Extending large-scale event participation with user-created mobile media on a public display (original) (raw)

Public displays for public participation in urban settings

Proceedings of the 6th ACM International Symposium on Pervasive Displays, 2017

Human-computer interaction (HCI) research has recently become more interested in studying practices. Looking beyond the novelty of technology, practice studies try to understand how technology becomes integrated into everyday life and how it shapes everyday practices in the longer time span. The contribution of this article is to demonstrate how ubiquitous computing practices develop. The article also sheds light on children's and their families' smart device practices in private and public settings. This paper responds to the recent call for practice studies in HCI and tries to understand technologymediated practices of children and their families in their everyday lives. We first focused on children's practices with a multipurpose public display through an ethnographic field study, and then broadened our focus to the children's and families' smart device practices through a diary study. We showed that children's practices with a public display were surprisingly similar to their other information and communication technology (ICT) practices at home and elsewhere. In both settings, displays were used for entertainment and time-killing, as well as for babysitting and social interaction. This study indicates that technology-mediated practices do not spring up from the ground fully formed. There are several factors contributing to the practices' emergence: the artefact itself and its affordances, the nature of the space, and the mind-set of the users. This finding has many implications for research and design, indicating that when developing technology, we should pay attention to a variety of factors that might be contributing to the emergence of practice around that technology-factors not yet fully explored by current research.

Sharing multimedia content with interactive public displays

Proceedings of the 2004 conference on Designing interactive systems processes, practices, methods, and techniques - DIS '04, 2004

Plasma Posters are large screen, digital, interactive posterboards situated in public spaces, designed to facilitate informal content sharing within teams, groups, organizations and communities. While interest in interactive community poster boards has grown recently, few successful examples have been reported. In this paper we describe an ongoing installation of Plasma Posters within our organization, and report qualitative and quantitative data from 20 months of use showing the Posters have become an integral part of information sharing, complementing email and Web-based sharing. Success factors include our design process, the reliability and flexibility of the technology and the social setting of our organization. We briefly describe three external installations of the Plasma Poster Network in public places. We then reflect on content posting as "information staging" and the ways in which the public space itself becomes part of the "interface" to content.

Enhancing interactive public displays with social networking services

Proc. 9th International Conference on Mobile and Ubiquitous Multimedia (MUM 2010), 2010

In this paper, we suggest utilizing modern social networking services for building versatile applications for interactive public displays. We demonstrate the functionality and potential of this approach by presenting a set of services deployed on top of a network of public displays, utilized in a longitudinal study in an authentic city setting. We further propose utilizing users’ personal online profiles for building personalized and appealing public social services, and suggest that this may enhance the attractiveness of interactive public displays. Results of this study indicate that using interactive public displays is inherently a social event, and that services supporting group use and sociality succeed in urban smart spaces.

Multipurpose Interactive Public Displays in the Wild: Three Years Later

Computer, 2000

interactive services, provided by us, the City of Oulu, private businesses and nongovernment organizations, and creative communities. In 2010, we deployed a seventh indoor display, and we plan to add four indoor displays in the near future. Our current 13 hotspots represent the world's largest deployment of interactive public displays for research in a city center. As of April 2012, thousands of users have accessed our hotspots, yielding rich research data on human-display interaction.

Social aspects of using large public interactive displays for collaboration

2000

Large displays have several natural affordances that can simplify small group collaborative work. They are large enough to hold multiple work areas, they are easy to see and can be manipulated directly via touch. When placed into group and public spaces, such displays create pervasively available working surfaces for lightweight, temporary walkup use. The BlueBoard is a large plasma display with touch sensing and a badge reader to identify individuals using the board. The onboard software acts as a thin client giving access to each participant's web-based content (e.g., home pages, project pages). The client also has a set of tools and mechanisms that support rapid exchange of content between those present. The overall design of the BlueBoard is one that is easily learnable (under 5 minutes), very simple to use, and permits novel uses for collaboration. Our initial field study revealed a number of social issues about the use of a large pervasively available display surface, yet indicates that a shared public display space truly has distinct properties that lend themselves to sharing content. Extreme learnability & overall simplicity of design makes BlueBoard a tool for collaboration that supports intermittent, but effective use for side-by-side collaboration between colleagues.

Sharing multimedia content with interactive public displays: a case study

Conference on Designing Interactive Systems 2004, pp. 7-16., 2004

The Plasma Posters are large screen, digital, interactive posterboards designed for informal content sharing within teams, groups, organizations and communities. Leveraging the fact that the physical world is often used as a canvas for asynchronous information exchange via paper fliers and posters, the Plasma Posters provide a platform for sharing interactive digital content in public places. People serendipitously encounter multimedia content usually only encountered from the desktop, while going about their daily business. In this paper we describe the Plasma Poster interface in detail, and offer and overview of the underlying information authoring, parsing, storage, distribution and publishing infrastructure, the Plasma Poster Network. We report qualitative and quantitative data collected over 14 months of use that demonstrate the Plasma Posters have become an integral part of information sharing within our organization. We conclude the paper by reflecting on the patterns of adoption, and speculate on factors that have contributed to the system's success. Finally we briefly describe three other installations of the Plasma Poster Network and new interfaces that have been designed.

Social networked displays: integrating networked public displays with social media

With significant price drops of large LCD panels public displays are "painting" the urban landscape. Connected over the Internet they constitute a novel communication medium -a network of open pubic displays. One of the challenges with such a novel communication medium is integrating it with existing user communicative ecologycurrent information and communication technologies that are already well established and highly used by the general population, e.g., Facebook and Instagram. As one of the most popular activities on these networks is photo sharing a possible solution for integrating networked public displays could be in allowing users to use it as both input and output device for images, i.e., allowing them to a) post situated snapshots onto Facebook through an on-display camera and b) show images on the screens taken through Instagram. In order to replicate what is happening with the images online comments and likes posted about images are also shown on the screen. In this demo we show two applications: 1) Moment Machine -a public display application that allows taking situated snapshots through on-display camera and posting them to Facebook; and 2) Moments Gallery -a public display application that shows images, comments, and likes for photos submitted through Instagram and Facebook.

Created by everybody': Engaging participation with mobile interfaces

Cities define themselves through the regions that surround them. Thus, the specific characteristics of "the city" can change dramatically even within one nation. Nevertheless, we can identify key criteria for thriving cities. Healthy cities have governments that fulfill at least citizens' physical needs; great cities fulfill their emotional and psychological needs as well. With responsiveness to citizens' needs as a gauge, we can focus on improving struggling cities, and perhaps even make them great. With a study of Chicago 'edge cities' as a starting point, we argue for the integration of camera phones and more conventional web-based interfaces. By linking citizens with each other and with municipal planners, such a strategy has the potential to reach across the 'digital divide,' mediate between conflicting interests and priorities, and introduce higher standards for accountability in government.