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71
Let's stop pushing the envelope and start addressing it: a Reference Task Agenda for HCI
, 2000
"... We identify a problem with the process of research in the HCI community -- an overemphasis on "radical invention" at the price of achieving a common research focus. Without such a focus, it is difficult to build on previous work, to compare different interaction techniques objectively, and to make p ..."
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Cited by 44 (2 self)
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We identify a problem with the process of research in the HCI community -- an overemphasis on "radical invention" at the price of achieving a common research focus. Without such a focus, it is difficult to build on previous work, to compare different interaction techniques objectively, and to make progress in developing theory. These problems at the research level have implications for practice, too; as
Slow Technology - Designing for Reflection
- Personal and Ubiquitous Computing
, 2001
"... : As computers are increasingly woven into the fabric of everyday life, interaction design may have to change -- from creating only fast and efficient tools to be used during a limited time in specific situations, to creating technology that surrounds us and therefore is a part of our activities for ..."
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Cited by 38 (3 self)
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: As computers are increasingly woven into the fabric of everyday life, interaction design may have to change -- from creating only fast and efficient tools to be used during a limited time in specific situations, to creating technology that surrounds us and therefore is a part of our activities for long periods of time. We present slow technology: a design agenda for technology aimed at reflection and moments of mental rest rather than efficiency in performance. The aim of this paper is to develop a design philosophy for slow technology, to discuss general design principles and to revisit some basic issues in interaction design from a more philosophical point of view. We discuss examples of soniture and informative art as instances of slow technology and as examples of how the design principles can be applied in practice. Keywords: Design; Human-computer interaction; Informative art; Slow technology; Soniture; Ubiquitous computing 1.
Sociability and usability in online communities: determining and measuring success
- Behavior and Information Technology
, 2001
"... www.ifsm.umbc.edu/onlinecommunities Little attention has focused so far on evaluating the success of online communities. This paper starts to identify some key determinants of sociability and usability that help to determine their success. Determinants of sociability include obvious measures such as ..."
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Cited by 32 (2 self)
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www.ifsm.umbc.edu/onlinecommunities Little attention has focused so far on evaluating the success of online communities. This paper starts to identify some key determinants of sociability and usability that help to determine their success. Determinants of sociability include obvious measures such as the number of participants in a community, the number of messages per unit of time, members ’ satisfaction, and some less obvious measures such as amount of reciprocity, the number of on-topic messages, trustworthiness and several others. Measures of usability include numbers of errors, productivity, user satisfaction and others. The list is not exhaustive but it is intended to provide a starting point for research on this important topic that will lead to develop of metrics. To avoid creating false impressions it is advisable to use several measures and to triangulate with qualitative data, particularly from ethnographic studies. 1
Understanding Experience in Interactive Systems
, 2004
"... Understanding experience is a critical issue for a variety of professions, especially design. To understand experience and the user experience that results from interacting with products, designers conduct situated research activities focused on the interactions between people and products, and the ..."
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Cited by 29 (3 self)
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Understanding experience is a critical issue for a variety of professions, especially design. To understand experience and the user experience that results from interacting with products, designers conduct situated research activities focused on the interactions between people and products, and the experience that results. This paper attempts to clarify experience in interactive systems. We characterize current approaches to experience from a number of disciplines, and present a framework for designing experience for interactive system. We show how the framework can be applied by members of a multidisciplinary team to understand and generate the kinds of interactions and experiences new product and system designs might offer.
Ontology-based user modeling in an augmented audio reality system for museums
- JOURNAL OF PERSONALIZATION RESEARCH
, 2005
"... Ubiquitous computing is a challenging area that allows us to further our understanding and techniques of context-aware and adaptive systems. Among the challenges is the general problem of capturing the larger context in interaction from the perspective of user modeling and humancomputer interaction ..."
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Cited by 16 (1 self)
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Ubiquitous computing is a challenging area that allows us to further our understanding and techniques of context-aware and adaptive systems. Among the challenges is the general problem of capturing the larger context in interaction from the perspective of user modeling and humancomputer interaction (HCI). The imperative to address this issue is great considering the emergence of ubiquitous and mobile computing environments. This paper provides an account of our addressing the specific problem of supporting functionality as well as the experience design issues related to museum visits through user modeling in combination with an audio augmented reality and tangible user interface system. This paper details our deployment and evaluation of ec(h)o – an augmented audio reality system for museums. We explore the possibility of supporting a contextaware adaptive system by linking environment, interaction object and users at an abstract semantic level instead of at the content level. From the user modeling perspective ec(h)o is a knowledgebased recommender system. In this paper we present our findings from user testing and how our approach works well with an audio and tangible user interface within a ubiquitous computing system. We conclude by showing where further research is needed.
Designing Computers As Public Artifacts
- University of Sydney. http://www.arch.usyd.edu.au/kcdc/journal
, 1999
"... In this paper, I explore the notion of designing computers as a public artifact. As a public artifact, information held by the computer can be seen, heard, and acted upon in an easy and natural way by the people inhabiting the area around the computer. I explore what I and others mean by computers a ..."
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Cited by 15 (8 self)
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In this paper, I explore the notion of designing computers as a public artifact. As a public artifact, information held by the computer can be seen, heard, and acted upon in an easy and natural way by the people inhabiting the area around the computer. I explore what I and others mean by computers as public artifact, and tell anecdotes that illustrate situations where computers have been used in public ways. I recast these as lessons learnt, and derive from them a list of design points. I include an example of a public artifact we are now building called the dynamic photo, and show how it responds to these particular design points.
Mobile kits and laptop trays: managing multiple devices in mobile information work
, 2007
"... A study at a large IT company shows that mobile information workers frequently migrate work across devices (here: smartphones, desktop PCs, laptops). While having multiple devices provides new opportunities to work in the face of changing resource deprivations, the management of devices is often pro ..."
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Cited by 14 (0 self)
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A study at a large IT company shows that mobile information workers frequently migrate work across devices (here: smartphones, desktop PCs, laptops). While having multiple devices provides new opportunities to work in the face of changing resource deprivations, the management of devices is often problematic. The most salient problems are posed by 1) the physical effort demanded by various management tasks, 2) anticipating what data or functionality will be needed, and 3) aligning these efforts with work, mobility, and social situations. Workers ’ strategies of coping with these problems center on two interwoven activities: the physical handling of devices and cross-device synchronization. These aim at balancing risk and effort in immediate and subsequent use. Workers also exhibit subtle ways to handle devices in situ, appropriating their physical and operational properties. The design implications are discussed.
Understanding Open Source Software Evolution
- Applying, Breaking, and Rethinking the Laws of Software Evolution
, 2003
"... This chapter examines the evolution of open source software and how their evolutionary patterns compare to prior studies of software evolution of proprietary (or closed source) software. Free or open source software (F/OSS) development focuses attention to systems like the GNU/Linux operating system ..."
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Cited by 14 (4 self)
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This chapter examines the evolution of open source software and how their evolutionary patterns compare to prior studies of software evolution of proprietary (or closed source) software. Free or open source software (F/OSS) development focuses attention to systems like the GNU/Linux operating system, Apache Web server, and Mozilla Web browser,
Sustainable Interaction Design
- Invention & Disposal, Renewal & Reuse. In Proc.of CHI ‘07
, 2007
"... This paper considers the concept of ensoulment in relation to the design principle of promoting quality & equality within Sustainable Interaction Design (SID). The design-theoretic origins and implications are discussed and the background needed to understand this concept and principle are stated. A ..."
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Cited by 10 (1 self)
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This paper considers the concept of ensoulment in relation to the design principle of promoting quality & equality within Sustainable Interaction Design (SID). The design-theoretic origins and implications are discussed and the background needed to understand this concept and principle are stated. Appropriate design research methods are discussed. Parts of a completed survey are described and initial findings from an ongoing elicitation study for collecting personal inventories is also presented. The implications of the survey and elicitation study for larger scale design research are described, with an eye towards future research. 1.

