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SoSe 2024

Beyond Smart: Tangible, connected home technologies - Einzelansicht

  • Funktionen:
Grunddaten
Veranstaltungsart Projekt SWS 10
Veranstaltungsnummer 419110008 Max. Teilnehmer/-innen 4
Semester SoSe 2019 Zugeordnetes Modul
Erwartete Teilnehmer/-innen
Rhythmus einmalig
Hyperlink  
Weitere Links http://www.uni-weimar.de/de/medien/professuren/human-computer-interaction/lehre/
Sprache englisch


Zugeordnete Person
Zugeordnete Person Zuständigkeit
Hornecker, Eva, Prof., Dr.-Ing.
Studiengänge
Abschluss Studiengang Semester Leistungspunkte
Bachelor Medieninformatik (B.Sc.), PV 29 - 15
Master Medieninformatik (M.Sc.), PV 29 - 15
Master Computer Science and Media (M.Sc.), PV 11 - 15
Bachelor Medieninformatik (B.Sc.), PV 11 - 15
Master Human-Computer Interaction (M.Sc.), PV14 - 15
Master MediaArchitecture (M.Sc.), PV14 - 18
Bachelor Medieninformatik (B.Sc.), PV 17 - 15
Bachelor Medieninformatik (B.Sc.), PV 16 - 15
Master Human-Computer Interaction (M.Sc.), PV17 - 15
Master Human-Computer Interaction (M.Sc.), PV15 - 15
Master MediaArchitecture (M.Sc.), PV18 - 18
Master Computer Science for Digital Media (M.Sc.), PV 18 - 15
Master Computer Science for Digital Media (M.Sc.), PV 17 - 15
Zuordnung zu Einrichtungen
Human-Computer Interaction (HCI)
Fakultät Medien
Inhalt
engl. Beschreibung/ Kurzkommentar

Increasingly, technologies are connected and there is a rising number of Internet of Thing devices. Some of these are embedded into the domestic environment for so-called smart homes. These applications have focused almost entirely on efficiency and usefulness and their number and application is low. Controls are still limited to apps on smart phones or tablet computers or voice-control. But what are the opportunities of tangible, interactive devices in the domestic space? And what do people want or imagine having in their home, beyond efficiency and pure utility?

 

In this project we will develop so-called ‘speculative prototypes’ of tangible controls that explore potential applications for smart solutions in the home. We will make enquiries into people’s perceptions of what they are looking for in the home and then design for these qualities. The focus of this project is not on making a complete, technically functioning prototype, but on showing how people would interact with these. This could either be in form of a tangible prototype that has some functionality, but could also be shown via a fictional scenario, drawings and collages, a short video, or a combination of the above.

 

In the early stages of this project we will plan and undertake a small qualitative user research project to learn about qualities people value about their home. We will develop a study protocol that includes methods such as interviews, focus groups, cultural probes or design workshops and use it to gather data about participants’ needs and wishes. We will analyse the data to distill design ideas and functionalities that are based in people’s understandings and wishes.

 

In a second step we will turn this research into a range of speculative prototypes that will respond to these ideas and perceptions and provide tangible controls for a connected home that is beyond smart.

 

A focus of this project is in gaining experience with various user research methods and alternative prototyping methods. On the technical side, we might be using Arduino, Raspberry Pie, Makey-Makey, RFID, Amazon Dash button, etc. to create simple prototypes, depending on the concepts we come up with.

Literatur

Peter Tolmie, Andy Crabtree, Tom Rodden, Chris Greenhalgh, and Steve Benford. 2007. Making the home network at home: Digital housekeeping. In ECSCW 2007. Springer, 331–350.

Timo Jakobi, Corinna Ogonowski, Nico Castelli, Gunnar Stevens, and Volker Wulf. 2017. The Catch(es) with Smart Home: Experiences of a Living Lab Field Study. 1620–1633.

Audrey Desjardins, Ron Wakkary, and William Odom. 2015. Investigating genres and perspectives in HCI research on the home. In Proceedings of ACM CHI 2015, 3073–3082.

Michal Luria, Guy Hoffman, and Oren Zuckerman. 2017. Comparing Social Robot, Screen and Voice Interfaces for Smart-Home Control. In Proceedings of ACM 2017 CHI, 580–628.

Bemerkung

Ort und Zeit werden zur Projektbörse bekannt gegeben.

--------------------------------

Time and place will be announced at the project fair.

 

SWS / ECTS:

10 SWS / 15 ECTS für B. Sc. Medieninformatik, M.Sc. Medieninformatik, Computer Science and Media, Computer Science for Digital Media

12 SWS / 18 ECTS für MediaArchitecture, BA + MA Produkt-Design

Participants:

2 Studenten HCI Master

2 Studenten B.Sc. MI, CS&M / CS4DM

2 Studenten Produkt-Design / MediaArchitecture

Voraussetzungen

Participants should have basic knowledge or experience of user-centered methods (user studies, interviewing etc.) and ideally some experience in prototyping techniques. Moreover, all participants should enjoy working in an interdisciplinary team, want to be creative and be able to converse in English.

Leistungsnachweis

Active participation and interim presentations, user research, technical or design work, exhibition at Summaery, documentation as written (scientific) report

 

Zielgruppe

Bachelor Medieninformatik,

Master Medieninformatik / Computer Science & Media / Computer Science for Digital Media,

Master MediaArchitecture,

Master und Bachelor Product Design


Strukturbaum
Keine Einordnung ins Vorlesungsverzeichnis vorhanden. Veranstaltung ist aus dem Semester SoSe 2019 , Aktuelles Semester: SoSe 2024

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