This video presents BiebBeep, an interactive touchscreen system that has been developed with the aim to support information and social services for the New Library in Almere, The Netherlands. The constantly updated information displayed on the interactive screen concerns not only the library itself, but also features happenings in the local area. The system's distinctive feature is that people can add information to the screen themselves, such as tweets, photos, local and cultural news announcements, so that the library and its visitors can inform and connect with each other. Over the course of almost one year, several studies were conducted, including focus group, interview- and observation-based studies that have motivated the functionality, and particularly the user-generated and localized content the system supports. Consequently, the services and functionality the system offers are aimed towards supporting Library 2.0, the next generation library.
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Informal learning spaces create opportunities for children and youth to develop their talents and to experience new social roles. In recent years, several public libraries in the Netherlands have established makerspaces to empower youth by facilitating the development of their digital skills in conjunction with their creativity. The Amsterdam Public Library created a network of makerspaces (Maakplaats021) and provided training for the makerspace-coaches. These coaches – former librarians or other professionals – have a central role in the makerspace and fulfill several functions. This contribution describes informal learning of children in these makerspaces and distills critical features that enforce learning through the lens of children aged 8–12 and their makerspace-coaches.
DOCUMENT
This paper presents the design and long-term study of BiebBeep, a large interactive touchscreen that has been developed with the aim to augment the information and social function of a library. BiebBeep displays user-generated and context-relevant content, such as information about local events and book trailers. The system’s distinctive feature is that people can add information to the screen themselves, such as tweets and Flickr photos, so that the library and its visitors can inform and connect with each other. For more than a year, the BiebBeep system has been iterated and studied in the library. The research approach presented is an exemplar of the study of a public screen in situ for long-term to best meet the demands for its actual use in present and future.
DOCUMENT
Physical rehabilitation programs revolve around the repetitive execution of exercises since it has been proven to lead to better rehabilitation results. Although beginning the motor (re)learning process early is paramount to obtain good recovery outcomes, patients do not normally see/experience any short-term improvement, which has a toll on their motivation. Therefore, patients find it difficult to stay engaged in seemingly mundane exercises, not only in terms of adhering to the rehabilitation program, but also in terms of proper execution of the movements. One way in which this motivation problem has been tackled is to employ games in the rehabilitation process. These games are designed to reward patients for performing the exercises correctly or regularly. The rewards can take many forms, for instance providing an experience that is engaging (fun), one that is aesthetically pleasing (appealing visual and aural feedback), or one that employs gamification elements such as points, badges, or achievements. However, even though some of these serious game systems are designed together with physiotherapists and with the patients’ needs in mind, many of them end up not being used consistently during physical rehabilitation past the first few sessions (i.e. novelty effect). Thus, in this project, we aim to 1) Identify, by means of literature reviews, focus groups, and interviews with the involved stakeholders, why this is happening, 2) Develop a set of guidelines for the successful deployment of serious games for rehabilitation, and 3) Develop an initial implementation process and ideas for potential serious games. In a follow-up application, we intend to build on this knowledge and apply it in the design of a (set of) serious game for rehabilitation to be deployed at one of the partners centers and conduct a longitudinal evaluation to measure the success of the application of the deployment guidelines.