( via twent1f by regine)
The Ovü, developed by Kathryn Bauer, is made up of a lace arm band, with a highly sensitive thermistor attached on the inside that picks up changes in the Basal Body Temperature (BBT) of a woman.This method of tracking fertility allows a dataset to be gathered of the woman’s cycle (which can be quite allusive at times.) This dataset, collected using actual sensors, allows women the tools to have more control over their bodies. There is no need to think and worry about babies all day long. Women go about their life as the temperature is tracked and uploaded to their online database.
The Ovü frees those women trying to become pregnant from having to be so focused on their cycle. The partner is involved in some way and the accuracy of the readings improves the chance of finding the right time to have a child.statistics and more research can be found in the PDF.
How it works:
1. Wear the Ovü on your upper arm.
2. The thermometer constantly takes in temperature in the underarm & tracks changes.
3. When the change is significant enough to imply a hormonal change (typically during ovulation), the device sends a txt message to your partner’s mobile phone.
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More on the trials and tribulations of the thesis process can be accessed on the artist’s blog.
Filed under: art, design, new media, physical computing, technology, thesis
October 17, 2006 • 5:04 am
» MSc Thesis: Community Bar: Designing for Informal Awareness and Casual Interaction
Grego McEwan, University of Calgary
This thesis is the culmination of several years work on the Community Bar, a system supporting casual interaction within the Commons.
The Community Bar (CB) is groupware supporting informal awareness and casual interaction for small social groups of people with a common purpose. CB’s design supports how communities of ad-hoc and long-standing groups are built and sustained: by maintaining awareness of one another and being able to casually transition into interaction. I begin this thesis by deriving design guidelines for awareness and interaction, primarily based on a comprehensive sociological theory. I then describe how CB was implemented according to the guidelines. I also describe the architectural design that supports awareness and interaction within a distributed group, including an extensible plugin architecture allowing customisation of CB’s functionality. Finally, along with some colleagues, I conducted an in-depth field study of CB. We used results from this study to reflect upon the matches and mis-matches that occurred between the theoretical usage behaviour predicted by the design principles versus the actual usage behaviours observed in the deployed implementation.
For more information
McEwan, G. Community Bar: Designing for Informal Awareness and Casual Interaction. MSc Thesis, Department of Computer Science, University of Calgary, Calgary, Alberta, Canada T2N 1N4. September, 2006. Supervisor: Saul Greenberg
Contact Name firstname.lastname@example.org
Filed under: academic, thesis
Lessons from Being There
From feburary 1999 to feburary 2000 Tom Nyvang and I worked out our thesis on Augmented Reality for computer supported cooperative work following our specialization in sociology. We had been doing some work on CSCW earlier and wanted to experiment with the possibilities of designing interfaces for these kinds of computer applications in a fundamental different way.
In the winter 1999 we did some extended theoretical research on cooperative work and the role of the physical room as context for cooperatiwe work. We also dug into the world of augmented reality. In spring 1999 we were ready to begin designing an alternative system which based on the idea of augmenteng the physical room with computer-based infoemation using transparent head-mounted displays. Following a few months of mock-up designing and experiments with this kind of display we stardet implemting the prototype in july 1999. The implementation lasted untill september 25th. (and I can assure you that HMD’s and VR-gloves are not very comfortable to wear for 6-7 hours a day in the summertime
Having build the actual system and done some usabilitytesting of the prototype as a “proof of concept” we turned to the more methodological issues of the software development process. We had experienced that it was extremly difficult to break with the traditional way of designing interfaces and found that this issue was important for the future development of good new computer systems – not only within augmented reality but also within eg. VR and mobile/wearable computing. This was where the work of architect and philosopher Christopher Alexander came into the picture. I can really recommend his classic Notes on the synthesis of form from 1964.
We then sat down and wrote the thesis in about 3 months.
Instead of concentrating human activity around traditional computer screens we should instead search for a technology that offers the flesibility of the computer technology and computer supported cooperative work (CSCW) without neglecting the quality of working and interacting in a physical room. The possibilities offered by augmented reality (AR) calls for a new paradigm in human-computer interaction that could meet both claims by enhancing the physical room with virtual objects and creating an augmented room for interaction.
Based on the implementation of the AR for CSCW prototype Being There this thesis discusses theoretical as well as methodological aspects of developing CSCW applications using AR. The methodological aspects are given a lot of attention in the need of methods that support a new paradigm instead of promoting old paradigms in human-computer interaction. The distinction between form and context in architect and philosopher Christopher Alexander’s perspective on design, and his concept of a pattern language are used as basis for such a method involving the development of a small pattern language for CSCW.
The theoretical discussion introduces activity theory and the concept of boundary objects as a framework for understanding the social and cognitive context for human-computer interaction and cooperative work. To broaden the understanding of the physical context we use Yi-Fu Tuan’s research in cultural geography and his distinction between space and place to describe the affordances of an inhabited room. The understanding of proxemics in human interaction as described by Edward T. Hall in his research on perceptual psychology and social anthropology is in relation to this used go gain insight in the physical context of cooperative work and to create a model describing the physical meeting.
Filed under: new media, physical computing, research, technology, thesis
» 01. ABSTRACT
Tangent is a multi-touch research platform; a digital medium for testing and developing new intuitive interaction techniques.
In the last twenty years the classic computer interface mouse-keyboard-screen has hardly changed.
But now Tangent offers a direct interface with virtual objects by making it possible to touch and manipulate these objects.
A sensitive surface like this one asks for fundamently different interaction principles than the ones known from traditional interfaces.
In the project phase Tangent was developed and built and a range (set) of interaction principles were designed and implemented.
Filed under: new media, physical computing, research, technology, thesis