Anticipating GDPR in Smart Homes Through Fictional Conversational ObjectsJoseph Lindley
Slide deck used to present a paper at the Mydata 2017 Conference which discusses how Smart Homes are being defined by Voice User Interfaces. Critiquing Human Centered Design in order to advocate for a Constellation-Focussed approach (based in Object Oriented Ontology) the work concludes with a design fiction piece demonstrating how designers may approach creating GDPR compliant Voice User Interfaces.
Workshop slides from 16th Jan 2018 exploring ideas around how IoT might facilitate greater ability by users to address energy use beyond the simplicity of smart meters
The document discusses designing Internet of Things (IoT) technologies for adoption. It notes that adoption of new technologies follows an S-curve pattern over time as exposure increases from innovators to early adopters to the mainstream. While some IoT devices have seen success, questions remain about privacy, security, and whether IoT is centered around human needs. The document advocates for the use of design fiction and worldbuilding techniques to help envision how IoT could develop in a way that addresses these challenges and facilitates broader adoption. Speculative design approaches are suggested as a way to explore alternative futures and how technologies might be designed to better serve human values and priorities like privacy.
Internet of Things: What it is, where it is going and how it is being applied.Justin Grammens
The document discusses the Internet of Things (IoT), including what it is, why it is important, key sectors and applications, and examples. It defines IoT as the interconnection of uniquely identifiable embedded devices within the existing internet infrastructure. IoT allows the use of data and connectivity between devices to improve the physical world. Major sectors include consumer, commercial, enterprise, and industrial applications. Current applications are focused on machine-to-machine communications and operations in traditional industries. The future of IoT is promising but challenges remain around consumer adoption and ensuring security of connected devices and data.
This document discusses how companies can succeed in the data experience economy created by the Internet of Things. It identifies three key challenges IoT creators face: complexity from bridging the physical and digital worlds, technical tradeoffs required, and difficulties scaling prototypes. To win, companies need strength in user affinity, data vision, and innovation engine. Global tech giants are well positioned due to capabilities across these attributes, while industry specialists will struggle. The document advocates focusing on understanding users and delivering valuable experiences rather than just technology.
The document discusses top technology trends for 2020, including artificial intelligence, 5G data networks, autonomous driving, personalized and predictive medicine, computer vision, extended reality, and blockchain technology. It provides definitions and brief descriptions of these trends, noting that artificial intelligence will be one of the most transformative technologies and that autonomous vehicles may become fully self-driving this year. The document serves to outline several emerging technologies and their applications that are likely to grow in 2020.
The document discusses top technology trends for 2020, including artificial intelligence, 5G data networks, autonomous driving, personalized and predictive medicine, computer vision, extended reality, and blockchain technology. It provides definitions and brief descriptions of these trends, noting that artificial intelligence will be one of the most transformative technologies and that autonomous vehicles may become fully self-driving this year. The document serves to outline several emerging technologies and their applications that are likely to grow in 2020.
Anticipating GDPR in Smart Homes Through Fictional Conversational ObjectsJoseph Lindley
Slide deck used to present a paper at the Mydata 2017 Conference which discusses how Smart Homes are being defined by Voice User Interfaces. Critiquing Human Centered Design in order to advocate for a Constellation-Focussed approach (based in Object Oriented Ontology) the work concludes with a design fiction piece demonstrating how designers may approach creating GDPR compliant Voice User Interfaces.
Workshop slides from 16th Jan 2018 exploring ideas around how IoT might facilitate greater ability by users to address energy use beyond the simplicity of smart meters
The document discusses designing Internet of Things (IoT) technologies for adoption. It notes that adoption of new technologies follows an S-curve pattern over time as exposure increases from innovators to early adopters to the mainstream. While some IoT devices have seen success, questions remain about privacy, security, and whether IoT is centered around human needs. The document advocates for the use of design fiction and worldbuilding techniques to help envision how IoT could develop in a way that addresses these challenges and facilitates broader adoption. Speculative design approaches are suggested as a way to explore alternative futures and how technologies might be designed to better serve human values and priorities like privacy.
Internet of Things: What it is, where it is going and how it is being applied.Justin Grammens
The document discusses the Internet of Things (IoT), including what it is, why it is important, key sectors and applications, and examples. It defines IoT as the interconnection of uniquely identifiable embedded devices within the existing internet infrastructure. IoT allows the use of data and connectivity between devices to improve the physical world. Major sectors include consumer, commercial, enterprise, and industrial applications. Current applications are focused on machine-to-machine communications and operations in traditional industries. The future of IoT is promising but challenges remain around consumer adoption and ensuring security of connected devices and data.
This document discusses how companies can succeed in the data experience economy created by the Internet of Things. It identifies three key challenges IoT creators face: complexity from bridging the physical and digital worlds, technical tradeoffs required, and difficulties scaling prototypes. To win, companies need strength in user affinity, data vision, and innovation engine. Global tech giants are well positioned due to capabilities across these attributes, while industry specialists will struggle. The document advocates focusing on understanding users and delivering valuable experiences rather than just technology.
The document discusses top technology trends for 2020, including artificial intelligence, 5G data networks, autonomous driving, personalized and predictive medicine, computer vision, extended reality, and blockchain technology. It provides definitions and brief descriptions of these trends, noting that artificial intelligence will be one of the most transformative technologies and that autonomous vehicles may become fully self-driving this year. The document serves to outline several emerging technologies and their applications that are likely to grow in 2020.
The document discusses top technology trends for 2020, including artificial intelligence, 5G data networks, autonomous driving, personalized and predictive medicine, computer vision, extended reality, and blockchain technology. It provides definitions and brief descriptions of these trends, noting that artificial intelligence will be one of the most transformative technologies and that autonomous vehicles may become fully self-driving this year. The document serves to outline several emerging technologies and their applications that are likely to grow in 2020.
The document describes the IoT Lab project, which aims to integrate crowd participation and smart phones with existing testbed infrastructures to enable a wide range of multidisciplinary experiments. The project seeks to bring researchers and end-users together through closer interaction between experiments and society. A key goal is to develop a platform that virtualizes existing testbeds and allows them to be accessed as a service, incorporating crowdsourcing capabilities. This will facilitate heterogeneous experiments across different testbed resources in a unified manner with a focus on privacy, incentives, and societal value.
This document discusses challenges for designers in the age of the Internet of Things (IoT). It outlines how embedded connectivity and data collection are becoming ubiquitous as everyday objects gain computing power. It also addresses issues like privacy, data ownership, and the need for more designer involvement in the IoT ecosystem to ensure user needs are met. The document provides examples of existing IoT products and discusses tools and technologies enabling new designs, from hardware like chips and boards to cloud services and 3D printing.
When AI Meets Education: Opportunities and Innovations 2017.11.02Brad Zdenek
Presentation for the November 2, 2017 OLC Leadership Team meeting, describing the opportunities and recommended methods for spurring and supporting innovation at the intersection of higher education and artificial intelligence.
The document discusses OpenIoT, an open source cloud middleware project that enables cloud-based infrastructures for Internet of Things services. It aims to provide semantic interoperability for connected objects, linked sensor data, pay-as-you-go services, and security and privacy. The project addresses use cases in smart cities, manufacturing, agriculture and more. It also maps its goals to topics in the FInES roadmap and research challenges in autonomic computing.
The document summarizes a cloud computing workshop that was held on May 26, 2011 at the Innovation Centre in Bath. It included presentations on cloud computing and how businesses can use the cloud from various speakers. Attendees then participated in workshops on topics related to cloud computing like developing cloud systems and data protection issues. Upcoming related events from the Bath Enterprise Network were also advertised.
<pdf> IoT state of the art - survey of IoT and its impact on Big Data - Presented for the Big Data Florida / Central Florida Machine Learning event at Florida Institute of Technology on Feb 13th 2017 by Karl Seiler
"We’re no longer telling objects what to do and why – now, they sense, respond without our direction. Right now we are in the perfect storm for the Internet of Things with accessible robotics, affordable sensors, wireless communications, object tagging, and easy broadband access."
These slides accompanied the IoT Ghent Meetup workshop hosted at de Krook, with Kraak de Krook. Two teams explored city problems and create two inspiring solutions which could tackle traffic and urban farming challenges within the city.
This workshop aimed to help ideate solutions for proposals in the open call for Synchronicity IoT (https://www.synchronicity-iot.eu/) from the European Commission.
This workshop will be repeated for the Synchronicity Proposer's Day on August 9th at de Krook.
Sign up at https://www.eventbrite.nl/e/tickets-synchronicity-proposers-day-47414689613
This document discusses IT innovation and its impact. Some key results of IT innovation include the internet, email, cell phones, operating systems, and social networking sites. IT innovation has changed the world by connecting people and enabling new technologies like cloud computing, GPS, Wi-Fi, and iPods. The document promotes attending an upcoming IT innovation conference to learn about the latest IT trends and opportunities.
Enriching Internet of Things through design thinking - Melanie Gorka (Design ...Info.nl
Internet of Things (IoT) is in need of a better design language, a system to help businesses engaging in IoT projects to ensure value. At the Emerce TechLive! event on 30 May 2017, Melanie Gorka shared her vision on applying design thinking and strategy to the IoT.
Murugadoss Balasubramanian is a team leader at Caterpillar India who also founded IoT Geeks, a community for emerging technologies in Chennai, India. The document discusses Internet of Things (IoT) and how it is connecting devices through sensors and connectivity. It provides examples of how IoT is being applied in industries like manufacturing and consumer products. It also summarizes IoT Geeks' activities like workshops and a makerspace where members can learn about technologies like IoT, robotics, AI and more.
Research Issues, Challenges and Directions in IoT (Internet of Things)Praveen Hanchinal
Presentation focuses on Research Issues, Challenges and Directions in IoT (Internet of Things) at This Presentation was presented at Kongu Engineering College, Erode, India
The document discusses the Internet of Things (IoT). It defines IoT as a wireless network between objects, usually household appliances, enabled by embedding short-range mobile transceivers into everyday items to allow new forms of communication between people, things, and things themselves. It notes that IoT describes technologies that enable the Internet to connect physical objects in the real world. One of the biggest technology trends in 2014 and beyond will be the continued growth and impact of IoT as wireless chipsets become more powerful and affordable.
Cisco Networking Academy® Connecting Things courseFrancisco Duque
For completing the Cisco Networking Academy® Connecting Things course, and demonstrating the ability to
perform the following:
• Explain how IoT technologies are transforming Business and Society.
• Use sensors, actuators and micro-controllers (Arduino) to prototype an IoT solution.
• Use Python, Cisco PL-App and Raspberry Pi to prototype an IoT solution.
• Describe the role of Network and Fog Computing in an IoT solution.
• Describe how IoT Solutions can be used to digitise business applications or address social problems.
• Diagram a business model for a given business or social endeavour using the Business Model
Canvas.
Mozilla India Meetup 2016 discussed Mozilla's work in the Internet of Things (IoT) space including their Open IoT Studio platform and several IoT projects. Mozilla views IoT as ubiquitous computing connecting the physical world to the web. Their past work with Firefox OS laid the foundation for connecting the physical environment. They are working with communities around the world and developing open source tools and platforms like Open IoT Studio to build a more open and accessible IoT landscape.
Internet of Things: What It Is, Where's Headed and Its ApplicationsJustin Grammens
The Internet of Things ( IoT ) is changing the way we live our lives. This presentation covers what the IoT, what is behind all the hype, what are the current trends and some Minnesota startups that have built products in this space. I also cover a little about IoT Fuse, a non profit with the mission of advancing the Internet of Things in not only the midwest, but across the United States and the world.
more-than-human centred design: reimagining design for the internet of thingsPaul Coulton
Paul Coulton discusses more-than-human centered design for the Internet of Things. He argues that IoT design needs to acknowledge complex interdependencies between humans and non-humans and consider their independent interests. The document outlines challenges like privacy and adoption for IoT and proposes approaches like speculative design fictions, object-oriented ontologies, and constellation rhetorics to reimagine IoT design. It references many thinkers and highlights the need for more philosophical engagement with IoT technologies.
The document describes the IoT Lab project, which aims to integrate crowd participation and smart phones with existing testbed infrastructures to enable a wide range of multidisciplinary experiments. The project seeks to bring researchers and end-users together through closer interaction between experiments and society. A key goal is to develop a platform that virtualizes existing testbeds and allows them to be accessed as a service, incorporating crowdsourcing capabilities. This will facilitate heterogeneous experiments across different testbed resources in a unified manner with a focus on privacy, incentives, and societal value.
This document discusses challenges for designers in the age of the Internet of Things (IoT). It outlines how embedded connectivity and data collection are becoming ubiquitous as everyday objects gain computing power. It also addresses issues like privacy, data ownership, and the need for more designer involvement in the IoT ecosystem to ensure user needs are met. The document provides examples of existing IoT products and discusses tools and technologies enabling new designs, from hardware like chips and boards to cloud services and 3D printing.
When AI Meets Education: Opportunities and Innovations 2017.11.02Brad Zdenek
Presentation for the November 2, 2017 OLC Leadership Team meeting, describing the opportunities and recommended methods for spurring and supporting innovation at the intersection of higher education and artificial intelligence.
The document discusses OpenIoT, an open source cloud middleware project that enables cloud-based infrastructures for Internet of Things services. It aims to provide semantic interoperability for connected objects, linked sensor data, pay-as-you-go services, and security and privacy. The project addresses use cases in smart cities, manufacturing, agriculture and more. It also maps its goals to topics in the FInES roadmap and research challenges in autonomic computing.
The document summarizes a cloud computing workshop that was held on May 26, 2011 at the Innovation Centre in Bath. It included presentations on cloud computing and how businesses can use the cloud from various speakers. Attendees then participated in workshops on topics related to cloud computing like developing cloud systems and data protection issues. Upcoming related events from the Bath Enterprise Network were also advertised.
<pdf> IoT state of the art - survey of IoT and its impact on Big Data - Presented for the Big Data Florida / Central Florida Machine Learning event at Florida Institute of Technology on Feb 13th 2017 by Karl Seiler
"We’re no longer telling objects what to do and why – now, they sense, respond without our direction. Right now we are in the perfect storm for the Internet of Things with accessible robotics, affordable sensors, wireless communications, object tagging, and easy broadband access."
These slides accompanied the IoT Ghent Meetup workshop hosted at de Krook, with Kraak de Krook. Two teams explored city problems and create two inspiring solutions which could tackle traffic and urban farming challenges within the city.
This workshop aimed to help ideate solutions for proposals in the open call for Synchronicity IoT (https://www.synchronicity-iot.eu/) from the European Commission.
This workshop will be repeated for the Synchronicity Proposer's Day on August 9th at de Krook.
Sign up at https://www.eventbrite.nl/e/tickets-synchronicity-proposers-day-47414689613
This document discusses IT innovation and its impact. Some key results of IT innovation include the internet, email, cell phones, operating systems, and social networking sites. IT innovation has changed the world by connecting people and enabling new technologies like cloud computing, GPS, Wi-Fi, and iPods. The document promotes attending an upcoming IT innovation conference to learn about the latest IT trends and opportunities.
Enriching Internet of Things through design thinking - Melanie Gorka (Design ...Info.nl
Internet of Things (IoT) is in need of a better design language, a system to help businesses engaging in IoT projects to ensure value. At the Emerce TechLive! event on 30 May 2017, Melanie Gorka shared her vision on applying design thinking and strategy to the IoT.
Murugadoss Balasubramanian is a team leader at Caterpillar India who also founded IoT Geeks, a community for emerging technologies in Chennai, India. The document discusses Internet of Things (IoT) and how it is connecting devices through sensors and connectivity. It provides examples of how IoT is being applied in industries like manufacturing and consumer products. It also summarizes IoT Geeks' activities like workshops and a makerspace where members can learn about technologies like IoT, robotics, AI and more.
Research Issues, Challenges and Directions in IoT (Internet of Things)Praveen Hanchinal
Presentation focuses on Research Issues, Challenges and Directions in IoT (Internet of Things) at This Presentation was presented at Kongu Engineering College, Erode, India
The document discusses the Internet of Things (IoT). It defines IoT as a wireless network between objects, usually household appliances, enabled by embedding short-range mobile transceivers into everyday items to allow new forms of communication between people, things, and things themselves. It notes that IoT describes technologies that enable the Internet to connect physical objects in the real world. One of the biggest technology trends in 2014 and beyond will be the continued growth and impact of IoT as wireless chipsets become more powerful and affordable.
Cisco Networking Academy® Connecting Things courseFrancisco Duque
For completing the Cisco Networking Academy® Connecting Things course, and demonstrating the ability to
perform the following:
• Explain how IoT technologies are transforming Business and Society.
• Use sensors, actuators and micro-controllers (Arduino) to prototype an IoT solution.
• Use Python, Cisco PL-App and Raspberry Pi to prototype an IoT solution.
• Describe the role of Network and Fog Computing in an IoT solution.
• Describe how IoT Solutions can be used to digitise business applications or address social problems.
• Diagram a business model for a given business or social endeavour using the Business Model
Canvas.
Mozilla India Meetup 2016 discussed Mozilla's work in the Internet of Things (IoT) space including their Open IoT Studio platform and several IoT projects. Mozilla views IoT as ubiquitous computing connecting the physical world to the web. Their past work with Firefox OS laid the foundation for connecting the physical environment. They are working with communities around the world and developing open source tools and platforms like Open IoT Studio to build a more open and accessible IoT landscape.
Internet of Things: What It Is, Where's Headed and Its ApplicationsJustin Grammens
The Internet of Things ( IoT ) is changing the way we live our lives. This presentation covers what the IoT, what is behind all the hype, what are the current trends and some Minnesota startups that have built products in this space. I also cover a little about IoT Fuse, a non profit with the mission of advancing the Internet of Things in not only the midwest, but across the United States and the world.
more-than-human centred design: reimagining design for the internet of thingsPaul Coulton
Paul Coulton discusses more-than-human centered design for the Internet of Things. He argues that IoT design needs to acknowledge complex interdependencies between humans and non-humans and consider their independent interests. The document outlines challenges like privacy and adoption for IoT and proposes approaches like speculative design fictions, object-oriented ontologies, and constellation rhetorics to reimagine IoT design. It references many thinkers and highlights the need for more philosophical engagement with IoT technologies.
Why the Internet of Things needs Object Orientated OntologyPaul Coulton
This document discusses using object-oriented ontology (OOO) as an alternative framing to human-centered design (HCD) methods for internet of things (IoT) constellations. It proposes that OOO provides a way to consider the relations between objects in IoT systems, rather than focusing only on human users. The document also suggests design fiction as a method for exploring how an OOO framing could shape IoT constellations. It concludes that while HCD is useful, OOO and design fiction offer additional perspectives worth considering for IoT.
Object Orientated Ontology for IoT DesignPaul Coulton
This document discusses the potential issues with applying a human-centered design approach to internet of things constellations. It proposes that object-oriented ontology provides an alternative framing that views objects as having inherent qualities regardless of human observation. Design fiction is presented as a method to explore this framing by building fictional worlds. The conclusion cautions that the document is not arguing human-centered design is never useful, nor proving the philosophy underpinning object-oriented ontology.
Design Fiction: Does the search for plausibility lead to deception?Paul Coulton
Paper presented at DRS 2016 and available here http://www.research.lancs.ac.uk/portal/en/publications/design-fiction(0cfe9095-7277-4e77-8004-c2a49862faab).html
Games as Speculative Design: Allowing Players to Rehearse Alternative Present...Paul Coulton
Games can be used as speculative design to allow players to consider alternate presents and plausible futures. Speculative design uses fiction without commercial constraints to prototype possible futures through design fictions. Critical games have primarily critiqued current events or games themselves. Persuasive games can influence players through procedural rhetoric and by appealing to logic, credibility, and emotions, but should avoid reductionism and promote minor behavioral changes. Games as speculative design should enable consideration of multiple plausible futures through both narrative and simulation, be developed iteratively in an interdisciplinary way, and remain free of commercial influence.
This document discusses how design fiction and speculative design can be used to explore possible futures through fictional prototypes and worlds. It provides examples of early speculative design works from Bel Geddes, Superstudio, and Archigram. Design fiction is defined as using diegetic prototypes to suspend disbelief about change and explore potential objects and services rather than entire fictional worlds. Examples are given of how games can also act as a form of speculative design and critical design to allow consideration of alternate presents and futures. The document argues that speculative design works should enable a plurality of futures, be plausible, allow for both showing and telling stories, be iterative processes, avoid reductionism, and remain in a perpetual beta state.
Presentation exploring Science Fictions technologies relating to death as Design Fictions at Furures of End of Life Symposium held at Lancaster University Jan 2016
This document discusses different approaches to envisioning and designing potential futures, including speculative design, design fiction, and considering how the past and present influence possible futures. It explores ideas like plausible and possible futures, using fiction to suspend disbelief about change, and examining alternate presents or lost futures through a speculative lens. The core message is that design can be used to seriously consider and get people to concentrate on potential objects, services, and worlds rather than entire strategies, in order to envision "what if" scenarios about the future.
The role of game design in addressing behavioural change (EAD11)Paul Coulton
Coulton, P 2015, 'The role of game design in addressing behavioural change'. in Proceedings for 11th European Academy of Design Conference. 11th European Academy of Design Conference, Paris, France, 22-24 April.
This document outlines an approach to speculative game design called "design fiction". It discusses using games to explore plausible futures and alternative presents by creating diegetic prototypes within fictional story worlds. This allows games to suspend disbelief about change and open up discussions, rather than show how things will be. The document also discusses how speculative game design could embrace plurality, encompass both narrative and simulation, be iterative, participatory, and use rhetoric rather than persuasion. The goal is to help designers reflect on responsible uses of exploring speculative futures and alternative scenarios through game design.
A rhetorical approach to gameful designPaul Coulton
This document discusses using game design principles and mechanics to change behaviors through persuasive and rhetorical means. It summarizes that rhetorical design uses rules, interactions and representations to change how users think and act, similar to how games work. The document outlines different gameful design approaches like facilitating behaviors, sparking initial motivation or signaling to existing motivated users. It argues gameful design can rehearse plausible futures or embed persuasive arguments through procedural rhetoric in rule systems. The goal is to motivate behavior change through enjoyable gameplay rather than just extrinsic rewards.
This document discusses social television and second screening behavior. It notes that average UK users now spend 1 day per month online and 40% of tweets come from mobile devices. Charts show data on tweet volumes related to a television show, with peaks occurring during commercial breaks, performances, and voting announcements. The tweets often comment on and debate the performances in real-time.
Social media has evolved significantly from its early origins. It began with basic bulletin boards and blogs but now encompasses major platforms like Facebook, Twitter, YouTube and others. These platforms allow users to share content, build relationships, communicate, form groups and manage their online identity and reputation. However, major questions remain around how users' data is used and how accurately social media reflects people's real relationships and interactions offline. Overall social media has grown exponentially by fulfilling fundamental human needs for social connection while shaping how information and influence flow in society.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive function. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
This document discusses gamification and different types of players. It begins by defining gamification as using game mechanics to encourage engagement in activities that may otherwise be boring. It notes that not all games are fun and well-designed games are fun. The document outlines Richard Bartle's classification of player types in multiplayer games, including killers who like imposing on others, achievers focused on points/levels, socializers who use games for socializing, and explorers who like exploring the game world.
Augmented reality combines real and virtual elements. While mobile phones provide an accessible platform, developing augmented reality applications for phones poses challenges due to limitations of phone hardware and cameras. Effective augmented reality relies on sensors or computer vision techniques to accurately track the position and orientation of the device or camera in real time. Marker-based tracking provides precise tracking but requires physical markers, while markerless tracking using natural features is more difficult but more versatile. Overall, augmented reality remains limited by the accuracy and processing capabilities of mobile phones but continues to advance.
International Upcycling Research Network advisory board meeting 4Kyungeun Sung
Slides used for the International Upcycling Research Network advisory board 4 (last one). The project is based at De Montfort University in Leicester, UK, and funded by the Arts and Humanities Research Council.
Discovering the Best Indian Architects A Spotlight on Design Forum Internatio...Designforuminternational
India’s architectural landscape is a vibrant tapestry that weaves together the country's rich cultural heritage and its modern aspirations. From majestic historical structures to cutting-edge contemporary designs, the work of Indian architects is celebrated worldwide. Among the many firms shaping this dynamic field, Design Forum International stands out as a leader in innovative and sustainable architecture. This blog explores some of the best Indian architects, highlighting their contributions and showcasing the most famous architects in India.
Architectural and constructions management experience since 2003 including 18 years located in UAE.
Coordinate and oversee all technical activities relating to architectural and construction projects,
including directing the design team, reviewing drafts and computer models, and approving design
changes.
Organize and typically develop, and review building plans, ensuring that a project meets all safety and
environmental standards.
Prepare feasibility studies, construction contracts, and tender documents with specifications and
tender analyses.
Consulting with clients, work on formulating equipment and labor cost estimates, ensuring a project
meets environmental, safety, structural, zoning, and aesthetic standards.
Monitoring the progress of a project to assess whether or not it is in compliance with building plans
and project deadlines.
Attention to detail, exceptional time management, and strong problem-solving and communication
skills are required for this role.
ARENA - Young adults in the workplace (Knight Moves).pdfKnight Moves
Presentations of Bavo Raeymaekers (Project lead youth unemployment at the City of Antwerp), Suzan Martens (Service designer at Knight Moves) and Adriaan De Keersmaeker (Community manager at Talk to C)
during the 'Arena • Young adults in the workplace' conference hosted by Knight Moves.
Practical eLearning Makeovers for EveryoneBianca Woods
Welcome to Practical eLearning Makeovers for Everyone. In this presentation, we’ll take a look at a bunch of easy-to-use visual design tips and tricks. And we’ll do this by using them to spruce up some eLearning screens that are in dire need of a new look.
This work is part of activities related to PETRAS Internet of Things Research Hub which is a consortium of nine leading UK universities explore critical issues in privacy, ethics, trust, reliability, acceptability, and security related to the internet of things. These themes are considered across a range of IoT application areas such as wearables, home, city, health, transport, control etc but here I am considering the home as it is a useful way of engaging with a wide audience.
Vapourworlds and Design Fiction: The Role of Intentionality
Paul Coulton & Joseph Lindley
The Design Journal Vol. 20 , Iss. sup1,2017
If we are interested in Adoption of IoT the Hype Cycle provides a useful rhetorical tool for considering how this can be done. Whilst in some cases this curve suggests all technologies will eventually find a market this is not the case and some will never emerge from the chasm at the bottom of trough of disillusionment whilst others require multiple hypes (VR) before the may be adopted.
Lindley, JG, Coulton, P & Sturdee, M 2017, Implications for Adoption. in CHI '17 Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems. ACM, New York, CHI 2017, Denver, United States, 6-11 May. DOI: 10.1145/3025453.3025742
In research typically Engineering and CS operate on emerging technologies and whilst producing interesting prototype solutions rarely consider the societal changes/impact these technologies will require or produce.
The social scientist would typically consider adoption when technologies have become domesticated and mundane.
There is thus a gap between these research approaches.
In design attempt to bridge this gap by rendering emerging technologies as mundane using speculative design and design fiction to help consider what futures emerging technologies might bring.
The x-axis represents time from pasts to the futures (the use of the plural is deliberate to acknowledge these will be perceived differently by different individuals). The y-axis intersects the x-axis timeline at the present with a range from possible to impossible with actual centred on the present. Note that actual represents the point of commercial domestication of technology. Design Fictions and Vapourware/Vapourworlds seek to create a form of temporal shift of potential near and far future points of domestication so that they may be more readily understood in the present. Technologies that fail to reach the commercial domestication point could be considered as Lost Futures and their potential might be reconsidered by writing alternate histories.
Vapourware is a term commonly used to describe software and hardware that is announced, sometimes marketed, but is never actually produced.
Vapourworlds is a term we use for projects are used by technology organizations to showcase future worlds in which these organizations and their products, are the enablers of preferable futures.
What contrasts Design Fiction from Vapourware and Vapourworlds is the intentionality underlying why these future visions are created. Vapourworlds are produced, predominantly by corporations, whose primary concern is in generating profit both now and in the future. While notions of profitability, or considerations related to profitability, may well form part of a Design Fiction world in order to make the fiction appear plausible, increasing a corporation’s ability to be profitable is rarely the intention behind the creation.
Vapourworlds and Design Fiction: The Role of Intentionality
Paul Coulton & Joseph Lindley
The Design Journal Vol. 20 , Iss. sup1,2017
http://www.tandfonline.com/action/showCitFormats?doi=10.1080%2F14606925.2017.1352960
In order to see this approach in action we shall use it to focus on privacy in IOT.
The Cayla Privacy policy... Says the voice data can be given to third parties, and to people they have a relationship with ‘only for specific purposes’ but, in fact that can be any purpose... Although it is ‘legal’ (apart from in Germany) it is nonetheless highly problematic because this particular bit of the IoT is for kids. There were also numerous security issues with this device.
Vizio.. Effectively shipped with spyware (in that they did not reveal this to owners) gathering usage data, which they sold to advertisers
Mirai targeted (ameras, routers, printers, some other hardware, to do DDoS atttacks. Relied on old hardware still with default passwords that had not been changed
Whilst some people argue IoT needs more HCD to tackle this we argue HCD may be part of problem particularly drive to make things ‘simple for user.
If we consider the example of a so0called smart thermostat what is its purpose?
From the user perspective it is simply a convenient way to control their heating.
From the thermostats perspective it purpose is to gather interaction data on heating which it stores in the cloud of its manufacture. However this is not clear in the interaction only in the T&Cs. HCD effectively produces invisibility shield in name of simplicity and as in previous examples could ultimately prove problematic.
IoT Design needs to both take account different perspectives at play and make sure these are easily understood.
Another point to raise is that connected devices are not the only things that influence IOT interactions.
Business models, regulations, algorithms etc all play there part and effectively shape the design process.
We therefore argue that a constellation metaphor is the most useful for IOT. Describing IoT as a constellations we suggest acknowledges that the appearance, utility, significance, and ‘meaning’ of network-nodes varies significantly depending on the observer’s perspective and each member of the constellation can have their own individual perspective.
This is means we are effectively considering IOT from and OOO perspective whereby the human is simply another actant in the network and no more important that any other.
Why the Internet of Things needs Object Orientated Ontology
Joseph Lindley, Paul Coulton & Rachel Cooper
The Design Journal Vol. 20 , Iss. sup1,2017
http://www.tandfonline.com/action/showCitFormats?doi=10.1080%2F14606925.2017.1352796
For example how might this approach consider the oncoming GDPR regulation which WILL affect IOT design
The main rights for individuals under the GDPR will be:
subject access,
to have inaccuracies corrected,
to have information erased,
to prevent direct marketing
to prevent automated decision-making and profiling, and data portability
User must make meaningful consent
This latter point we consider through the following Design Fiction
HT to Lachlan D. Urquhart who developed the cards shown in this image.
Consider example of adding a smart lock to you not system as shown in video. Whilst we could have used a voice assistant to explain regulation as it was detected and installed it it too limiting in getting the notion of constellation effects across. Here we use a voice assistant in conjunction with an app that aims to reveal consequences of operation on security and that operating context can change and privacy should be able to be changed and renegotiated.
HT to Joe lindley and Hader Ali who did heavy lifting on this project.
Lindley, JG, Coulton, P, Akmal, H & Knowles, BH 2017, 'Anticipating GDPR in Smart Homes Through Fictional Conversational Objects'.
The app display differently levels of functionality against how much data is revealed about the user and how far it travels. The three circles represent levels of home, provider, and 3rd parties. The sharpness or blurriness represents how identifiable the user might be at these levels.
This is one simple example of how GDPR might be addressed and the purpose of the Design Fiction is to start conversations with designers and developers how they might approach it.
Overall IOT we believe IOT requires new design techniques that take account of the fact connected devices are not simply smarter versions of the things they replace. They will fundamentally influence and shift patterns of behaviour and thus should be designed in a way that reflects this responsibility.