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Geovisualisation: Future Interactions & Social Contexts


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If geovisualisation is defined as the exploration of location data through interactive interfaces, what does it mean if the notions of ‘interaction’ and ‘interfaces’ are moving away from traditional desktop metaphors, and into the realm of mobile, ubiquitous and tangible computing? Through a brief discussion on haptic, auditory and tangible interfaces, we highlight that there is a need to study broader social contexts of use of spatial technologies. We then provide a case study that aims to do this: by conducting a qualitative study with park rangers in a national park, we describe the spatial, social and temporal quality of their relationships to the environment, and suggest that these findings could be used as inspirations for the design of future technologies that are at once spatial and social.

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Geovisualisation: Future Interactions & Social Contexts

  1. 1. Geovisualisation: Future Interactions and Social Contexts Chris Marmo, William Cartwright and Jeremy Yuille. RMIT UniversityWednesday, 14 December 11
  2. 2. Today... • Geovisualisation & Human-Computer Interaction • The role of design research • Case studyWednesday, 14 December 11
  3. 3. Geovisualisation = Geovisual AnalyticsWednesday, 14 December 11
  4. 4. Geovisual Analytics is “the exploration of location data through highly interactive interfaces” Fabrikant & Lobben, 2009Wednesday, 14 December 11
  5. 5. = High degrees of Studying interface interaction performance and use.Wednesday, 14 December 11
  6. 6. Geovisual Analytics is “the exploration of location data through highly interactive interfaces”Wednesday, 14 December 11
  7. 7. Interface? Desktop Mobile ?Wednesday, 14 December 11
  8. 8. Ubiquitous computing Our environments are at once physical, social and digital. Geoplaced Knowledge - Chris MarmoWednesday, 14 December 11
  9. 9. HCI’s Turn to Practice • Less focus on precise measurement of interface and human performance • More focus on broader social contextsWednesday, 14 December 11
  10. 10. ?Wednesday, 14 December 11
  11. 11. ? PracticeWednesday, 14 December 11
  12. 12. ? Practice How do people relate to and learn about their environment?Wednesday, 14 December 11
  13. 13. ? Practice Alternative Interfaces How do people relate to and learn about their environment?Wednesday, 14 December 11
  14. 14. ? Practice Alternative Interfaces How do people relate to How do we communicate and learn about their location-based data beyond environment? desk-bound screens?Wednesday, 14 December 11
  15. 15. Case Study: Parks Victoria Geoplaced Knowledge - Chris MarmoWednesday, 14 December 11
  16. 16. Practice: Mobile Probe Probes are a generative design method aimed at inducing an autobiographical account of daily activities, in order to make ‘the ordinary’ visible to designers. Gaver et al., 1999Wednesday, 14 December 11
  17. 17. Mobile Probe • Six participants • 72 total entries • All geo-tagged, mixed-mediaWednesday, 14 December 11
  18. 18. Studying interactions with space Reading the cloud - Chris MarmoWednesday, 14 December 11
  19. 19. Early Findings Social Spatial TemporalWednesday, 14 December 11
  20. 20. Social Practice • Understandings of the park were negotiated through conversations and story-telling. • These understandings were shared.Wednesday, 14 December 11
  21. 21. Spatial Practice Landscapes were a common vocabulary “A group of us here in different teams had a bit of down time so we decided to take a walk around the Lou-ann Boardwalk. It’s amazing to see how the banks have changed. Some of the banks of the river have changed, the course of the river has changed.” – Participant 3.Wednesday, 14 December 11
  22. 22. Temporal Practice • Past experience was a lens through which rangers understood current events • Layers of information formed over timeWednesday, 14 December 11
  23. 23. Design Inspiration • Using Social, Temporal & Spatial aspects of environmental understanding to design technologies.Wednesday, 14 December 11
  24. 24. 1st Interface • In-situ exploration of location based data. • Spatially represent audio and photographic narratives of a place. • Encourage rangers to form an understanding of the park through other’s perspectives.Wednesday, 14 December 11
  25. 25. 2nd Interface • A portable, tangible device that communicates the absence (or presence) of data about a place. • Encourage the use of and contribution to the first system.Wednesday, 14 December 11
  26. 26. Conclusions • Much work is occurring around the measurement of specific interface performance. • Combining this with a study of broader social contexts can inform future interaction design.Wednesday, 14 December 11
  27. 27. Thanks! Acknowledgements: Prof. William Cartwright, Mr. Jeremy Yiuille. The support of the ARC and the broader Geoplaced Knowledge project team. Marmo Geoplaced Knowledge - ChrisWednesday, 14 December 11