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Author

Miriam Sturdee

Other affiliations: University of Calgary
Bio: Miriam Sturdee is an academic researcher from Lancaster University. The author has contributed to research in topics: Computer science & Human–computer interaction. The author has an hindex of 13, co-authored 45 publications receiving 448 citations. Previous affiliations of Miriam Sturdee include University of Calgary.

Papers published on a yearly basis

Papers
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23 Mar 2017
TL;DR: In this article, the authors argue that the best way to contribute to the establishment of an evidence-based first paradigm, is by adopting a research through design approach, and they describe the creation of two Design Fictions through which they consider the relationship between narrative and Design Fiction and argue that links between the two are often drawn erroneously.
Abstract: Design Fiction has garnered considerable attention during recent years yet still remains pre-paradigmatic. Put differently there are concurrent,but incongruent, perspectives on what Design Fiction is and how to use it. Acknowledging this immaturity, we assert that the best way to contribute to the establishment of an evidence-based first paradigm, is by adopting a research through design approach. Thus, in this paper we describe ‘research into design fiction, done through design fiction’. This paper describes the creation of two Design Fictions through which we consider the relationship between narrative and Design Fiction and argue that links between the two are often drawn erroneously. We posit that Design Fiction is in fact a ‘world building’ activity, with no inherent link to ‘narrative’ or ‘storytelling’. The first Design Fiction explores a near future world containing a system for gamified drone-based civic enforcement and the second is based on a distant future in which hardware and algorithms capable of detecting empathy are used as part of everyday communications. By arguing it is world building, we aim to contribute towards the disambiguation of current Design Fiction discourse and the promotion of genre conventions, and, in doing so to reinforce the foundations upon which a first stable paradigm can be constructed.

92 citations

Proceedings ArticleDOI
02 May 2017
TL;DR: The motivations for, and practicalities of, incorporating "implications for adoption" into HCI research practice are explored and methods for addressing this need are discussed, specifically design fiction.
Abstract: In this paper we explore the motivations for, and practicalities of, incorporating "implications for adoption" into HCI research practice. Implications for adoption are speculations which may be used in research projects to scrutinize and explore the implications and requirements associated with a technology's potential adoption in the future. There is a rich tradition within the HCI community of implementing, demonstrating, and testing new interactions or technologies by building prototypes. User-centered design methods help us to develop prototypes to and move toward designs that are validated, efficient, and rewarding to use. However, these studies rarely shift their temporal focus to consider, in any significant detail, what it would mean for a technology to exist beyond its prototypical implementation, in other words how these prototypes might ultimately be adopted. Given the CHI community's increasing interest in technology-related human and social effects, the lack of attention paid to adoption represents a significant and relevant gap in current practices. It is this gap that the paper addresses and in doing so offers three contributions: (1) exploring and unpacking different notions of adoption from varying disciplinary perspectives; (2) discussing why considering adoption is relevant and useful, specifically in HCI research; (3) discussing methods for addressing this need, specifically design fiction, and understanding how utilizing these methods may provide researchers with means to better understand the myriad of nuanced, situated, and technologically-mediated relationships that innovative designs facilitate.

74 citations

Journal ArticleDOI
TL;DR: This work gathers information together to provide a reference for designers and researchers wishing to build upon existing prototyping work, using synthesis and discussion of existing shape-changing interface reviews and comprehensive analysis and classification of 84 shape- changing interfaces.
Abstract: Shape-changing interfaces are physically tangible, interactive devices, surfaces, or spaces that allow for rich, organic, and novel experiences with computational devices. Over the last 15 years, research has produced functional prototypes over many use applications; reviews have identified themes and possible future directions but have not yet looked at possible design or application-based research. Here, we gather this information together to provide a reference for designers and researchers wishing to build upon existing prototyping work, using synthesis and discussion of existing shape-changing interface reviews and comprehensive analysis and classification of 84 shape-changing interfaces. Eight categories of prototype are identified alongside recommendations for the field.

57 citations

Journal ArticleDOI
TL;DR: By identifying and analysing previous ICS focused cyberattacks, this paper document their evolution, affording cyber-security practitioners with a greater understanding of attack vectors, threat actors, impact, and targeted sectors and locations, critical to the continued development of holistic risk management strategies.

50 citations

Proceedings ArticleDOI
15 Nov 2015
TL;DR: This work documents the methodology and resultant application ideas along with reflections on the approach for gathering application ideas to enable shape-changing interactive surfaces and objects.
Abstract: The shape-changing concept where objects reconfigure their physical geometry has the potential to transform our interactions with computing devices, displays and everyday artifacts. Their dynamic physicality capitalizes on our inherent tactile sense and facilitates object re-appropriation. Research both within and outside HCI continues to develop a diverse range of technological solutions and materials to enable shape-change. However, as an early-stage enabling technology, the community has yet to identify important applications and use-cases to fully exploit its value. To expose and document a range of applications for shape-change, we employed unstructured brainstorming within a public engagement study. A 74-participant brainstorming exercise with members of the public produced 336 individual ideas that were coded into 11 major themes: entertainment, augmented living, medical, tools & utensils, research, architecture, infrastructure, industry, wearables, and education & training. This work documents the methodology and resultant application ideas along with reflections on the approach for gathering application ideas to enable shape-changing interactive surfaces and objects.

45 citations


Cited by
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Journal ArticleDOI
TL;DR: Reading a book as this basics of qualitative research grounded theory procedures and techniques and other references can enrich your life quality.

13,415 citations

01 Jan 2016
TL;DR: The requirements engineering a good practice guide is universally compatible with any devices to read, and can be read on any device to read.
Abstract: requirements engineering a good practice guide is available in our digital library an online access to it is set as public so you can get it instantly. Our books collection saves in multiple countries, allowing you to get the most less latency time to download any of our books like this one. Kindly say, the requirements engineering a good practice guide is universally compatible with any devices to read.

273 citations