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The design of interactive devices for public space workshop (deliverable D03)

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The design of interactive devices for public space workshop was a 2-day event (21 and 28 of October 2022), whose main objective was the development of interactive devices to be installed in public spaces. It was a project and research experience for the 12 participants, guided by a multidisciplinary team (architecture, design, ICT, materials engineering and digital fabrication) that allowed to reflect on the design and performance of digital and physical devices and interfaces in the transformation of public space and community interaction. A clear framework for the proposals within the scope of the Sustainable Development Goals was intended, giving visibility to the environmental performance of public space, ensuring energy autonomy and reusing of manufacturing materials.

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Before the brainstorming phase, an introduction to the theme and a visit to the study site were made, as well as an online survey to the participants. Although touching various subjects, the latter was intended as brief and simple as possible, with multiple-choice and rating scale questions as a way for the participants start thinking on the workshop subjects and to collect basic information: (i) On the participants, (ii) On participants’ public space usage and mobility, (iii) On participants’ knowledge and opinion on the project site, (iv) On participants’ use of ICTs and mobile devices, and (v) On participants’ knowledge, experience with and opinion on UCPDs.​

The results on the workshop kick-off survey focus on its (ii), (iv) and (v) sections that are of general relevance to the paper subject. The participant teams’ final design proposals were (from left to right): (i) Interactive Chaise, a modular system of augmented furniture parts that personalize and improve existing seating with shade and comfort; (ii) AsSentar o Lixo, a simple but versatile set of pads stored on-site improving comfort and usability; and (iii) Water Collector, a rainwater storage solution aiming at increasing awarness of the sustainability problematic of water as a scarse resource.The survey had twelve completed responses. The sample is exceedingly small and biased (low diversity, close context and structure of questions), hence there is no intention to generalize results. Even so, main results may be empirically read as follows:

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• Meal spaces seem more important than internet and media in public spaces;
• Everyone owns and uses the smartphone extensively, most consider it sufficient. Work conditions seem to be adapting to it (in the library smartphone is more used than laptop);
• Conditions are unfavourable for the (desired) use of laptop in public spaces;
• Play and playability are not important in the use of mobile devices but major as an UCPD design strategy;
• To play, watch video streaming and news, are all low rated. These can be considered personal habits and not transversal activities, subject to strong sampling biases (this is a generic issue);
• Listen to music is a major use of mobile devices, both smartphone and laptop;
• Although participants claim to be familiar with the concept of UCPD, but the perceptions are diverse, and the examples given are generally poor and mostly functional;
• Entertainment is low rated when asked for main uses of UCPDs (although most of reviewed case study UCPDs have a ludic nature);
• Sustainability and environmental issues are main concerns;
• Security is exceptionally low rated. There is a sense of security in the Campus and the community in general;
• The existence of places to teamwork is deemed not important. Online platforms have been assimilated;
• Participants seem to project the use they make of the smartphone into what they think is the usefulness of UCPDs.

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