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 and Social Contexts

Chris Marmo, William Cartwright and Jeremy Yuille.RMIT University

Wednesday, 14 December 11

Today...

• Geovisualisation & Human-Computer Interaction

• The role of design research

• Case study

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Geovisualisation = Geovisual Analytics

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Geovisual Analytics is “the exploration of location data through highly interactive interfaces”

Fabrikant & Lobben, 2009

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High degrees of interaction

Studying interfaceperformance and use.

=

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Geovisual Analytics is “the exploration of location data through highly interactive interfaces”

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Interface?

Desktop Mobile ?

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Geoplaced Knowledge - Chris Marmo

Ubiquitous computing

Our environments are at once physical, social and digital.

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HCI’s Turn to Practice

• Less focus on precise measurement of interface and human performance

• More focus on broader social contexts

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?

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?

Practice

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?

Practice

How do people relate toand learn about their

environment?

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?

Practice AlternativeInterfaces

How do people relate toand learn about their

environment?

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?

Practice AlternativeInterfaces

How do people relate toand learn about their

environment?

How do we communicate location-based data beyond

desk-bound screens?

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Geoplaced Knowledge - Chris Marmo

Case Study: Parks Victoria

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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., 1999

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Mobile Probe

• Six participants

• 72 total entries

• All geo-tagged, mixed-media

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Reading the cloud - Chris Marmo

Studying interactions with space

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Early Findings

Social Spatial

Temporal

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Social Practice

• Understandings of the park were negotiated through conversations and story-telling.

• These understandings were shared.

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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.

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Temporal Practice

• Past experience was a lens through which rangers understood current events

• Layers of information formed over time

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Design Inspiration

• Using Social, Temporal & Spatial aspects of environmental understanding to design technologies.

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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.

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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.

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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.

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Geoplaced Knowledge - Chris Marmo

Thanks!

chris.marmo@student.rmit.edu.au

Acknowledgements: Prof. William Cartwright, Mr. Jeremy Yiuille. The support of the ARC and the broader Geoplaced Knowledge project team.

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