cometadata/datacite-rtg-text-other-reclassification-records huggingface dataset:
The Kurdish political and artistic making by the transborder perception in the interstitial spaces
Creators: name: Sustam, Engin
Publisher: name: UXUC - User Experience and Urban Creativity
Year: 2021

description: This article focuses on the recontextualization of the interstitial space over the last decade in Kurdish space. It will specifically focus on the Middle East territories between Turkey and Syria. The aim of this article is to investigate how the urban interstices have affected the political mobilization of the stateless Kurdish society and state control process in the conflicted public sphere. The previously mentioned interstitial urban space is important for Kurdish mobility. The ‘Kurdish space, first of all, bears a case of intra-state question in the Middle East (Turkey, Iran, Iraq and Syria). The term ‘interstitial space or urban interstices’ (‘openness in the city’, Nicolas-Le Strat, 2004) encompasses a multitude of concepts that are multifaceted (from conceptualisation to institutionalizing). The urban interstice in the Kurdish space signifies the invisibility of the minority’s space in the becoming and a space, which gives the possibility of also creating Kurdishness in the place of the conflict. As pointed out by Sanò, Storato, and Puppa in their article(2021, p.3): ‘The (in)visibility and the emptiness that characterise these interstitial spaces make them a source of autonomy.’ At the same time, Kurdish space is positioned in relation to its new subjectivity constituting emancipatory space and decolonial corpus around this stateless society practice by deploying the urban interstitial spaces in big cities like Diyarbakir in Turkey and Qamichli of Rojava in Syria.
description: UXUC - User Experience and Urban Creativity, Vol 3 No 2 (2021): Urban Interstices
Crossing views on the field
Creators: name: Rochard, Hugo
name: Mattoug, Cécile
name: Gauthier, Cécile
name: Brun, Marion
Publisher: name: UXUC - User Experience and Urban Creativity
Year: 2021

description: The study of urban wastelands as specific forms of interstices engages researchers to intersect disciplines, knowledge and positionings on the border between ecological and social dynamics. The Interfriches network - carried by an interdisciplinary collective - was created in 2019 to bring together human, social and environmental scientists and practitioners on the common object of urban wastelands. Involving architects, geographers, urban planners, ecologists, sociologists, politicians, artists, it seeks to think the role of wastelands in the making of the city in different contexts. Based on a workshop on a third place (i.e. a place of social bonding, emancipation and collective initiatives) in the suburban Paris, this paper puts collective methodological questioning into dialogue. What does an interdisciplinary workshop including collective surveys allow to capture about an occupied urban wasteland? We aim to conduct a reflexive analysis of the frameworks and limits of this commoning experience.
description: UXUC - User Experience and Urban Creativity, Vol 3 No 2 (2021): Urban Interstices
Supplementary document for Enhanced Stimulated Brillouin Scattering in Unsuspended Silicon Waveguide Assisted with Genetic Algorithms - 6378531.pdf
Creators: name: li, peng
name: Wang, Shumeng
name: Mashanovich, Goran
name: Ou, Jun-Yu
name: Yan, Jize
Publisher: name: Optica Publishing Group
Year: 2025
Subjects: Uncategorized

description: This is the Tex file for supplymentary
Interstice appropriation by youth of the margins
Creators: name: Kaedbey, Rouba
Publisher: name: UXUC - User Experience and Urban Creativity
Year: 2021

description: Informal neighbourhoods in Beirut, built on ‘old interstices’ - old peripheral lands devalued because of their contentious status – today have their own interstices that represent spaces of appropriation but also a source of conflict. Through the case of Ouzai, I will analyse the interstitial practices of what remains of a formerly famous beach in this neighbourhood. In fact, Ouzai turned its back on this massively built beach, and the inhabitants stopped frequenting it although it is part of the urban morphology. This has led to its appropriation by groups of ‘street boys’, leading to advanced initiatives.

Through a qualitative empirical survey carried out between 2019 and 2020, I aim to show how an interstitial space constitutes a resource within the margins of the city, and a vector of cultural practices for young people. They exploit the freedom of appropriation to transform the interstice and build an alternative to the lack of a private space. It is then a question of showing how this space quickly becomes a source of conflict with the other actors in the territory, namely the inhabitants and the local authorities. The study then shows how youth practices can be a form of silent resistance to marginalisation and domination, which are a set of oppressive norms derived from moral values or rules imposed by local authorities, and the negative image associated with their neighbourhood. In this sense, these practices make young people a new political actor by claiming their right to urban spaces.
description: UXUC - User Experience and Urban Creativity, Vol 3 No 2 (2021): Urban Interstices
Rethinking space and politics from the urban interstices
Creators: name: Lefebvre, Félix
Publisher: name: UXUC - User Experience and Urban Creativity
Year: 2021

description: In Ouagadougou, Burkina Faso, tea grins are set up in interstitial spaces, on the border between public and private. They are meetings of young people (mostly men) who gather at varying times to drink tea and chat. They constitute spaces of sociability, both refuge and resource space, where the hierarchies that usually structure social relations which are linked to age, gender or social status, are subverted without disappearing completely.

 

If they are not necessarily considered as political places by their users, politics is very present in the values mobilised around the grin and in the very practice they constitute. The grins can be considered as heterotopias, and moreover ‘arenas’ where public problems are constituted through collective discussion, but they do not appear as a legitimate instance of political debate. The grin thus represents an illegitimate arena where a ‘subaltern cityness’ is constructed. Thus, this article questions the processes of politicisation linked to specific practices of urban space, without necessarily appearing in the public space of discourse. Cityness is considered in its processual aspect, that is, as the space of the city that allows individuals to constitute themselves as political subjects.

 

This article also questions the existence of a continuum of political speech, whose public expression would depend on the possibilities of negotiations with the social order, and on the power relations that produce it. In short, it asks whether the infra-political practices of the space by the dominated allow the construction of collective actions around these questions.
description: UXUC - User Experience and Urban Creativity, Vol 3 No 2 (2021): Urban Interstices
Correspondence, 1924
Creators: name: MacDonell, Father Andrew
Publisher: name: The University of British Columbia
Year: 2015

description: Correspondence written or received in 1924 by MacDonell on behalf of the Scottish Immigrant Aid Society. Correspondents include the Minister of Immigration and Colonization and the ministry's London office, the Deputy Minister of Public Health of Alberta, Wallace Fisheries on Vancouver Island, the Imperial Oversea Settlement Office, the Archbishop of Edmonton. Correspondence from Colonel Dennis of the Canadian Pacific Railway Company regards planning for Scottish settlers in Alberta for a training farm for Public School boys, a settlement for women, and the 3000 Family Scheme. The letters pertain to the establishment of the Clandonald settlement including the recruitment of settlers, applications and letters from Scottish emigrants, assessment and sale of land to immigrants, construction of farm buildings and supplying provisions for immigrants settling in Alberta. The file also includes copies of 1924 forms for application to the Agricultural Training Scheme, Alberta, and a sectional map of Red Deer, Alberta.
Walls as Interstitial Combinations
Creators: name: Monfleur, Laura
Publisher: name: UXUC - User Experience and Urban Creativity
Year: 2021

description: This article questions the notion of interstice through the analysis of spaces in downtown Cairo and their evolutions between 2011 and 2021. This article will focus on the walls as security infrastructure. In fact, during the Egyptian revolution between 2011 and 2013, walls were built in downtown Cairo, to create frontlines between security forces and revolutionaries. They created a geography of dichotomy, composed of a policy of zoning and a policy of emptying. However, practices of revolutionaries and residents and workers redefined the uses and the meanings of these walls, creating interstitial combinations. Walls became interstitial infrastructure between security control and political resistance, between material signs of control and memorial spaces of the revolution. This article will take the examples of graffiti and informal activities, which have already an interstitial dimension between resistance and adaptation, formal and informal. The article concludes on the evolution of the walls, which were reintegrated into a spatial manifestation of power through their beautification and their staging by an authoritarian regime in 2020 and 2021.
description: UXUC - User Experience and Urban Creativity, Vol 3 No 2 (2021): Urban Interstices
AEON. An Interactive Experience on Virtual Immortality and the Potencial Consequences of Data Surveillance
Creators: name: Encarnação, Sara
name: Diniz, Catarina
name: Gomes, Cláudia
name: Skaskiv, Vadym
Publisher: name: UXUC - User Experience and Urban Creativity
Year: 2021

description: This project consists of an interactive experience, concentrated in a website, that serves the purpose of provoking a critical reflection on the subjects of Virtual Immortality, Data Surveillance and the amount of personal information that we disclose online, specially to big companies such as Google and Facebook. The critical reflection and ethical debate that the project aimed to raise were made possible through the formulation of a futuristic scenario, that is fictional yet quite realistic, considering the advances on technology that might soon allow Virtual Immortality to be a reality. This futuristic scenario is provided by Aeon, the center figure of the project and main object of its development. Aeon is the name of a (fictional) company that sells Virtual Immortality through the creation of a personal Avatar that is generated based on the digital footprint of the interested person. This Avatar is activated upon the death of the person in question and that Avatar proceeds to exist on the “Virtual Space” also managed and made available by the company. This process is simulated in the interactive experience, to exemplify how one company can extract all the data that exists concerning the user as soon as the user accepts certain terms & conditions and privacy policies. While the main goal is to try to make the users question themselves about the quantity and quality of information that they disclose online, there are also questions that can be formulated in this experience about consciousness and moral values related to Virtual Immortality. Nevertheless, these questions and critical reflection is mostly dependent on the users and their own opinion on the matter.
description: UXUC - User Experience and Urban Creativity, Vol 3 No 1 (2021): Research through Interaction Design (RtD + IxD = RtIxD)
ATMA. Interfacing with the brain
Creators: name: Amâncio, Rodrigo
name: Proença, Maria
name: Janes, Francisco
name: Costa, Duarte
Publisher: name: UXUC - User Experience and Urban Creativity
Year: 2021

description: Science is constantly seeking to allow mankind to better itself and overcome the boundaries imposed by nature. However, with the evolution of technology and the growth of human knowledge, the paradigm is now changing: science aims to create a new human. By creating a new way of thinking towards the future, Transhumanism advocates the possibility of human evolution beyond its current physical and cognitive limitations by means of science and technology. The project atma. intends to transcend human capacities by pushing its boundaries, expanding the core faculties of the mind and the way we think, feel, and sense.


By analysing the potential of the human mind, the work aims to explore, transcend and enhance, aspiring to an utopic future based on the possibility of total neural control. According to the transhumanist values and scientific research, the project’s tender consists in interfacing with the brain, through a brain machine interface system that enables a computer or other digital device to communicate with the intellect. This way, the interface’s main goal is to map the human conscious, preconscious and unconscious mind, by analysing in real time all neural activity. This conceptual approach not only proposes the interpretation of the collected data, but also the possible control over the brain, from giving the possibility of controlling your own emotions to deleting your own thoughts.


As a result of this approach, atma. seeks to explore the possibilities that the transhumanist philosophy provides and to emphasize what we have the potential to become. In doing so, atma. elevates the idea of not being limited by traditional methods, instead we can also use technology to enable us to go beyond what some would think as “human”. This technological means now give humans effective cognitive abilities that far exceed those of biological brains.
description: UXUC - User Experience and Urban Creativity, Vol 3 No 1 (2021): Research through Interaction Design (RtD + IxD = RtIxD)
The Playground - the future of platform capitalism
Creators: name: Féteira, Eduardo
name: Gomes, Raquel
name: Rodrigues, Mafalda
name: Fernandes, Matilde
Publisher: name: UXUC - User Experience and Urban Creativity
Year: 2021

description: The Playground is a project addressing the monetization of social media and the way in which these platforms use collected data to develop a selection process that studies and conditions its interviewees through technology to achieve its own independent gains.

The dystopic scenario takes place 5 years in the future when, after decades of data mining the most personal information about the lives of its users, the big tech companies united to create a new and exclusive social network platform called PLAYGROUND, that offers close contact and relationship building with higher status and income individuals. This alliance between Facebook, Google, Twitter, Amazon and Paypal becomes a self-feeding system that uses the individual databases of each older platforms to develop a multiple functionality and streamlined services platform.

This platform selects its users through an invite and interview-only process. The reason for this system is to ensure the approval of members that are active on the platform for which they will be compensated for according to their levels of engagement and quality of produced content. The critical moment will be the interview, conducted by an AI which will evaluate how much each candidate is worth to the platform – and to the exploitative goals of the AI and its parent companies. This AI is called MINDER.

The appeal of this platform is its exclusivity, the closeness and networking opportunities it provides to people of similar or higher social status and its social currency.

This platform thus becomes a trap for the collection and commercialization of further data, through the control and enhancement of user interaction through its patented technology, under the guise of an exclusive content-sharing platform, very similar to the way we currently interact with our devices and web platforms.
description: UXUC - User Experience and Urban Creativity, Vol 3 No 1 (2021): Research through Interaction Design (RtD + IxD = RtIxD)
GIMNASTIK SAKRASHLAR MASHQLAR TEXNIKASINI O'ZLASHTIRILISHI
Creators: name: Abduraxmonov, Fazliddin
name: Abirov, Jo'rabek
name: Ziyoyev, Olim
Publisher: name: Zenodo
Year: 2025

description: Gimnastik sakrashlar jismoniy tarbiya darslari va sport mashg‘ulotlarining muhim tarkibiy qismi hisoblanadi. Ushbu mashqlar o‘quvchilarning mushaklar kuchi, muvofiqlashtirish, muvozanat va chidamliligini rivojlantirishga xizmat qiladi. Gimnastik sakrashlarning texnikasini to‘g‘ri o‘zlashtirish nafaqat sport samaradorligini oshiradi, balki jarohatlanish xavfini kamaytiradi. Ushbu maqola umumta’lim maktablari o‘quvchilari va jismoniy tarbiya o‘qituvchilari uchun gimnastik sakrashlar texnikasini o‘rgatishning amaliy usullarini ko‘rib chiqadi.
TOD. An AI braille translator for visually impaired people
Creators: name: Castro, Gustavo Mello
name: Real, Isabel
name: Chicau, Leonor
Publisher: name: UXUC - User Experience and Urban Creativity
Year: 2021

description: The Tod. Project consists of a device created for visually impaired people. Its purpose is to convert written text to braille, through artificial intelligence. It’s a simple device which the user can put on the tip of their finger. Once turned on automatically, by detecting the presence of the user’s finger, it vibrates once to let know it’s ready to be used. A scan detects the text and analyses it, converting it to braille and finally a rotating device transmits the braille while mimicking the natural braille reading movement. Tod. can be charged with a wireless charger and it vibrates 3 times to warn the user if its battery is running out. It would be available in black or white and could be purchased with or without the charger in case the user already has one and doesn’t need an extra charger.
The idea behind this project would be to expand the access of information to visually impaired people, creating a device that’s inclusive and easy to work with.
description: UXUC - User Experience and Urban Creativity, Vol 3 No 1 (2021): Research through Interaction Design (RtD + IxD = RtIxD)
Virtual Reality applied to Exposure Therapy for Obsessive Compulsive – Disorder
Creators: name: Alexandre, Sofia Petito
name: Chasqueira, Catarina
name: Wang, Shihan
name: Furtunato, Catarina
Publisher: name: UXUC - User Experience and Urban Creativity
Year: 2021

description: Obsessive-compulsive disorder (OCD) is a mental illness that causes repeated unwanted thoughts or sensations (obsessions) or the urge to do something over and over again (compulsions). OCD has various subtypes, including the fear of contamination in which individuals fear bacteria, germs, disease, or bodily secretions, and engage in clinically significant cleaning and avoidance rituals. In recent years, Virtual Reality (VR) has shown the potential to cure people suffering from anxiety disorders and OCD in exposure and response prevention therapy. The objective of this study is to create an application with VR for doctors which helps them during treatments nameded e-toc. So in this case, VR is one alternative to cure patients without using medication. This application simulates uncomfortable situations for people to overcome their obsession and compulsive behaviour. This project is developed in an application divided into two parts: one part designed to be used by the therapist - creation, planning, and implementation of therapy and another to be used by the patient - use of virtual reality mechanisms, such as glasses, heart rate meter, gloves that allow the capture of movements. Although the application was created and developed with the patient in mind, with the development of the project, there was a need to support the therapist, mainly due to the planning and monitoring of the treatment. During treatment, when the patient is ready the presentation of the videos begins. While using the Virtual Reality mechanisms - glasses, headphones, watches that measure the heartbeat, and the gloves or rings that capture the patient's movements, the therapist has access to all the information.
description: UXUC - User Experience and Urban Creativity, Vol 3 No 1 (2021): Research through Interaction Design (RtD + IxD = RtIxD)
title: 2D Cartoon Rigs From Uncorresponded Vector Graphics
Creators: name: Mehmanesh, Nusha
Publisher: name: George Mason University
Year: 2019
Subjects: subject: 2D animation
subject: Correspondence
subject: Vector graphics
subject: Rigging

description: This thesis introduces a novel algorithm that finds the correspondence between different poses of character(s) in two consecutive vectorized 2D key frames.This algorithm also derives a set of handles that allow the illustrator to animate the character to any desired pose. This is done in the hopes of reducing the time consuming manual work done by the animators in the process of in-betweening between key frames and to allow the animator to produce other frames by using the handles. The automated iterative approach described in this thesis finds the set of best possible transformations between two subsequent key frames by minimizing an energy function and performing a multi-label optimization. The resulting transformations are then used to calculate the blending weights that minimizes the displacement error. The final transformations can then either be interpolated to produce intermediate frames at a user specified rate or modified to animate the character.
Turko-Islamic Art in Kosovo
Creators: name: Krasniqi, Albana Shaban
name: Muharremi, Ilir
Publisher: name: UXUC - User Experience and Urban Creativity
Year: 2021

description: This piece discusses t he architectural, cultural, and religious influence of Turkish culture on the major cities of Kosova as well a s the major cities of the Balkan region as a whole. The destruction of the mosques after t he Final war of Kosova. Destroyed a nd damaged Islamic monuments throughout the Kosova conflicts (1998-1999). Many Kosovar-Albanian cultural objects were destroyed and damaged throughout the era of Slavic occupation of Kosova, specifically during the war era of the Final war of Kosova (1998-1999). Being t hat Kosova was a part of the Ottoman


Empire, Ottoman architecture definitely influenced Kosovar/Albanian architecture. After World War II, Kosova fell into Yugoslavian communist control, who had plans to modernize the general architecture of the c ommunist country in a way to create more of a sense of urbanity to residential areas and city property as a whole. These architectural measures b eing taken were to rid the residential settlements of Ottoman architectural influence. To the communists, the Ottoman architectural design and style was known as “old fashioned” and not “modern”. 


 


 
description: UXUC - User Experience and Urban Creativity, Vol 3 No 2 (2021): Urban Interstices
The Digital Cell
Creators: name: Jeon, Minjee
Publisher: name: UXUC - User Experience and Urban Creativity
Year: 2021

description: Digital media, serving as the dominant cultural voice in our contemporary climate, has raised questions of truth; compositing techniques of computer-generated imagery have accelerated the era of post-truth; fluctuating digital images that unfold in source-independent simulations are accentuated by sensations and stimuli. The users of the digital media not only immerse themselves in digital culture but also participate in processes that highlight subjective experience. In an ever-expanding digital environment, how can design thinking function as a creative lens to review the interactive mechanisms of the human experience across digital media? To examine our consciousness in the age of interactive digital media, this essay creates a speculative design and a speculative narrative of how we came to have the montage-like perception. The Digital Cell, an interactive virtual design manifesting the concept of the montage-like perception, the work aims to configure a critical lens to evaluate our aesthetic and synthetic experience in the digital age.
description: UXUC - User Experience and Urban Creativity, Vol 3 No 1 (2021): Research through Interaction Design (RtD + IxD = RtIxD)
Murals as Memorials
Creators: name: Blankley, Bridget
Publisher: name: UXUC - User Experience and Urban Creativity
Year: 2021

description: This paper, short though it is, represents my first thoughts on the overlap between street art as memoria and the concept of the artist as implicated subject. That is should we consider the artist who create memorial graffiti as documenters of societies memories or creators of them. In examining the extent to which the making of such art can be considered as an act of shaping rather than reflecting cultural memory I will seek to establish that the artist promotes interaction with both their art and the subject of that art.
description: UXUC - User Experience and Urban Creativity, Vol 3 No 1 (2021): Research through Interaction Design (RtD + IxD = RtIxD)
Supplementary document for Instability-driven image recovery of 180-degree backscattered polarized-light in turbid water - 6378550.pdf
Creators: name: Han, Jing
name: Liu, Yan
name: Guo, Jinjia
name: Xu, Qinfeng
Publisher: name: Optica Publishing Group
Year: 2025
Subjects: Uncategorized

description: Equations of parameters involved in theoretical model of primary manuscript
Gamification for Sustainable Consumption
Creators: name: Abrunhosa, João Rafael Cruz
name: Bozzi, Carolina
Publisher: name: UXUC - User Experience and Urban Creativity
Year: 2021

description: Plastic waste has become a major issue to our environment, tons of different types of plastic are discarded every year, especially the ones used in packaging. In this paper, the concepts of gamification and smart technologies are brought into a nature-centred approach that seeks to motivate and stimulate a more sustainable consumption behaviour. By optimizing the context in smart stores, a system for a sustainable consumption guide was developed to enhance new shopping experiences. We adopted methods used in user research as personas; behavioural assessment; sketches; prototypes and, simulation tools; and interviews with potential users’ using the Self-Assessment Manikin (SAM). Iteration was in place throughout the conception process of the system to justify the design choices through the several cycles of development. 
description: UXUC - User Experience and Urban Creativity, Vol 3 No 1 (2021): Research through Interaction Design (RtD + IxD = RtIxD)
title: An Indigenous-Life-History Approach: Supporting Informed and Informative Bioarchaeology
Creators: name: Hardie, Meg
Publisher: name: George Mason University
Year: 2023
Subjects: subject: Bioarchaeology
subject: Life history
subject: Indigenous theory
subject: Decolonization
subject: Repatriation
subject: Indigenous-life-history

description: Scholars have employed decolonial theories to transform anthropology as a field and bioarchaeology as a discipline, engaging and co-conspiring with Indigenous scholarship to prevent future harms to marginalized communities. These bioarchaeological projects intentionally unsettle and reassess histories narrated by settler-colonial heteropatriarchal voices, using decolonial genealogies of feminist, queer, and Indigenous theory that critique colonial influences on anthropological methods and interpretations. Bioarchaeological studies of stress, identity, relation, embodiment, and violence are augmented by these frameworks. To coalesce myriad theories and methods, the model of Indigenous-life-history is proposed. This braided approach to bioarchaeology acknowledges anthropology’s violent history while performing research within boundaries provided by involved descendant communities. Indigenous-life-history prioritizes respect towards Ancestors and relations through science and repatriation. Through this framework, bioarchaeology can narrate informed histories and contribute to decolonizing legacies through the restitution of Indigenous life and Ancestors.
Developing a Digital Application for Patient Medical History
Creators: name: Ferrada, Gualter
name: Casais, Mafalda
Publisher: name: UXUC - User Experience and Urban Creativity
Year: 2021

description: The value of a patient-centered care (PCC) approach should be considered in the context of the Portuguese healthcare system, particularly because several structures are being used but not properly interlinked, to the detriment of the patient. The patient should be considered the most important element in the healthcare system, among other reasons because of the impact on the patient's treatment efficiency. This paper aims to encourage PCC by exploring ways to facilitate the exchange of medical records. A Research through Design (RtD) approach helped us define a possible strategy to a wicked problem—the patient’s access to medical records in Portuguese healthcare facilities. The development phases of this project are divided into: 1) literature review; 2) research; 3) exploration; 4) design; and 5) evaluation. This paper presents the development of a mobile application—Olhar Clínico [Clinical Viewpoint]—for sharing patient medical history and discusses its implications for the healthcare context. Results of an evaluation with end users show that the solution brings value to the patient and can potentially soften the distinction between the public and private practice, promoting a cohesive healthcare system.
description: UXUC - User Experience and Urban Creativity, Vol 3 No 1 (2021): Research through Interaction Design (RtD + IxD = RtIxD)
A Study on Interaction with Medication Package Inserts
Creators: name: Cordeiro, Margarida Pereira
name: Melo, Ana
Publisher: name: UXUC - User Experience and Urban Creativity
Year: 2021

description: The article describes the process of an interaction design project, A BULA, which aims to address several usability and accessibility issues found in medication package inserts. These printed objects contain required legal information and are also the leading source of information for medication users about taking instructions, dosage, or side effects.  The main goal of the project was redesigning a leaflet that facilitated access for users, since during an exploratory phase issues about readability, usability, and clarity were found.


Using a research through design methodology, we also created a design system that expands interaction with medication information, composed of printed and digital artifacts that complement and complete each other, not excluding the relevance that each one has individually. During the generative phase, we applied a set of methods, namely mind maps, information architecture, user journey maps, wireframes, and prototypes. An evaluation phase included performance tests and revealed positive results regarding the adopted design strategies, as well as valuable insights for further developments.
description: UXUC - User Experience and Urban Creativity, Vol 3 No 1 (2021): Research through Interaction Design (RtD + IxD = RtIxD)
Soundscapes
Creators: name: Teixeira, Lívia Câmara
name: Chasqueira, Ana
name: Silva, Sofia
Publisher: name: UXUC - User Experience and Urban Creativity
Year: 2021

description: Emerged in later 2019, the COVID-19 pandemic caused several impacts on the economy, society, and lifestyle. Because of a context of fear, unpredictability, and compulsory social isolation, mental health diseases such as anxiety and depression have increased greatly all over the world.


The lockdown enforced the use of online technologies for work, education, entertainment, and socializing. However, some studies already show that excessive screen time often leads to states of anxiety and addiction.


The purpose of this study is to evaluate the relaxation effects from the use of a hybrid sound book that uses printed electronics to allow the reproduction of nature’s sounds. Additionally, a set of gestures was established in order to investigate if they would be considered intuitive or not. 


The design process was divided into three phases: exploratory research, for gathering information about the topic; ideation, defined by the experimentation of ideas and concepts and prototyping, whose objective was to establish affordances and types of interactions; and testing, which target the evaluation of usability and user experience. 


The final prototype was tested by six participants. Although only a few participants demonstrated comprehension of the affordances proposed, mostly considered to have high levels of pleasure and excitement while using it. These findings indicate that the prototype "Soundscapes" can act as an alternative for entertainment and stress relief at home by manipulating a physical paper while exploring touch and pressure in the object itself. 
description: UXUC - User Experience and Urban Creativity, Vol 3 No 1 (2021): Research through Interaction Design (RtD + IxD = RtIxD)
Audit of open space design criteria In Neighborhood Residential Areas Case in Batisehir complex, Istanbul
Creators: name: Yücel, Gökçen Firdevs
name: Nooruldeen, Jehan Mohammed
Publisher: name: UXUC - User Experience and Urban Creativity
Year: 2021

description: The aim of this study is to propose a checklist-based model that can be used to assess the open spaces of residential complexes, based on the example of Batisehir complex in Istanbul. International studies and reference points of view on this topic have been investigated in detail in order to identify criteria that can be used to evaluate this type of urban spaces. The main criteria that are believed to have an impact on the quality of open spaces are; Accessibility (sub-standards: building entrances, Pedestrian Circulatıon and Linkage System , way finding, Vehicular Access and Servıce Areas, Bicycle Paths,  parking), open spaces (sub-standards: children’s playgrounds, Restıng Area/ Seating Arrangement, sports Fields, Intermediate Fields) and urban furniture (standards Sub: floor covering, seating elements, lighting elements, trashes, signs & symbols and water elements), smart furniture (sub-criteria: smart HD camera, smart path and smart seating elements), safety and landscaping. The checklist that was created was tested in the open areas of the Batışehir complex, which is one of the largest residential complexes in Istanbul. The methods used in the study conducted between 2020-2021 were site selection, observation, photography and analysis. As a result of the study, it was decided that the design of open spaces, especially sports stadiums, should pay more attention and allocate more space in the design.
description: UXUC - User Experience and Urban Creativity, Vol 3 No 1 (2021): Research through Interaction Design (RtD + IxD = RtIxD)
Feel Inside
Creators: name: Mateus, Inês
name: Dâmaso, Laura
name: Godinho, Margarida
Publisher: name: UXUC - User Experience and Urban Creativity
Year: 2021

description: Feel Inside is an interaction design project focused on home-dweller interaction, through artificial emotional intelligence. The present project aims to deepen and speculate about a technological future around smart homes, and to explore various subjects in the domain of artificial intelligence and affective computing. Always keeping in mind the current direction of modern technology, the possibilities and future realities.

Feel inside is a smart and sensitive home, that connects with people through neural implant (biohacking), in order to help improve the daily life.

This paper exposes the various domains and characteristics of the project for the purpose of demonstrating a range of scenarios of home-dweller relationship.
description: UXUC - User Experience and Urban Creativity, Vol 2 No 2 (2020): Screens and Beyond
AUXI
Creators: name: Montellano, Madalena
name: Quitério, Catarina
name: Nascimento, Gonçalo
name: Flores, Isabel
Publisher: name: UXUC - User Experience and Urban Creativity
Year: 2021

description: AUXI is an interaction design project focused on Affective Computing, more specifically on emotional design. Nowadays, society is regularly exposed to stress and anxiety, therefore, our project focuses on panic attacks, a condition that affects a large part of the world population. AUXI aims to help users coping with and avoiding this condition related to mental health, so that they are not limited by these attacks and are able to achieve a better quality of life.
description: UXUC - User Experience and Urban Creativity, Vol 2 No 2 (2020): Screens and Beyond
A Model Proposal to be Used In Evaluation of Urban Open Spaces: Istanbul Ortakoy Square Example
Creators: name: Yücel, Gökçen Firdevs
name: BAZARGAN, Nasim Valizadeh
Publisher: name: UXUC - User Experience and Urban Creativity
Year: 2021

description: The aim of this study is to propose a checklist-based model that can be used to evaluate urban outdoor spaces, based on the example of Istanbul Ortaköy Square. International studies and theoreticians’ perspectives on the subject were investigated in detail in order to determine the criteria that can be used to evaluate the success of the space. When creating the checklist, the result of the studies of Whyte (1980), Marcus and Francis (1997, 2003), Project for Public Places (2000, 2001, 2005, 2009), and Gehl (1996, 2002, 2008, 2009, 2010, 2011, 2013) in particular were effective. The main criteria believed to have an impact on the quality of the open spaces are; Functional qualities (Sub-criteria: Uses and activities, accessibility, attractive places), Social qualities (Sub-criteria: Sense of community, community identity, social interaction, place attachment, sense of ownership) and Perceptual qualities (Sub-criteria: Physical comfort physiological comfort, environmental comfort, safety and security, maintenance and management, technology). The generated checklist was tested in Ortaköy Square, considered a successful urban space in Istanbul. Methods utilized in the study conducted between 2019-20, were on-site determination, observation and photography. As a result of the study, it was determined that the Social and Perceptual Qualities of the urban space play a more important and more effective role than its Functional Qualities.  
description: UXUC - User Experience and Urban Creativity, Vol 2 No 2 (2020): Screens and Beyond
Jaytalking in the Streets of Bordeaux
Creators: name: Peake, Jeni
Publisher: name: UXUC - User Experience and Urban Creativity
Year: 2021

description: The term jaytalking is used to define the many forms of urban inscriptions: from stickers, posters, and tags, to graffiti and street art (Merrifield 2002). When the population takes to the streets they express their true feelings (Bushnell 1990). Authentic jaytalking is powerful and reveals contemporary thoughts and feelings (Brown 1995). The word jaytalking epitomises the rebellious nature of urban inscription. It is dangerous, risky, and is written in the public domain. Not only is the act of writing in a public place rebellious, but more often than not the content is also rebellious. Common themes include critiques of the status quo, challenging cultural values, and condemnations of governing bodies. This paper identifies a third means of rebellion: linguistic rebellion. Youths often use language to express and align themselves with their respective communities of linguistic practice (Wenger 1999) and young French citizens are no exception, as instances of English inscriptions can be found throughout the country. This paper identifies English and hybrid urban inscriptions found in urban spaces in the city of Bordeaux, France. Through analysis of the corpus, I aim to understand to what extent the use of English might be understood as a political, rebellious and creative act.
description: UXUC - User Experience and Urban Creativity, Vol 2 No 1 (2020): Art’s Dialectical Role in Urban Struggles
Street Rebels with a Cause
Creators: name: Schadner, Philipp G.
Publisher: name: UXUC - User Experience and Urban Creativity
Year: 2021

description: Within the social movements and protest initiatives of the 1970s especially the punk movement not only questioned and provoked aesthetic values, but also has a major influence to the multitude styles of street and urban art until the present. Since early punks gathered together in the streets, squares or parks of London, and other cities in Europe or the U.S., they use their bodies as canvases to express creativity as well as a form of resistance and direct channel of communication. The main aim of this contribution is to show that punks were participants in the rebel streets as individuals and collective counterparts of mainstream society not only because of their scepsis about the status quo of societal norms and aesthetical ideologies, but also through the maintaining influence on various forms of artistic protest in the urban space.
description: UXUC - User Experience and Urban Creativity, Vol 2 No 1 (2020): Art’s Dialectical Role in Urban Struggles
Alla Myzelev in Conversation with Marine Tanguy on Commercial Public Art and Art Agency
Creators: name: Myzelev, Alla
Publisher: name: UXUC - User Experience and Urban Creativity
Year: 2020

description: An advocate for urban artists since a young age, Marine Tanguy launched MTArt Agency in 2015. MTArt is the first talent agency for visual artists worldwide. MTArt Agency was behind the largest public art painting in the world: the project of Saype in Paris supported by 30 companies including the Eiffel Tower and the Guardian Media Group.
description: UXUC - User Experience and Urban Creativity, Vol 2 No 1 (2020): Art’s Dialectical Role in Urban Struggles
Preserving Plywood Protest Art
Creators: name: Shirey, Heather
name: Erickson, Summer
name: Uwagwu, Chioma
Publisher: name: UXUC - User Experience and Urban Creativity
Year: 2020

description: Since 25 May 2020, George Floyd's death at the hands of the Minneapolis police has sparked civil uprisings throughout Minnesota. In the context of this intense crisis, street art transforms urban space and fosters a sustained political dialogue, reaching a wide audience and making change possible, as seen in art throughout the Twin Cities and eventually the world. For example, the mural depicting George Floyd painted by local artists on the sidewall of Cup Foods at 38th St and Chicago in Minneapolis initially transformed a location that was a tragic marker of an extrajudicial anti-Black murder into an important community space for memorialization, organizing, fellowship, and healing, but it also became a site of conflict and negotiation. Graffiti was spray-painted onto plywood-covered store windows, which business owners put up in fear of riots. Images of anger and hope covered those boards. Our research discusses what will happen to art such as this, who wants to preserve it and why, how it could be used in the future, and what that means for anti-racism efforts in the Twin Cities.
description: UXUC - User Experience and Urban Creativity, Vol 2 No 1 (2020): Art’s Dialectical Role in Urban Struggles
ESIIL Code of Conduct and Inclusive Collaboration Guidelines
Creators: name: Batchelor, R.L.
name: Sullivan, S.M.
name: Iglesias, V.
name: Nagy, R.C.
name: J.N., Parker
name: Stavros, E.N.
name: Gold, A.U.
name: Balch, J.K.
Publisher: name: University of Colorado Boulder
publisherIdentifier: https://ror.org/02ttsq026
publisherIdentifierScheme: ROR
Year: 2024

description: Environmental Data Science Innovation & Inclusion Lab's (ESIIL) code of conduct and inclusive collaboration guidelines for event participants.
The Use of Sustainable Development in Urban Creative Transformations
Creators: name: Vignau, Mathilde
Publisher: name: UXUC - User Experience and Urban Creativity
Year: 2020

description: Since several decades now, creativity has been presented as a new tool for urban rehabilitation projects. Through a large number of scientific works published since the end of the 1980s, academics from all over the world pointed out the positive effects of culture and creativity on local economic development and urban attractiveness. Even if some of them have also demonstrated how limited these new tools can be by increasing gentrification, neoliberalism and socio-spatial injustices, it is quite clear now that the optimistic and enthusiastic statements coming from some scholars have undoubtedly affected urban and political decisions taken within cities worldwide. Concerning this analysis, this paper aims to present the specific case study of Toulon, a city located in the South-eastern part of France. It refers more precisely to Chalucet neighbourhood, a brand-new creative and knowledge district inaugurated in 2019, which is particularly relevant for two reasons. First, it focuses on what may be called “institutional creativity” that differs from the current idea that we often make of urban creativity through a large variety of arts, including graffiti and street art. Secondly, this specific example allows us to develop a strong connexion that exists between urban creativity and sustainability (Krueger and Buckingham, 2009, 2012). Indeed, it seems that we can sustainability consider as one of the significant factors regarding the emergence of creative cities which mainly depend on the environment and quality of life. From 2011 to 2019, the use of sustainable argument ran through the creative and knowledge district project in Toulon. For these reasons, this paper aims to present this project by underlining the links between urban creativity and sustainable development preoccupations. Moreover, it also demonstrates that the Chalucet neighbourhood in Toulon can affect local development both positively and negatively.
description: UXUC - User Experience and Urban Creativity, Vol 2 No 1 (2020): Art’s Dialectical Role in Urban Struggles
Supplementary document for Three-Dimensional Mode-Division Multiplexing System - 6378688.pdf
Creators: name: Ma, Hansi
name: Du, Te
name: Jiang, Xinpeng
name: Peng, Zheng
name: Cheng, Wei
name: Zhang, Yiyi
name: Wei, Xueling
name: Zhang, Zhaojian
name: He, Xin
name: Zhang, Zhenfu
Publisher: name: Optica Publishing Group
Year: 2025
Subjects: Uncategorized

description: Supplementary Materials
Homie blanket
Creators: name: Marques, Catarina Retroz
name: Hentsch, Luisa
name: Domingues, Sofia
Publisher: name: UXUC - User Experience and Urban Creativity
Year: 2020

description: Our society is changing! The isolation of people and social distancing are not only an actual problem, created by Covid19, but also a general issue in the era of digitalization. The term “being connected with someone” became a different meaning today and our relationships appear in countless different shapes. Through Design Research und User Testing in the field of “changing social environments” we found out, that the aspect we are missing the most, is the physical contact and the feeling of “really being connected” to someone. Additionally in this period of #stayhome, the lack of daylight and Vitamin D is challenging us. We feel like losing any sense of time and struggling with keeping up our daily rhythms. All together, the (unexpected and fast-paced) physical disconnection to our social environment, the loss of daily routines and the limited contact to nature, while being “locked-up” (alone) in our four-walls can overwhelm us. Depression, anxiety and a worse mental health are often the consequences.
description: UXUC - User Experience and Urban Creativity, Vol 2 No 2 (2020): Screens and Beyond
Timy
Creators: name: Verdi, Roberta
name: Mota, Bárbara
name: Rua, Eva
Publisher: name: UXUC - User Experience and Urban Creativity
Year: 2020

description: Timy project emerged after a reflection on what we could bring new and useful to society. After analysing our society we acknowledge that we are living in an era when everything is immediate and everyone is racing against time.

We started thinking about what we could do to help people face this race against time using tecnology. So we created Timy to motivate people to become more productive, help them managing better their time.
description: UXUC - User Experience and Urban Creativity, Vol 2 No 2 (2020): Screens and Beyond