An interactive art installation, Sanctum employs surveillance systems to generate cinematic narratives with social media content that matches the demographic profile of passers-by.
“In an era of status updates, tweets, and check-ins, the geography of public, shared spaces needs to be reconsidered, along with our expectations of privacy in them,” say artists James Coupe and Juan Pampin.
Sanctum seeks to investigate the narrative potential of social media while raising important and provocative questions about the conflicting imperatives emerging in our culture as we promote and embrace ever-more-intrusive electronic media, while still cherishing traditional notions of privacy.
The same factors that allowed us predict the advent of life-logging point also to the rise of thing-logging – a precursor to the complete Internet of Things vision. Most objects will go through a progression of being logged, being tracked, and being a peripheral, before they become fully connected. Trends in wealth and technology will fuel this progression, but ultimately adoption will be driven by value to the consumer. Experience with life-logging and thing-logging gives us an idea of what that value proposition will be, and shows us some key technical challenges ahead
In this talk, I’ll describe a research approach that relies on technology design not as an end in itself but as a way to understand social phenomena, from how artists use new technologies to foster insight and action to how community members engage public space to produce new modes of citizenship. To illustrate this approach I'll focus on a study of walking by drawing with Trace, a mobile mapping application that generates walking routes based on digital sketches people create and annotate without a map. In addition to creating walking paths, Trace enables people to send the paths to others, thus developing a unique form of digital communication. We designed Trace to explore the possibility of emphasizing guided wandering over precise, destination-oriented navigation. Studies of sixteen people’s use of Trace over roughly one week reveal how walkers find Trace both delightful and disorienting, highlighting moments of surprise, frustration, and identification with GIS routing algorithms. I show how design interventions offer possibilities for understanding the work of technology development and how it might be done differently in HCI.
As prices continue to drop, smartphones are beginning to find their way into the hands of low-income people in rural areas of India. At the same time, internet connectivity is spreading to more and more remote areas at increasingly affordable rates. In anticipation and response to these trends, we have been exploring how to design mobile applications that can serve people who are able to use the internet for the very first time. What kinds of apps would be useful for people in rural India? How are they different from apps anywhere else? How do we manage constraints in literacy, cost, power, connectivity, and language? In this talk, I will discuss a few projects that explore these questions. Projects range from design research to pilot deployments, and include applications for agricultural extension, social networking for farmers, and citizen journalism/grievance redressal for marginalized rural communities (this last together with several folks from UW!).
In this talk I will use evidence from basic behavioral and neuroimaging research on human information processing to show why non-visual interfaces can be as effective as visual displays for supporting spatial learning and navigation behavior. I will then discuss some key challenges to assistive technology (AT) design and describe some simple guidelines for avoiding common pitfalls such as the engineering trap and the specific importance of adopting user-centered design for AT development. I will conclude by describing ongoing work in my lab that highlights the cutting edge of AT and multimodal interface design in the domains of spatial learning and navigation.