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Chapter and Conference Paper
Governing with Nature: Applying More-than-Human Design to the Management of Shared Urban Green Space
A commons refers to a shared resource that is governed by a community of people, in contrast with a resource managed by a private company or public agency. The commons literature offers robust and respected fr...
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Chapter and Conference Paper
A Design-Led Exploration of Material Interactions Between Machine Learning and Digital Portraiture
Design materials are defined as a combination of what they are, what they do, and the ways they interact with other materials. In this pictorial, we explore the interactions between machine learning (as a design ...
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Chapter
User Engagement Continuum: From Art Exploration to Remixing Culture with Augmented Reality
The most common way to consume art is through observation and acknowledgement of its existence. From the viewpoint of preserving art and cultural heritage, such passive consumption seems adequate. However, thr...
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Chapter and Conference Paper
Visual Methods for the Design of Shape-Changing Interfaces
Shape-changing interfaces use physical change in shape as input and/or output. As the field matures, it will move from technology-driven design toward more formal processes
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Chapter and Conference Paper
The IoT and Unpacking the Heffalump’s Trunk
In this paper we highlight design challenges that the Internet of Things (IoT) poses in relation to two of the guiding design paradigms of our time; Privacy by Design (PbD) and Human Centered Design (HCD). The...
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Chapter
User Engagement Continuum: Art Engagement and Exploration with Augmented Reality
The most common way to consume art is through observation and acknowledgement of its existence. From the viewpoint of preserving art and cultural heritage, such passive consumption seems adequate. From the vie...
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Chapter
Playful Research Fiction: A Fictional Conference
Fiction has long been important to Human-Computer Interaction (HCI) research and practice. Through familiar tools such as personas, scenarios and role-play, fictions can support the exploration and communicati...
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Article
Open AccessDesigning in between Local Government and the Public – Using Institutional Analysis in Interventions on Civic Infrastructures
Adapting and changing the systems and technologies involved in civic engagement with local government is among the key challenges of collaborative technologies for political participation. In such contexts, bo...
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Chapter and Conference Paper
Visual Abstraction for Games on Large Public Displays
From its earliest developments video game design has arguably been closely coupled to technological evolution particularly in relation to graphics. In very early games the limitations of technology led to high...
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Chapter
Map** the Beach Beneath the Street: Digital Cartography for the Playable City
Maps are an important component within many of the playful and gameful experiences designed to turn cities into a playable infrastructures. They take advantage of the fact that the technologies used for obtain...
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Chapter and Conference Paper
Using a Mobile Phone as a 2D Virtual Tracing Tool: Static Peephole vs. Magic Lens
Traditional sketching aids rely on the physical production of templates or stencils which is particularly problematic in the case of larger formats. One possible solution is 2D virtual tracing using a virtual ...
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Chapter and Conference Paper
Physical Playlist: Bringing Back the Mix-Tape
To those of a certain age the concept of the mix-tape holds fond memories, and generally not of the musical content they contained, but rather the emotional and physical connection they represented with either...
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Chapter and Conference Paper
Perceptive Media – Adaptive Storytelling for Digital Broadcast
Storytelling techniques within traditional broadcast media have not made major advances in recent years due to the linear and relatively rigid approach to narrative despite advances in the technology that deli...
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Chapter
Playful and Gameful Design for the Internet of Things
The emerging vision of an Internet of things (IoT) as a global infrastructure of networked physical objects is undoubtedly compelling across a range of potential application areas. While the vast majority of i...
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Chapter and Conference Paper
Wicked Persuasion: A Designerly Approach
Persuasive computing has tended to be applied toward the promotion of minor behavior change in the direction of easily understood and uncontroversial goals. Such approaches may not make sense, however, when de...
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Chapter
Designing Mobile and Ubiquitous Games and Playful Interactions
Marshall McLuhan famously said in his 1964 book The Medium is the Message, We become what we behold. We shape our tools, and thereafter our tools shape us. In a relatively short time, video games have become a ma...
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Chapter
Living with the Dead: Emergent Post-mortem Digital Curation and Creation Practices
This chapter explores the emergent digital dimension of contemporary Western mourning, by utilising a historical framework and a postmodern, post-disciplinary and practice theory lens, in order to critically d...
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Chapter and Conference Paper
Persuasive Mobile Health Applications
With many industrialized societies bearing the cost of an increasingly sedentary lifestyle on the health of their populations there is a need to find new ways of encouraging physical activity to promote better...
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Chapter and Conference Paper
Intelligent Mobility Systems: Some Socio-technical Challenges and Opportunities
Analysis of socio-technical challenges and opportunities around contemporary mobilities suggests new interpretations and visions for intelligent transport systems. Multiple forms of intelligence are required (...
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Article
Providing location based information/advertising for existing mobile phone users
In the emerging world of m-commerce potential users consistently cite location based information as one of the emergent services that they would most likely utilise. However, solutions for obtaining the specif...