Percorrer por autor "Hanna, Julian"
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- Citizen X: designing for holistic community engagementPublication . Ashby, Simone; Hanna, Julian; Oakley, Ian; Vieira, Tatiana; Abreu, Filipe; Campos, PedroCrowdsourcing in urban environments, geospatial annotation, social curation, and engaging citizens through social media applications and community-aware, place-based computing systems are at the forefront of pervasive urban technologies aimed at improving satisfaction, strengthening communities, and empowering citizens as stakeholders. This paper reports on the user-centered design of a holistic community engagement platform that combines the above aims and uncovers insights from both sides of the citizen-government divide for a people's GIS for enhancing urban livability.
- Evaluation of yasmine’s adventures: exploring the socio-cultural potential of location aware multimedia storiesPublication . Dionisio, Mara; Barreto, Mary; Nisi, Valentina; Nunes, Nuno; Hanna, Julian; Herlo, Bianca; Schubert, JenniferThis paper describes Yasmine’s Adventures, a location aware multi‐ media story designed as a location based service for a museum. Yasmine’s Adventures follows a young local girl (Yasmine) through a series of short animated adventures, tailored specifically to engage visitors in exploring the rela‐ tively neglected streets of the area in which the museum is situated. Yasmine’s perceptions of the landmarks, identified by community members themselves, reflect the real concerns of the community. Results from the evaluation of the user’s experience suggest location connection and perception changes when loca‐ tive media narratives include learning, understanding and discovery elements.
- Lucid Peninsula: DreamScope: An Interactive Physical InstallationPublication . Dionisio, Mara; Bala, Paulo; Trindade, Rui; Nisi, Valentina; Hanna, JulianIn this paper we present Lucid Peninsula, an interactive installation designed to immerse participants in a dreamlike, post-apocalyptic story world. The goal of the installation is to offer a way for people to experience the future through a physical interactive installation. To achieve this aim we designed and developed the interactive DreamScope device, while the Time’s Up collective designed and built the physical installation. On one side with the Dreamviewer binoculars users will be able to see the world outside and absorb data relating to factors such as air quality, presence of plant and other life forms, etc. On the other side of the installation, the audience will be able to borrow mobile devices (Dreamcatchers) and venture into the actual landscape of the city, in order to ‘catch’ the dreams of the inhabitants of the peninsula, which are mixed with memories of the world before it was transformed.
- Yasmine’s adventures: an interactive urban exploring the sociocultural potential of digital entertainmentPublication . Nisi, Valentina; Dionisio, Mara; Hanna, Julian; Ferreira, Luis; Nunes, NunoUrban computing systems impact quality of life in densely populated areas. With the widespread availability of wireless networks and portable devices, ur ban areas are fast becoming a hybrid of the physical environment and the digital datasphere. This paper describes Yasmine’s Adventures, a location aware story telling platform that leverages on urban computing strategies to create an inter active walk through the Mehringplatz area, surrounding the Jewish Museum in Berlin. Yasmine’s Adventures (YA) is a mobile application that delivers a se quence of animations clips tailored specifically to the Mehringplatz neighbour hood. The story follows an adventurous local girl as she walks home alone, vis iting local landmarks. Yasmine’s perceptions of the landmarks, identified by community members in an earlier workshop, reflect the real concerns of the community. This interactive experience was created to engage visitors of the Jewish Museum to explore the relatively neglected streets of the area in which the museum is situated.
- You're the voice: evaluating user interfaces for encouraging underserved youths to express themselves through creative writingPublication . Gonçalves, Frederica; Campos, Pedro; Hanna, Julian; Ashby, Simone; Gonçalves, Frederica; Pereira Campos, Pedro FilipeMinority groups are the fastest growing demographic in the U.S. In addition, the poverty level in the U.S. is the highest it has been in the last 50 years. We argue that the communi ty needs more research addressing this user segment, and we present a novel study about how underserved youths react when presented with different UI designs aimed at promoting creative writing. The act of creative writing per se can become the driver of change among underserved teenagers, and researchers should strive to discover novel UI designs that can effectively increase this target group’s productivity, creativity and mental well-being. Using MS Word as baseline, our contribution analyzes the influence of a Zen-like tool (designed by the authors and called Haven), a nostalgic but realistic typewriting tool (Hanx Writer), and a stress-based tool that eliminates writer’s block by provid ing consequences for procrastination (Write or Die). Our results suggest that the Zen characteristics of our tool Ha ven were capable of conveying a sense of calm and concen tration to the users, making them feel better and also write more. The nostalgic Hanx typewriter also fared very well with regard to mental well-being and productivity, as meas ured by average number of words written. Contrary to our initial expectations, the stress-based UI (Write or Die) had the lowest productivity levels.
