scholarly journals The Extended Likeability Framework: A Theoretical Framework for and a Practical Case of Designing Likeable Media Applications for Preschoolers

2008 ◽  
Vol 2008 ◽  
pp. 1-11 ◽  
Author(s):  
Vero vanden Abeele ◽  
Bieke Zaman

A theoretical framework and practical case for designing likeable interactive media applications for preschoolers in the home environment are introduced. First, we elaborate on the theoretical framework. We introduce the uses and gratifications paradigm (U&G). We argue that U&G is a good approach to researching likeability of media applications. Next, we complete the U&G framework with expectancy-value (EV) theory. EV theory helps us move from theoretical insights to concrete design guidelines. Together, the U&G framework and the EV model form the foundation of our extended likeability framework for the design and evaluation of interactive media applications, for preschoolers in the home environment. Finally, we demonstrate a practical case of our extended likeability framework via the research project CuTI. The CuTI project aims at revealing those particular user gratifications and design attributes that are important to support playful behaviour and fun activities of preschoolers in the home environment.

2018 ◽  
Vol 40 ◽  
pp. 03004
Author(s):  
S. Tomsone ◽  
L. Saukuma ◽  
Z. Liepina ◽  
J. Zalkalns

Studies on relations between health and environment indicate that accessibility positively influence healthy life expectancy, as accessible home environment and neighbourhood support mobility, daily activities and social participation in old age. One of the tasks in the EC 7th framework research project innovAge (2012-2015) aimed to develop an IT tool to support seniors’ involvement in decisions about their housing options and help them to become active partners in choice and supply of housing. This study aims to explore seniors’ opinions about accessibility in their physical home environment based on analysis of data - interview records and notes - from two study stages in the research project innovAge (WP2). Participants, at the first stage - 8 seniors and at the second stage - 10 seniors, represented variety of living conditions, family situations and functional abilities. Participation in the study was voluntary and the participants had right to withdraw from the study at any stage. Usually, barriers in home environment seniors consider late, when functional abilities decreases substantially. The most common places where environmental barriers appear are sanitary spaces, kitchen and entrance of the home. Despite the environmental barriers and functional limitations, seniors remain in their homes, mainly because in Latvia do not exist traditions to seek options for relocation, as well as there are no policies and services to support this. In few municipalities options exist to adapt home environment, but it refers only to cases of severe disability for persons using wheelchair. Usually, the need for environment adaptations for seniors is replaced by care services, thus meeting also the needs for seniors’ socialization. Regarding possibilities to adapt home environment, strong prejudices exist (bath vs. shower, disadvantages of living on the first floor, etc.). Seniors admitted that they lack knowledge and experience on housing adaptations, but emphasized that the environmental accessibility in a wider context, including the neighbourhood and services, is essential. The close cooperation with participants facilitated the researchers’ understanding of the seniors’ complex views and needs regarding their home environment and related issues, which are important for developing housing policies for senior citizens in Latvia. Despite the specified accessibility problems in home environment, the seniors evaluated usability of their homes generally high.


2017 ◽  
Vol 25 (4) ◽  
pp. 250-252
Author(s):  
Mark Chen

Purpose This paper aims to describe how a novice to game design pushed theory about what makes a good game. Design/methodology/approach The game in question was developed in Twine for an introductory undergraduate course in interactive media. Findings It featured very little player agency, which ironically served to give players a richer experience. Originality/value That a novice could create something deeply personal that butted against conventional game design guidelines highlights the importance of opening game design up to as broad an audience as possible.


Comunicar ◽  
2011 ◽  
Vol 19 (37) ◽  
pp. 177-185 ◽  
Author(s):  
Amparo Porta-Navarro

The music that children are exposed to in their everyday lives plays an important role in shaping the way they interpret the world around them, and television soundtracks are, together with their direct experience of reality, one of the most significant sources of such input. This work is part of a broader research project that looks at what kind of music children listen to in a sample of Latin American and Spanish TV programmes. More specifically, this study focuses on children’s programmes in Spain, and was addressed using a semiotic theoretical framework with a quantitative and musical approach. The programme «Los Lunnis» was chosen as the subject of a preliminary study, which consisted in applying 90 templates and then analysing them in terms of the musical content. The results show that the programme uses music both as the leading figure and as a background element. The most common texture is the accompanied monody and the use of voice, and there is a predominance of electronic instrumental sounds, binary stress and major modes with modulations. Musical pieces are sometimes truncated and rhythmically the music is quite poor; the style used is predominantly that of foreign popular music, with a few allusions to the classical style and to incidental music. The data reveal the presence of music in cultural and patrimonial aspects, as well as in cognitive construction, which were not taken into account in studies on the influence of TV in Spain. Such aspects do emerge, however, when they are reviewed from the perspective of semiotics, musical representation, formal analysis and restructuring theories.La música de la vida cotidiana del niño tiene uno de sus referentes, junto a su experiencia real, en la banda sonora de la televisión, configurando una parte de su interpretación de la realidad. Este trabajo forma parte de una investigación más amplia sobre la escucha televisiva infantil en una muestra iberoamericana. El objetivo, conocer qué escuchan los niños en la programación infantil de «Televisión Española», ha sido estudiado desde un marco teórico semiótico con un enfoque cuantitativo y musical. El artículo presenta un resumen de los resultados obtenidos en un primer análisis del programa «Los Lunnis» mediante la aplicación de noventa plantillas y sus análisis musicales correspondientes. Estos resultados indican que el programa utiliza la música como fondo y figura, textura de monodía acompañada y utilización de la voz, predominio del sonido electrónico instrumental, acento binario y modo mayor con modulaciones. Aparecen piezas musicales cortadas y cierta pobreza rítmica, su opción estilística es la música popular no propia, con algunos guiños al estilo clásico y a la música incidental. Los datos muestran la presencia de la música en aspectos culturales, patrimoniales y de construcción cognitiva no considerados en los estudios sobre la influencia de la TV en España, pero que emergen cuando son revisados desde la semiótica, la representación musical, el análisis formal y las teorías de la reestructuración.


1998 ◽  
Vol 14 (53) ◽  
pp. 20-42 ◽  
Author(s):  
Lizbeth Goodman ◽  
Tony Coe ◽  
Huw Williams

The relationship between live theatre and the rapidly developing multimedia technologies has been ambiguous and uneasy, both in the practical and the academic arena. Many have argued that such technologies put the theatre and other live arts at risk, while others have seen them as a means of preserving the elusive traces of live performance, making current work accessible to future generations of artists and scholars. A few performance and production teams have entered the fray, deliberately pushing the technology to its limits to see how useful it may (or may not) be in dealing with the theatre. One such team – comprising Lizbeth Goodman, Tony Coe, and Huw Williams – forms the Open University BBC's Multimedia Shakespeare Research Project, and on 4 September 1997 they presented their work as the annual BFI Lecture at the Museum of the Moving Image on London's South Bank. What follows is an edited and updated transcript of the lecture – which was itself a ‘multimedia performance’ – intended to spark debate about the possibilities and limitations of using multimedia in creating and preserving ‘live’ theatre. Lizbeth Goodman is Lecturer in Literature at the Open University, where she chairs both the Shakespeare Multimedia Research Project and the new ‘Shakespeare: Text and Performance’ course. Tony Coe is Senior Producer at the OU/BBC, where Huw Williams was formerly attached to the Interactive Media Centre, before becoming Director of Createc for the National Film School, and subsequently Director of Broadcast Solutions, London. Together the team has created a range of multimedia CD-ROMs designed to test the limits and possibilities of new technologies for theatre and other live art forms – beginning with Shakespeare


2021 ◽  
Vol 57 (11) ◽  
pp. 1893-1909
Author(s):  
Rebecca Lazarides ◽  
Anna-Lena Dicke ◽  
Charlott Rubach ◽  
Elisa Oppermann ◽  
Jacquelynne S. Eccles

2019 ◽  
Vol 273 ◽  
pp. 01004
Author(s):  
Nektarios Karanikas ◽  
Alfred Roelen ◽  
Alistair Vardy

In the frame of an on-going 4-years research project, the Aviation Academy Safety Culture Prerequisites (AVAC-SCP) metric was developed to assess whether an organisation plans and implements activities that correspond to prerequisites for fostering a positive safety culture. The metric was designed based on an inclusive theoretical framework stemmed from academic and professional literature and in cooperation with knowledge experts and aviation companies. The goal of the AVAC-SCP is to evaluate three aspects, namely (1) the extent to which the prerequisites are designed/documented, (2) the degree of the prerequisites’ implementation, and (3) the perceptions of the employees regarding the organizational safety culture as a proxy for the effectiveness of the prerequisites’ implementation. The prerequisites have been grouped into six categories (common prerequisites and just, flexible, reporting, information and learning cultures) and the metric concludes with scores per aspect and category. The results from surveys at 16 aviation companies showed that these companies had adequately included most of the Safety Culture Prerequisites (SCP) in their documentation where Just culture plans scored the lowest and Reporting culture plans were found with the highest percentage of planning. The level of SCP implementation was the same high as the organisational plans and quite uniform across the companies and sub-cultures. The perceptions were at the same overall level with implementation, but employees perceived the organisational environment as less fair and more flexible than managers claimed. Although the study described in this report was exploratory and not explanatory, we believe that the results presented in combination with the ones communicated to the participating companies can trigger the latter to investigate further their weaker areas and foster their activities related to Safety Culture Prerequisites. Also, the AVAC-SCP metric is deemed useful to organisations that want to self-assess their SCP levels and proceed to comparisons amongst various functions and levels and/or over time.


2018 ◽  
Vol 9 (1) ◽  
pp. 2-19 ◽  
Author(s):  
Caroline Jackson ◽  
James Morgan ◽  
Chantal Laws

Purpose The purpose of this paper is to report on untold stories that not only illustrate the creativity but also complexity of working in outdoor events. There has been global interest in the creative industries and the creative economy more generally. Events have not been identified or categorised as part of this. Experiences have been identified as part of the creative sectors (NESTA, 2006) and events are seen as experiences (Jackson, 2006; Berridge 2007). There has been little research undertaken about the creative nature of event experiences, especially in how they are created. Design/methodology/approach A theoretical framework was created from literature on creativity more generally to inform the Creativity in Events research project. Interviews with those working in the outdoor events sector were the basis of the qualitative stage of the research project investigating the phenomenon of creativity in events. Findings This paper identifies the core facets of creativity in the management of outdoor events. These were fluency, originality, imagination, elaboration, environment and complexity. A vignette is used to illustrate the intricacy of the nature of creativity in the production of outdoor event experiences. The overall findings were that event management was both creative and pragmatic and that both are necessary. There was a need for a creative environment with processes and familiarity that aided inspiration and originality. Originality/value The background and findings are relevant to recognising events as part of the wider creative economy. A greater understanding of the nature of creativity in events informs both education and practice.


Author(s):  
Yeonjeong Park

Instructional designers and educators recognize the potential of mobile technologies as a learning tool for students and have incorporated them into the distance learning environment. However, little research has been done to categorize the numerous examples of mobile learning in the context of distance education, and few instructional design guidelines based on a solid theoretical framework for mobile learning exist. In this paper I compare mobile learning (m-learning) with electronic learning (e-learning) and ubiquitous learning (u-learning) and describe the technological attributes and pedagogical affordances of mobile learning presented in previous studies. I modify transactional distance (TD) theory and adopt it as a relevant theoretical framework for mobile learning in distance education. Furthermore, I attempt to position previous studies into four types of mobile learning: 1) high transactional distance socialized m-learning, 2) high transactional distance individualized m-learning, 3) low transactional distance socialized m-learning, and 4) low transactional distance individualized m-learning. As a result, this paper can be used by instructional designers of open and distance learning to learn about the concepts of mobile learning and how mobile technologies can be incorporated into their teaching and learning more effectively.


2019 ◽  
Vol 9 (3) ◽  
pp. 423-438
Author(s):  
Maria Cláudia Gavioli ◽  
Sênia Regina Bastos

This work aims to show how commensality, a dimension of hospitality, operates in the context of new Internet businesses. It uses theories of hospitality to analyse meal-sharing websites that seek to capitalize on the booming interest in gastronomy and the growing trend of the sharing economy. This article is one piece of a broader research project that aims to identify and characterize the protagonists of a new type of gastronomy and commensality business conducted in domestic environments, and promoted on meal-sharing websites in which professional or amateur chefs (hosts) and diners (guests) are connected with one another. To perform the study we conducted documentary research through Internet searches on shared gastronomic experiences; netnographic research on meal-sharing websites; and interviews with hosts registered on these platforms and with the owner of the Brazilian website Dinneer. Using a theoretical framework focusing on hospitality and commensality, which deals with the relations between hosts and guests, their motivations and wishes, and the tacit and explicit rules by which they are bound, we analysed the contents of the websites and the interview transcripts. The results of our research reveal a paradox about the services offered on the websites and the reality of the business for hosts and diners.


2016 ◽  
Vol 19 ◽  
pp. 141-148
Author(s):  
Jochen Bauer ◽  
Anna Kettschau ◽  
Bastian Brücher ◽  
Frank Bodendorf ◽  
Alexander Skibbe ◽  
...  

This paper presents the results of an interdisciplinary research project, where an IT-system was designed to strengthen cognitive and motor skills in the home setting. The prototype is based on a reliable offline system for dementia prevention. Its aim is to postpone the transition from home to nursing home, particularly for people living in structurally weak areas.


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