purpose of PICTIVE to facilitate the design of systems by heterogeneous groups. In order to include the contributions of all of the participants on an equal-opportunity basis, PICTIVE uses deliberately low-tech design objects that are familiar to anyone in office environments. These include colored pens and papers, removable tape, scissors, and Post-ItTM Notes or other removable labels and papers. This is an extension of the mock-up work in the UTOPIA project, but with greater attention paid to bringing the users directly into the design process in terms of the user interface and system capabilities that they will encounter in use.' "

Revising the Roles of Management in Participatory Design

Revising the Roles of Management in Participatory Design: "Participatory design originated in Scandinavia in the 1980’s as an outgrowth of the democratic philosophy of work fostered in Northern Europe. Since PD is so strongly user-centered, it represents a major philosophical change from the consulting model of system design favored by U.S. corporations. One of the tenets of PD is that system workers should be given better tools for their work instead of having their work mechanized. Another is that the user’s perceptions about technology in their work are as significant as the technical requirements for the technology. PD is oriented toward improving social factors in the workplace, which is considered a major purpose of design in Scandinavia. As a design approach, it has been favorably received in Europe, and has been used in numerous projects reported in international journals. Participatory design has evolved over time from a worker-centered intervention to a more integrated system design approach, incorporating a wider range of team members such as analysts, developers, and managers.
Participatory design showed up later in the United States, as an outgrowth of user-centered system design practices facilitated by human factors practitioners. The North American PD approach is more focused on integrating users into the design process and less oriented toward workplace issue resolution or organizational design. PD is considered different from JAD in its allowing users to share responsibility for design with the project and development teams. "

Revising the Roles of Management in Participatory Design

Revising the Roles of Management in Participatory Design: "Participatory design is a discipline of design practices based on complete inclusion of the user or intended work community in the design of their tools and processes. Participatory design (PD) differs from other approaches (such as joint application design, or JAD) in that the users are more than stakeholders in the design and development process - they share responsibility with the developers for the quality and performance of the delivered system. They also share much more broadly in the development process itself, by participating with developers and as designers themselves (a process sometimes referred to as 'co-development'). PD is more a philosophy of total user involvement with the systems they will eventually use in their roles as producers of value for the organization. This philosophy in practice extends far beyond merely design workshops and JAD sessions - it becomes the way of doing business for development of all systems."

IBM Research | Watson | Cambridge | Collaborative User Experience

IBM Research | Watson | Cambridge | Collaborative User Experience: "The Collaborative User Experience (CUE) Research group, formerly Lotus Research, conducts Computer-Supported Cooperative Work (CSCW) research with emphasis on the interaction between people and computer systems in support of collaboration. CUE is directed by Irene Greif.

CUE works in close association with the Product Design Group (PDG). PDG is a central team of designers who work with product development teams throughout Lotus on user interface design, graphic art, and usability testing. Collaboration between CUE's strategic designers and the Lotus design team is an integral part of our research practice and our outreach to product groups."

IBM Research | Watson | Cambridge | Collaborative User Experience

IBM Research | Watson | Cambridge | Collaborative User Experience: "The Collaborative User Experience (CUE) Research group, formerly Lotus Research, conducts Computer-Supported Cooperative Work (CSCW) research with emphasis on the interaction between people and computer systems in support of collaboration. CUE is directed by Irene Greif.

CUE works in close association with the Product Design Group (PDG). PDG is a central team of designers who work with product development teams throughout Lotus on user interface design, graphic art, and usability testing. Collaboration between CUE's strategic designers and the Lotus design team is an integral part of our research practice and our outreach to product groups."

history flow

history flow: "history flow provides answers at a glance to questions like, Has a community contributed to the text or has it been mostly written by a single author? How much has a particular contributor influenced the current version of the document? Is the text's evolution marked by spurts of intense revision activity or does it reflect a smooth transition from its beginning to the present? "

terça-feira, setembro 02, 2003

Japan Media Review -- Camera phones changing the definition of picture-worthy

Dados interessantes sobre os temas da fotografias tiradas pelos utilizadores de telemóveis com câmaras, em particular a elevada percentagem (42,4%) de imagens de coisas que lhes aconteceram e que eram interessantes (tradução fraquita, mas é o que se pode arranjar a esta hora...).

Japan Media Review -- Camera phones changing the definition of picture-worthy: "In a survey by IPSe Marketing conducted in December last year, 42.4 percent of camera phone users reported that they took photos of 'things that they happened upon that were interesting.' This was followed by family members (39.5 percent), friends (36.6 percent), self (26.4 percent), pets (23.7 percent) and travel photos (21.5 percent). The contrast between the serendipitous and everyday categories leading the pack and the trailing 'travel photo' category is a striking testament to the everyday and ubiquitous uses of the camera phone."

TheFeature :: The Onset of Connected Cameras

Um artigo de Justin Hall, no qual reflecte sobre as consequências sociais da utilização massiva dos telemóveis com câmara de fotogravar/ filmar. *****

TheFeature :: The Onset of Connected Cameras: "Mobile phones in Japan have taken photos since 2000; in the last few months they've reached digital camera quality. It's annoying to be overwhelmed or interrupted by a mobile phone conversation; it's paranoia-inducing to imagine that anywhere you go anyone around you might be taking your picture and sending it around the world.

These Internet connected cameras will generate a new and complex series of social mores, regulations and technological strictures, as we struggle to adapt to a society where citizens have the power of recording and surveillance held previously only by groups and institutions."

Japan Media Review -- Camera phones changing the definition of picture-worthy

Japan Media Review -- Camera phones changing the definition of picture-worthy: "Camera phones changing the definition of picture-worthy
Unlike the traditional camera, the camera phone is an intimate and ubiquitous presence that invites a new kind of personal awareness, a persistent alertness to the visually newsworthy that makes amateur photojournalists out of its users."

segunda-feira, setembro 01, 2003

SMS Meets TV Seminar: Interviews

SMS Meets TV Seminar: Interviews: "The success of interactive TV-based SMS is grounded in the fact that it develops a sense of community amongst users. This has been proven as a key driver for the uptake of iTV services. Liberate’s announcements regarding Insight Communications provide more information about our work in this area. "