Final published version
Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSN › Conference contribution/Paper › peer-review
Designing Physical and Virtual Walkshop Methods for Speculative Internet of Things Research. / Kwon, Nuri; Jacobs, Naomi; Mullagh, Louise et al.
Advances in Design and Digital Communication III: Proceedings of the 6th International Conference on Design and Digital Communication, Digicom 2022, November 3–5, 2022, Barcelos, Portugal. ed. / Nuno Martins; Daniel Brandão. Cham : Springer, 2022. p. 392-405 (Springer Series in Design and Innovation; Vol. 27).Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSN › Conference contribution/Paper › peer-review
}
TY - GEN
T1 - Designing Physical and Virtual Walkshop Methods for Speculative Internet of Things Research
AU - Kwon, Nuri
AU - Jacobs, Naomi
AU - Mullagh, Louise
AU - Cavada, Marianna
AU - Markovic, Milan
AU - Wainwright, Benjamin
AU - Chekansky, Kirsty
AU - Cooper, Rachel
PY - 2022/11/5
Y1 - 2022/11/5
N2 - This paper describes a novel method combining speculative design with walking workshops to reveal the ethical and social challenges of connected technology in public spaces for policymaking. In the digitally hyper-connected society, digital technologies such as sensors, the Internet of Things (IoT), and Artificial intelligence (AI) enable people, and ordinary objects, to be connected in almost every place. This project tested different methods such as a walking method called walkshop and digital recreation of the physical environment to allow policymakers to explore a future con-nected place. We introduce a comparative analysis to show the opportuni-ties and challenges of both physical and digital methods. The findings show the value of physical and virtual walkshops to engage communities and place managers on building a connected place in a participatory manner.
AB - This paper describes a novel method combining speculative design with walking workshops to reveal the ethical and social challenges of connected technology in public spaces for policymaking. In the digitally hyper-connected society, digital technologies such as sensors, the Internet of Things (IoT), and Artificial intelligence (AI) enable people, and ordinary objects, to be connected in almost every place. This project tested different methods such as a walking method called walkshop and digital recreation of the physical environment to allow policymakers to explore a future con-nected place. We introduce a comparative analysis to show the opportuni-ties and challenges of both physical and digital methods. The findings show the value of physical and virtual walkshops to engage communities and place managers on building a connected place in a participatory manner.
U2 - 10.1007/978-3-031-20364-0_34
DO - 10.1007/978-3-031-20364-0_34
M3 - Conference contribution/Paper
SN - 9783031203633
T3 - Springer Series in Design and Innovation
SP - 392
EP - 405
BT - Advances in Design and Digital Communication III
A2 - Martins, Nuno
A2 - Brandão, Daniel
PB - Springer
CY - Cham
T2 - Digicom - 6th International Conference on Digital Design and Communication
Y2 - 3 November 2022 through 5 November 2022
ER -