1. A recent passion project from Artefact is Dialog, a software and hardware platform designed to help people affected by epilepsy and their care givers, understand and manage the condition better. In this presentation, we will discuss the goals, process, and outcome of this concept vision project, and highlight the lessons we learned along the way.

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  2. Abstract: This talk presents co-performance as a potential tool for anonymous pseudonymity. We can define anonymised pseudonyms as identities for communication, untraceably disassociated from a performer, that are persistent in use long enough to establish some measure of social reputation. Digitally authoring or controlling an identity allows for provenance to be hidden through cryptographic systems. However, mass storage and processing can uncover 'signatures' and 'fingerprints' in diverse communication modes. These include approaches as varied as writing style, time-of-day analysis, and camera or other hardware profiling. Anonymous pseudonyms enable creative experimentation and are a healthy extension of multifaceted identity. Historical norms in writing, performance and innovation demonstrate the broad-reaching benefit of creativity under the security of invented names and characters. On the web, particularly in the early years of the internet, easy forms of anonymous reputation management have proven invaluable for numerous contexts of social interaction and debate. Untraceable pseudonyms also make open critique and whistleblowing possible.
    Bio: Ben Dalton is currently investigating the theme of 'design for digital pseudonymity' at the Royal College of Art, London. Ben is a Principal Lecturer in the Faculty of Art, Environment & Technology at Leeds Metropolitan University, and is on sabbatical to undertake PhD research in to Digital Public Space as part of the AHRC (Arts & Humanities Research Council UK) funded Creative Exchange project. Ben has recently shown work, given talks and run workshops on themes of digital identity performance and control, including FACT Liverpool, RCA London, FutureEverything Manchester, Today's Art The Hague, Berghs Stockholm, Abandon Normal Devices Liverpool, WWW2013 Rio de Janeiro, Sensuous Knowledge Bergen, and DIS Newcastle. Ben has a background in ubiquitous computing and mobile sensor networks from the MIT Media Lab, and has conducted research in the Århus University Electron-Molecular Interaction group, University of Leeds Spintronics and Magnetic Nanostructures lab, and Jim Henson’s Creature Shop, London. Recently he has been a regular guest Professor at the Bergen National Academy of Art and Design, teaching workshops on interaction design. Ben was a co-investigator on two EPSRC (Engineering & Physical Sciences Research Council UK) funded research projects in to visualising pedestrian usage patterns in interactive urban spaces and wearable computing sensors for ubiquitous computing applications. He is also currently co-directing the Data is Political project in to the aesthetic, ethical and spatial dimensions of information and its relation to power, the production of knowledge, and construction of urban spaces.

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  3. Abstract:
    Personal navigation tools have greatly impacted the lives of people with vision impairments. This talk will review findings from formative investigations towards the design of a personal pedestrian navigation device. This includes users’ unique and ever-changing needs and understanding how to provide feedback to blind navigators. Findings from interviews with 30 adults with vision impairments included insights about experiences in Orientation & Mobility (O&M) training, everyday navigation challenges, helpful and unhelpful technologies, and the role of social interactions while navigating. This led to producing a set of Personality and Scenario attributes describing navigation behaviors that future technologists can use to identify user requirements and usage scenarios. Also, through focus groups and single-person as well as partner observations with 31 additional participants, we learned the ways that sighted people seemingly misunderstand how many blind people navigate when using a white cane mobility aid. Throughout our qualitative end user studies the data explicitly showed how the language and understanding of sighted vs. blind pedestrians differs greatly and even how it can be dangerous when people interfere in the wrong way. These findings help ensure designers are aware of the difficulties of navigating without vision and design from the users’ point of view. Overall this work demonstrates the complex choices individuals with vision impairments undergo when leaving their home, and the many factors that affect their navigation behavior.

    Michele A. Williams is currently a Human-Centered Computing PhD student at the University of Maryland Baltimore County (UMBC). Her research focuses on using primarily qualitative research findings to inform new mobile and wearable technology designs, with a focus on accessible technology for people with disabilities.

    Michele's prior work experience includes Senior Voice User Interface (VUI) Designer at Convergys Corporation (designing IVR systems for companies such as USPS and Wachovia Bank) and Accessibility Analyst for SSB BART Group (aiding to create accessible commercial technology by testing it against accessibility standards such as Section 508). She holds a Masters of Software Engineering from Auburn University and B.S. in Computer Science from Bowie State University.

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  4. Abstract: In this talk, I will show you how to gain a 360 degree understanding of customers and how they interact with products. I'll use specific examples to highlight the different ways you can go beyond simple usability, to more deeply understand. This talk will include examples of quick and dirty ways to dive deeper using research methods from psychology, ethnography, and data mining.
    Bio: Ben Babcock is a senior UX design researcher and 9 year veteran of Amazon. In his research, Ben uses quantitative and qualitative research methods to study customer engagement, attitudes, and behaviors. Ben's research draws from psychology, biology, ethnography, and data mining. Ben focuses on pain points and delighters for online shopping. Formerly at Microsoft, Ben worked on emerging technology, games research, and mobile devices. Ben earned his undergraduate degrees in Psychology and Biology from Seattle University and his graduate degrees in Human Factors & HCI from University College London.

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  5. Title: Wearable Computing and Smart Fabrics: From Electronic Textiles to Sensory Substitution

    Wearable computing permits for body-worn interfaces and computing devices capable of enhancing one's abilities and/or augmenting the senses. This is made possible through the development of non-traditional conductive materials and smart fabrics capable of sensing, computation, communication, and actuation. In this talk, I will discuss research related to the development of textile-based wearable forms of computing. While e-textiles and smart fabrics offer unrealized opportunities for wearable computing systems, a number of challenges (e.g., social appropriateness, on-body interaction techniques) also arise. We will look at these design considerations and also touch upon the use of smart fabrics for more dedicated applications, such as assistive technology.

    Halley Profita is a Computer Science Ph.D. student in the Correll Robotics Lab at the University of Colorado - Boulder. Her research interest is grounded in Human-Centered Computing with a focus on the design of wearable computing systems for assistive applications. Prior to CU Boulder, she attended the Georgia Institute of Technology where she received her Master's in Industrial Design. Much of her time at Tech was spent infiltrating the Computer Science labs seeking out interactive technology projects and eventually working as a research assistant in Dr. Thad Starner's Contextual Computing Group. Prior to her graduate work, Halley attended the University of Miami where she studied Management Science.

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