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77
Joining Bits and Pieces - How to make Entirely New Board Games Using . . .
, 2002
"... The aim of this thesis is to explore how to join the social activity and fun of a board game, with computers' possibility to add simultaneous and continuous action, and sensors' abilities to detect changes in their environment. Thus the aim is to enrich board games, using ubiquitous comput ..."
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Cited by 14 (2 self)
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The aim of this thesis is to explore how to join the social activity and fun of a board game, with computers' possibility to add simultaneous and continuous action, and sensors' abilities to detect changes in their environment. Thus the aim is to enrich board games, using ubiquitous computing and interaction design as a way to achieve this. In practice this means identifying new features -- so-called mechanics -- that rely on embedded technology. The thesis
Technology Heirlooms? Considerations for Passing Down and Inheriting Digital Materials
"... Material artifacts are passed down as a way of sustaining relationships and family history. However, new issues are emerging as families are increasingly left with the digital remains of their loved ones. We designed three devices to investigate how digital materials might be passed down, lived with ..."
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Cited by 12 (3 self)
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Material artifacts are passed down as a way of sustaining relationships and family history. However, new issues are emerging as families are increasingly left with the digital remains of their loved ones. We designed three devices to investigate how digital materials might be passed down, lived with and inherited in the future. We conducted inhome interviews with 8 families using the devices to provoke discussion about how technology might support (or complicate) their existing practices. Sessions revealed families desired to treat their archives in ways not fully supported by technology as well as potential tensions that could emerge. Findings are interpreted to detail design considerations for future work in this emerging space.
Expressions; Towards a Design Practice of Slow Technology
- In: Proceedings of Interact 2001, IFIP TC.13 Conference on Human-Computer Interaction
, 2001
"... Abstract: As computer use increasingly influence everyday life, we need to complement our knowledge of the computer as a technology for creating fast and efficient tools, with other perspectives on information technology. We describe Slow Technology, technology aimed at promoting moments of reflecti ..."
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Cited by 11 (7 self)
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Abstract: As computer use increasingly influence everyday life, we need to complement our knowledge of the computer as a technology for creating fast and efficient tools, with other perspectives on information technology. We describe Slow Technology, technology aimed at promoting moments of reflection and mental rest. Taking the design programme of Slow Technology as our starting point, we have explored expressions of the acts of reading and writing information using computers in everyday life. A number of design examples including the Fan House, the Chest of Drawers, the Lamp Foot and the Fabric Door, have been created. The purpose with these examples has not been to create new information displays, interaction devices, artworks or products, but to create a basic collection of examples that can support systematic investigation of the aesthetics of computational technology as material for the design of everyday things. Experiences from the design and exhibition of these examples are presented as design leitmotifs for future work with Slow Technology.
Activity wallpaper: ambient visualization of activity information
- In DIS ’04: Proceedings of the 5th conference on Designing interactive systems
, 2004
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ArtLinks: fostering social awareness and reflection in museums
- In CHI '08
, 2008
"... Technologies in museums often support learning goals, providing information about exhibits. However, museum visitors also desire meaningful experiences and enjoy the social aspects of museum-going, values ignored by most museum technologies. We present ArtLinks, a visualization with three goals: hel ..."
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Cited by 10 (2 self)
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Technologies in museums often support learning goals, providing information about exhibits. However, museum visitors also desire meaningful experiences and enjoy the social aspects of museum-going, values ignored by most museum technologies. We present ArtLinks, a visualization with three goals: helping visitors make connections to exhibits and other visitors by highlighting those visitors who share their thoughts; encouraging visitors ’ reflection on the social and liminal aspects of museum-going and their expectations of technology in museums; and doing this with transparency, aligning aesthetically pleasing elements of the design with the goals of connection and reflection. Deploying ArtLinks revealed that people have strong expectations of technology as an information appliance. Despite these expectations, people valued connections to other people, both for their own sake and as a way to support meaningful experience. We also found several of our design choices in the name of transparency led to unforeseen tradeoffs between the social and the liminal. Author Keywords Social computing, visualization, museum, reflective design,
Common Sense Reasoning for Detection, Prevention, and Mitigation of Cyberbullying
"... Cyberbullying (harassment on social networks) is widely recognized as a serious social problem, especially for adolescents. It is as much a threat to the viability of online social networks for youth today as spam once was to email in the early days of the Internet. Current work to tackle this probl ..."
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Cited by 9 (5 self)
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Cyberbullying (harassment on social networks) is widely recognized as a serious social problem, especially for adolescents. It is as much a threat to the viability of online social networks for youth today as spam once was to email in the early days of the Internet. Current work to tackle this problem has involved social and psychological studies on its prevalence as well as its negative effects on adolescents. While true solutions rest on teaching youth to have healthy personal relationships, few have considered innovative design of social network software as a tool for mitigating this problem. Mitigating cyberbullying involves two key components: robust techniques for effective detection and reflective user interfaces that encourage users to reflect upon their behavior and their choices. Spam filters have been successful by applying statistical approaches like Bayesian networks and hidden Markov models. They can, like Google’s GMail, aggregate human spam judgments because spam is sent nearly identically to many people. Bullying is more personalized, varied, and contextual. In this work, we present an approach for bullying detection based on state-of-the-art natural language processing and a common sense knowledge base, which permits recognition over a broad spectrum of topics in everyday life. We analyze a more narrow range of particular subject matter associated with bullying (e.g. appearance, intelligence, racial and ethnic slurs, social acceptance, and rejection), and construct BullySpace, a common
Creating Experiences with Wearable Computing
- Pervasive Computing
, 2002
"... Wearable computing has the potential to deliver a rich variety of engaging user experiences that enhance everyday activities and situations through context-sensitive media and interaction. The Walk in the Wired Woods installation illustrates how such experiences might be designed and delivered in co ..."
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Cited by 7 (2 self)
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Wearable computing has the potential to deliver a rich variety of engaging user experiences that enhance everyday activities and situations through context-sensitive media and interaction. The Walk in the Wired Woods installation illustrates how such experiences might be designed and delivered in collaboration with artists and musicians. In this paper, we outline the beliefs underlying the experiential approach to wearable computing, describe the Walk in the Wired Woods experience, and reflect on the lessons that might be learnt from this work.
Issues in Evaluating Ambient Displays in the Wild : Two Case Studies
- CHI
"... In this paper we discus the complex task of evaluating ambient displays, concentrating on issues within in-situ deployments. We start by describing how these technologies have been evaluated in lab settings, where the focus has been primarily on issues of usability, and argue strongly for the necess ..."
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Cited by 7 (0 self)
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In this paper we discus the complex task of evaluating ambient displays, concentrating on issues within in-situ deployments. We start by describing how these technologies have been evaluated in lab settings, where the focus has been primarily on issues of usability, and argue strongly for the necessity of in-situ evaluation. We then present two case studies involving in-situ evaluations, and from these derive issues that hindered the researchers from being able to delve more deeply into the overall impact of their implementations. We conclude with our own suggestions on possible alternatives to explore for evaluating ambient displays, which are based on the issues derived from our case studies.
ABSTRACT Changing the Pace of Search: Supporting “Background ” Information Seeking
"... Almost all Web searches are carried out while the user is sitting at a conventional desktop computer, connected to the Internet. Although online, handheld, mobile search offers new possibilities, the fast-paced, focused style of interaction may not be appropriate for all user search needs. In this p ..."
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Cited by 7 (4 self)
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Almost all Web searches are carried out while the user is sitting at a conventional desktop computer, connected to the Internet. Although online, handheld, mobile search offers new possibilities, the fast-paced, focused style of interaction may not be appropriate for all user search needs. In this paper, we explore an alterative, relaxed style for web searching that asynchronously combines an offline handheld computer and an online desktop Personal Computer. We discuss the role and utility of such an approach, present a tool to meet these user needs and discuss its relation to other systems.
Heuristic Evaluation of Ambient Displays
- Proc. CHI 2003 Workshop on Providing Elegant Peripheral Awareness
, 2003
"... We present a technique for evaluating the usability and effectiveness of ambient displays. Ambient displays are abstract and aesthetic peripheral displays portraying non-critical information on the periphery of a user’s attention. Although many innovative displays have been published, little existin ..."
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Cited by 6 (0 self)
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We present a technique for evaluating the usability and effectiveness of ambient displays. Ambient displays are abstract and aesthetic peripheral displays portraying non-critical information on the periphery of a user’s attention. Although many innovative displays have been published, little existing work has focused on their evaluation, in part because evaluation of ambient displays is difficult and costly. We adapted a low-cost evaluation technique, heuristic evaluation, for use with ambient displays. With the help of ambient display designers, we defined a modified set of heuristics. We compared the performance of Nielsen’s heuristics and our heuristics on two ambient displays. Evaluators using our heuristics found more, severe problems than evaluators using Nielsen’s heuristics. Additionally, when using our heuristics, 3-5 evaluators were able to identify 40-60 % of known usability issues. This implies that heuristic evaluation is an effective technique for identifying usability issues with ambient displays.