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[1] Understanding Individual Differences for Tailored Smoking Cessation Apps DIY Healthcare: Apps & Wearables / Paay, Jeni / Kjeldskov, Jesper / Skov, Mikael B. / Lichon, Lars / Rasmussen, Stephan Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.1699-1708
ACM Digital Library Link
Summary: Finding ways to help people quit smoking is a high priority in health behavior change research. Recent HCI studies involving technologies using specific quitting techniques such as social support and SMS messaging to help people quit have reported some success. Early studies using computer generated print material report significant success of tailored versus non-tailored material, however, there is limited understanding on what aspects of digitally delivered quitting assistance should be tailored and how. To address this, we have conducted an empirical investigation with smokers to identify perceived importance of different types of help when quitting and the potential role of technology in providing such help. We found that people are highly individual in their approach to quitting and the kind of help they regard as relevant to their situation. Our contribution is a collection of empirically derived themes for tailoring smoking cessation apps to individual quitting needs.

[2] Eco-Forecasting for Domestic Electricity Use Eco-Green: Encouraging Energy Conservation / Kjeldskov, Jesper / Skov, Mikael B. / Paay, Jeni / Lund, Dennis / Madsen, Tue / Nielsen, Michael Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.1985-1988
ACM Digital Library Link
Summary: Over the past decade we have seen an increased awareness about domestic energy consumption and a growing focus on eco-feedback displays. In this paper we explore the concept of providing forecasts in such displays as a supplement to information about past usage. Our prototype, eForecast, extends the display of past electricity usage with forecasts about expected usage, electricity price, availability of wind power, and expected demand drops and peaks. Building on previous eco-feedback display research, our approach specifically enables people to use electricity at more opportune times -- when it is cheap, green, or when there is an abundance of capacity. We evaluated eForecast in real world use in three domestic households for 22 weeks, where we explored potentials and limitations of forecasting for shifting electricity consumption. In this way, families were able to act in a more sustainable way -- without necessarily reducing the amount of electricity consumed.

[3] When Value is Greater than Money: a Micropayment System in Uganda Case Studies: Observation & Interaction / Prentow, Rasmus / Steiniche, Rasmus / Johansen, Simone D. / Paay, Jeni / Aaen, Ivan / Kjeldskov, Jesper Extended Abstracts of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.2 p.765-772
ACM Digital Library Link
Summary: The Pay-E-Safe system is a token-based car battery powered electronic micropayment system for emerging markets in East Africa. This is the story of how it was developed with different ethnic groups in Kasese, Uganda, combining methods from HCI, software development, and business modeling. We created a system that is inexpensive to implement, sensitive to the Ugandan context (e.g. low incomes, unreliable power supplies and unstable Internet connections) and provides benefits to local vendors as well as added value to users and their families. Using observations, interviews and prototype evaluations with local Ugandans we studied people's spending behaviors and then explored alternative design solutions with them. Along the way, we discovered that a micropayment system could actually add value to the user experience beyond the exchange of money for services. This case study reports on how we designed the system and the additional value it afforded users.

[4] Personal Counseling on Smart Phones For Smoking Cessation WIP Theme: Healthcare and Wellbeing / Paay, Jeni / Kjeldskov, Jesper / Skov, Mikael B. / Srikandarajah, Nirojan / Brinthaparan, Umachanger Extended Abstracts of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.2 p.1427-1432
ACM Digital Library Link
Summary: The unhealthy consequences of smoking cigarettes are well known and yet people still continue to smoke. Recent research involving technology to help people quit smoking has had limited success. Personal face-to-face counseling has historically proven the most successful and effective means to help people quit, but most people are reluctant or too busy to attend counseling sessions. As a potential solution to this problem, we explore providing personal counseling to users via their mobile phones. The advice, written by experts, is based on data about the user and their actual smoking habits collected through smart phones. From a prototype deployment with users in real life context, we found that this type of personal counseling is influential in changing peoples' smoking behaviors for the better. In addition, being made aware of actual smoking habits helps people form strategies that improve their ability to quit.

[5] Connecting in the Kitchen: An Empirical Study of Physical Interactions while Cooking Together at Home All in the Family / Paay, Jeni / Kjeldskov, Jesper / Skov, Mikael B. Proceedings of ACM CSCW 2015 Conference on Computer-Supported Cooperative Work and Social Computing 2015-02-28 v.1 p.276-287
ACM Digital Library Link
Summary: Recent research has explored the role technology might play in future kitchens, including virtually dining together, recipe sharing, augmented kitchen furniture, reactive cooking utensils and gestural interaction. When people come together in a kitchen to cook it is about more than just production of sustenance -- it is about being together, helping each other, exchanging stories, and contributing to the gradual emergence of a shared meal. In this paper we present a digital ethnography of how people coordinate and cooperate in their kitchens when cooking together for the purpose of inspiring the design of social natural user interactions for technologies in the kitchen. The study is based on 61 YouTube videos of people cooking together analyzed using the frameworks of proxemics and F-formations. Our findings unfold and illustrate relationships between people's spatial organization, their cooking activities and physical kitchen layouts. Based on these we discuss the kitchen as a design space and particularly the opportunities for social natural user interaction design.

[6] Kitchen kinesics: situating gestural interaction within the social contexts of family cooking Home and away and neighbours / Nansen, Bjorn / Davis, Hilary / Vetere, Frank / Skov, Mikael / Paay, Jeni / Kjeldskov, Jesper Proceedings of the 2014 Australian Computer-Human Interaction Conference 2014-12-02 p.149-158
ACM Digital Library Link
Summary: HCI research and practice have moved into the kitchen, and alongside screen-based technologies, a number of tangible interaction designs are emerging to support home cooking. However, we note that the designs of tangible technologies for kitchens have, to date, emphasized the work of cooking rather than the social significance or context in which it occurs. Building on this growing interest in cooking and the kitchen, we report on ethnographic research with intergenerational family members cooking together in their homes. We analyze the social, material and embodied contexts of kitchen kinesics -- the non-verbal gestural communication observed in family cooking interactions. Based upon these social, embodied, and material contexts of gestural interaction in the kitchen, we identify a number of contextual concerns for approaching the design and understanding of the role of gesture in familial cooking. Ultimately we highlight the significance of collocated gestural interaction and gestured interaction over a distance to understand the opportunities and limitations afforded by the design of new technologies in the kitchen.

[7] Design of an appliance level eco-feedback display for domestic electricity consumption Sustainability, food and electricity / Paay, Jeni / Kjeldskov, Jesper / Skov, Mikael B. / Lund, Dennis / Madsen, Tue / Nielsen, Michael Proceedings of the 2014 Australian Computer-Human Interaction Conference 2014-12-02 p.332-341
ACM Digital Library Link
Summary: Over the past decade there has been an increased focus on eco-feedback systems for electricity consumption due to emerging technologies that allow detailed and real-time usage data to be collected and presented to users. In this paper, we present the design of an always-on eco-feedback display, PowerViz, that provides information about people's power usage in their homes at an appliance level. In our study, we found that PowerViz increased awareness towards energy consumption, gave householders a better understanding of high consumption devices and made it easy for them to isolate and respond to unnecessary or "greedy" appliances by turning them off or changing their use patterns. We also found that an ambient display of the household's total current electricity use both informed and attracted people to use the system when power usage became unusually high.

[8] Quitty: using technology to persuade smokers to quit / Paay, Jeni / Kjeldskov, Jesper / Brinthaparan, Umachanger / Lichon, Lars / Rasmussen, Stephan / Srikandaraja, Nirojan / Smith, Wally / Wadley, Greg / Ploderer, Bernd Proceedings of the 8th Nordic Conference on Human-Computer Interaction 2014-10-26 p.551-560
ACM Digital Library Link
Summary: Health is an important topic in HCI research with an increasing amount of health risks surrounding individuals and society at large. It is well known that smoking cigarettes can have serious health implications. The importance of this problem motivates investigation into the use of technology to encourage behavior change. Our study was designed to gather empirical knowledge about the role a "quitting app" can play in persuading people to quit smoking. Our purpose-built app Quitty introduces different content types from different content sources to study how they are perceived and motivate health behavior change. Findings from our field study show that tailored content and push-messages are considered the most important for persuading people to stop smoking. Based on our empirical findings, we propose six guidelines on how to design mobile applications to persuade smokers to quit.

[9] Social NUI: social perspectives in natural user interfaces Workshop summaries / Vetere, Frank / O'Hara, Kenton / Paay, Jeni / Ploderer, Bernd / Harper, Richard / Sellen, Abigail Companion Proceedings of DIS'14: Designing Interactive Systems 2014-06-21 v.2 p.215-218
ACM Digital Library Link
Summary: Natural User Interfaces (NUI) offer rich ways for interacting with the digital world that make innovative use of existing human capabilities. They include and often combine different input modalities such as voice, gesture, eye gaze, body interactions, touch and touchless interactions. However much of the focus of NUI research and development has been on enhancing the experience of individuals interacting with technology. Effective NUIs must also acknowledge our innately social characteristics, and support how we communicate with each other, play together, learn together and collaboratively work together. This workshop concerns the social aspects of NUI. The workshop seeks to better understand the social uses and applications of these new NUI technologies -- how we design these technologies for new social practices and how we understand the use of these technologies in key social contexts.

[10] Connecting children to nature with technology: sowing the seeds for pro-environmental behaviour Wednesday short papers / Cumbo, Bronwyn J. / Paay, Jeni / Kjeldskov, Jesper / Jacobs, Brent C. Proceedings of ACM IDC'14: Interaction Design and Children 2014-06-17 p.189-192
ACM Digital Library Link
Summary: Regular interactions with nature are vital for the development and wellbeing of children and also to build attachment and value for natural environments that potentially promote pro-environmental behaviour in later life. In this paper, we report on a study designed to identify opportunities for digital technology to support children's connectedness to the natural environment, thereby encouraging positive environmental attitudes in children, as well as healthy physical play. Through participatory engagement with a group of 15 Danish children (aged 8-12) and their parents, using focus groups and follow up interviews, we explore what motivates children to undertake everyday recreational activities, focusing on activities undertaken in nature, and how these interactions influence meaning associated with their local natural place. The contribution of this paper is a deeper understanding of what motivates children to interact with nature, and a discussion of how technology may enhance this interaction.

[11] EyeGaze: enabling eye contact over video Connection and collaboration / Kjeldskov, Jesper / Smedegård, Jacob H. / Nielsen, Thomas S. / Skov, Mikael B. / Paay, Jeni Proceedings of the 2014 International Conference on Advanced Visual Interfaces 2014-05-27 p.105-112
ACM Digital Library Link
Summary: Traditional video communication systems offer a very limited experience of eye contact due to the offset between cameras and the screen. In response, we present EyeGaze, which uses multiple Kinect cameras to generate a 3D model of the user, and then renders a virtual camera angle giving the user an experience of eye contact. As a novel approach, we use concepts from KinectFusion, such as a volumetric voxel data representation and GPU accelerated ray tracing for viewpoint rendering. This achieves detail from a noisy source, and allows the real-time video output to be a composite of old and new data. We frame our work in literature on eye contact and previous approaches to supporting it over video. We then describe EyeGaze, and an empirical study comparing it with communication face-to-face or over traditional video. The study shows that while face-to-face is still superior, EyeGaze has added value over traditional video in terms of eye contact, involvement, turn-taking and co-presence.

[12] Never too old: engaging retired people inventing the future with MaKey MaKey Engaging older adults through technology / Rogers, Yvonne / Paay, Jeni / Brereton, Margot / Vaisutis, Kate L. / Marsden, Gary / Vetere, Frank Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.3913-3922
ACM Digital Library Link
Summary: Within HCI, aging is often viewed in terms of designing assistive technologies to improve the lives of older people, such as those who are suffering from frailty or memory loss. Our research adopts a very different approach, reframing the relationship in terms of wisdom, creativity and invention. We ran a series of workshops where groups of retirees, aged between early 60s and late 80s, used the MaKey MaKey inventor's toolkit. We asked them to think about inventing the future and suggest ideas for new technologies. Our findings showed that they not only rose to the challenge but also mastered the technology, collaborated intensely together while using it and freely and at length discussed their own, their family's and others' relationship with technology. We discuss the value of empowering people in this way and consider what else could be invented to enable more people to be involved in the design and use of creative technologies.

[13] Eye contact over video Works-in-progress / Kjeldskov, Jesper / Smedegård, Jacob H. / Nielsen, Thomas S. / Skov, Mikael B. / Paay, Jeni Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.2 p.1561-1566
ACM Digital Library Link
Summary: Video communication systems traditionally offer limited or no experience of eye contact due to the offset between cameras and the screen. In response, we are experimenting with the use of multiple Kinect cameras for generating a 3D model of the user, and then rendering a virtual camera angle giving the user an experience of eye contact. In doing this, we use concepts from KinectFusion, such as a volumetric voxel data representation and GPU accelerated ray tracing for viewpoint rendering. This achieves a detailed 3D model from a noisy source, and delivers a promising video output in terms of visual quality, lag and frame rate, enabling the experience of eye contact and face gaze.

[14] "Ethnography and Virtual Worlds: A Handbook of Method", by Tom Boellstorff, Bonnie Nardi, Celia Pearce & T. L. Taylor Book Review / Paay, Jeni Computer Supported Cooperative Work 2014-02 v.23 n.1 p.115-118
Link to Digital Content at Springer
Publisher Page
Summary: A first very positive quality of this book is that it exactly delivers what it promises to be -- a handbook of method about ethnography and virtual worlds -- and does so in an accessible and enjoyable way. The form factor of the publication, as a handbook sized artefact, has been achieved, and so has the authors' objective that readers should be able to use it to guide ethnographic methods for the study of virtual worlds -- both when the reader is considering ethnography as a possible method for exploring the culture of a virtual world and when they are immersed in the actual study of one. The back cover of this book states that it is a practical guide for students, teachers, designers and scholars interested in using ethnographic methods for studying virtual worlds. I can confirm this to be the case, as I myself take on all of these roles in my professional life, and can see how this book could be a useful guide for the intended stakeholders.

[15] Promoting pro-environmental behaviour: a tale of two systems Sustainability / Paay, Jeni / Kjeldskov, Jesper / Skov, Mikael / Pathmanathan, Rahuvaran / Pearce, Jon Proceedings of the 2013 Australian Computer-Human Interaction Conference 2013-11-25 2013-11-25 p.235-244
ACM Digital Library Link
Summary: Sustainability is becoming increasingly important in our everyday lives. We no longer see it as solely the responsibility of governments or large corporations, but we are asking ourselves how we as individuals can contribute to the well-being and maintenance of the world we live in. This paper explores the use of mobile persuasive technology to promote pro-environmental behaviour in the home. We have designed, implemented, deployed and evaluated two mobile systems in two different domains, in two different countries. The novelty in this research is that the theoretical outcomes from two different but related studies are analysed together. From this we have discovered eight overarching persuaders to sustainable domestic resource consumption. The fact that these concepts are common to both studies strengthens the generalisability of our findings. The contribution of this paper to HCI is a set of eight key concepts to consider when designing mobile persuasive technology to promote pro-environmental behaviour.

[16] F-Formations in Cooking Together: A Digital Ethnography Using YouTube Supporting Shared Activities / Paay, Jeni / Kjeldskov, Jesper / Skov, Mikael B. / O'Hara, Kenton Proceedings of IFIP INTERACT'13: Human-Computer Interaction-4 2013 v.4 p.37-54
Keywords: Cooking; F-formation; proxemics; digital ethnography; YouTube
Link to Digital Content at Springer
Summary: Cooking together is an important part of our lives. We cook with others not only to create a meal, but also to enhance our relationships. But how does this role of communal cooking translate into modern society where families and friends are increasingly separated physically and connected primarily online? Motivated by this question we have embraced research into the design of future networked cooking spaces. The first step has been to understand how people use physical space while cooking together. Through a digital ethnography on YouTube videos, we have analyzed the spatial configurations of people, food and technology based on Kendon's notions of spacing and orientation. Our main contribution is the identification of known F-formations as well as new formations taking place during social cooking. Based on this we suggest that given the presence of formations in the kitchen different from those found during activities that are mainly conversational, simply installing traditional video-conferencing systems in people's kitchens will not suffice in facilitating the interactions taking place there. Instead, designers need to rethink the positioning and use of cameras and displays.

[17] A longitudinal review of Mobile HCI research methods Panel discussion / Kjeldskov, Jesper / Paay, Jeni Proceedings of the 14th Conference on Human-computer interaction with mobile devices and services 2012-09-21 p.69-78
ACM Digital Library Link
Summary: This paper revisits a research methods survey from 2003 and contrasts it with a survey from 2010. The motivation is to gain insight about how mobile HCI research has evolved over the last decade in terms of approaches and focus. The paper classifies 144 publications from 2009 published in 10 prominent outlets by their research methods and purpose. Comparing this to the survey for 2000-02 show that mobile HCI research has changed methodologically. From being almost exclusively driven by engineering and applied research, current mobile HCI is primarily empirically driven, involves a high number of field studies, and focus on evaluating and understanding, as well as engineering. It has also become increasingly multi-methodological, combining and diversifying methods from different disciplines. At the same time, new opportunities and challenges have emerged.

[18] Using mobile phones to support sustainability: a field study of residential electricity consumption Defying environmental behavior changes / Kjeldskov, Jesper / Skov, Mikael B. / Paay, Jeni / Pathmanathan, Rahuvaran Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems 2012-05-05 v.1 p.2347-2356
ACM Digital Library Link
Summary: Recent focus on sustainability has made consumers more aware of our joint responsibility for conserving energy resources such as electricity. However, reducing electricity use can be difficult with only a meter and a monthly or annual electricity bill. With the emergence of new power meters units, information on electricity consumption is now available digitally and wirelessly. This enables the design and deployment of a new class of persuasive systems giving consumers insight into their use of energy resources and means for reducing it. In this paper, we explore the design and use of one such system, Power Advisor, promoting electricity conservation through tailored information on a mobile phone or tablet. The use of the system in 10 households was studied over 7 weeks. Findings provide insight into peoples awareness of electricity consumption in their home and how this may be influenced through design.

[19] Cooking together: a digital ethnography Work-in-progress / Paay, Jeni / Kjeldskov, Jesper / Skov, Mikael B. / O'Hara, Kenton Extended Abstracts of ACM CHI'12 Conference on Human Factors in Computing Systems 2012-05-05 v.2 p.1883-1888
ACM Digital Library Citation
Summary: Cooking together is an important part of everyday life, a social event in which people enhance their relationships through shared stories and swapping ideas on food preparation. We present a new methodology for studying human interaction to inform the design of interactive systems. In our digital ethnography we study a selection of YouTube videos and use Kendon's theory of F-formations to catalogue a set of spatial patterns created between cooks, kitchen spaces and cameras that influence the social aspects of cooking together. A new F-formation specific to this domain is identified and used to suggest design opportunities for a digitally enhanced kitchen space for sharing the social experience of "cooking together" for people living in different homes.

[20] Supporting young children's communication with adult relatives across time zones / Vutborg, René / Kjeldskov, Jesper / Paay, Jeni / Pedell, Sonja / Vetere, Frank Proceedings of the 2011 Australian Computer-Human Interaction Conference 2011-11-28 p.291-300
ACM Digital Library Link
Summary: Regular contact between children and their adult relatives can be a problem if they live in different time zones. In this situation, finding an agreed time to contact each other can be both confusing and complicated. This paper presents a study of the effect of time zone differences on communication between grandparents and grandchildren living in different time zones. We deployed a system between time zone distributed families to study this effect and analysed its use based on four parameters of time and events based theory: rigid sequential structures (that some events cannot occur before others), fixed durations (that most events always last the same time), standard temporal locations (that events have a standard time when they occur during the day) and uniform rates of recurrence (that some events always reoccur at a uniform rate). Our findings highlight the importance of: the need to consider the parents' role in facilitating contact and making the technology easy to use by children independently; the advantage of concurrent synchronous and asynchronous interaction forms; and the need to respect people's private time. These findings can inform the design of technology for supporting young children's communications with adult relatives across time zones.

[21] BISi: a blended interaction space Meetings & interaction spaces / Paay, Jeni / Kjeldskov, Jesper / O'Hara, Kenton Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011-05-07 v.2 p.185-200
ACM Digital Library Link
Summary: Distributed collaboration has been enhanced in recent years by sophisticated new video conferencing setups like HP Halo and Cisco Telepresence, improving the user experience of distributed meeting situations over traditional video conferencing. The experience created can be described as one of "blending" distributed physical locations into one shared space. Inspired by this trend, we have been exploring the systematic creation of blended spaces for distributed collaboration through the design of appropriate shared spatial geometries. We present early iterations of our design work: the Blended Interaction Space One prototype, BISi, and the lessons learned from its creation.

[22] Blended interaction spaces for distributed team collaboration / O'Hara, Kenton / Kjeldskov, Jesper / Paay, Jeni ACM Transactions on Computer-Human Interaction 2011-04 v.18 n.1 p.3
ACM Digital Library Link
Summary: In recent years there has been an introduction of sophisticated new video conferencing technologies (e.g., HP Halo, Cisco Telepresence) that have led to enhancements in the collaborative user experience over traditional video conferencing technologies. Traditional video conferencing set-ups often distort the shared spatial properties of action and communication due to screen and camera orientation disparities and other asymmetries. These distortions affect access to the common resources used to mutually organize action and communication. By contrast, new systems, such as Halo, are physically configured to reduce these asymmetries and orientation disparities, thereby minimizing these spatial distortions. By creating appropriate shared spatial geometries, the distributed spaces become "blended" where the spatial geometries of the local space continue coherently across the distributed boundary into the remote site, providing the illusion of a single unified space. Drawing on theories of embodied action and workplace design we discuss the importance of this geometric "blending" of space for distributed collaboration and how this is achieved in systems such as Halo. We then extend these arguments to explore the concept of Blended Interaction Spaces: blended spaces in which interactive groupware is incorporated in ways spatially consistent with the physical geometries of the video-mediated set-up. We illustrate this discussion through a system called BISi that introduces interactive horizontal and vertical multipoint surfaces into a blended video-mediated collaboration space. In presenting this system, we highlight some of the particular challenges of creating these systems arising from the spatial consequences of different interaction mechanisms (e.g., direct touch or remote control) and how they affect movement and spatial configuration of people in these spaces.

[23] Indexicality: Understanding mobile human-computer interaction in context / Kjeldskov, Jesper / Paay, Jeni ACM Transactions on Computer-Human Interaction 2010 v.17 n.4 p.14
ACM Digital Library Link
Summary: A lot of research has been done within the area of mobile computing and context-awareness over the last 15 years, and the idea of systems adapting to their context has produced promising results for overcoming some of the challenges of user interaction with mobile devices within various specialized domains. However, today it is still the case that only a limited body of theoretically grounded knowledge exists that can explain the relationship between users, mobile system user interfaces, and their context. Lack of such knowledge limits our ability to elevate learning from the mobile systems we develop and study from a concrete to an abstract level. Consequently, the research field is impeded in its ability to leap forward and is limited to incremental steps from one design to the next. Addressing the problem of this void, this article contributes to the body of knowledge about mobile interaction design by promoting a theoretical approach for describing and understanding the relationship between user interface representations and user context. Specifically, we promote the concept of indexicality derived from semiotics as an analytical concept that can be used to describe and understand a design. We illustrate the value of the indexicality concept through an analysis of empirical data from evaluations of three prototype systems in use. Based on our analytical and empirical work we promote the view that users interpret information in a mobile computer user interface through creation of meaningful indexical signs based on the ensemble of context and system.

[24] Being here: designing for distributed hands-on collaboration in blended interaction spaces Collaborate / Broughton, Michael / Paay, Jeni / Kjeldskov, Jesper / O'Hara, Kenton / Li, Jane / Phillips, Matthew / Rittenbruch, Markus Proceedings of OZCHI'09, the CHISIG Annual Conference on Human-Computer Interaction 2009-11-23 p.73-80
Keywords: CSCW, blended interaction spaces, distributed collaboration, hands-on collaboration, video conferencing
ACM Digital Library Link
Summary: This paper describes a concept for supporting distributed hands-on collaboration through interaction design for the physical and the digital workspace. The Blended Interaction Spaces concept creates distributed work environments in which collaborating parties all feel that they are present "here" rather than "there". We describe thinking and inspirations behind the Blended Interaction Spaces concept, and summarize findings from fieldwork activities informing our design. We then exemplify the Blended Interaction Spaces concept through a prototype implementation of one of four concepts.

[25] Having fun at home: interleaving fieldwork and goal models Design / Pedell, Sonja / Miller, Tim / Vetere, Frank / Sterling, Leon / Howard, Steve / Paay, Jeni Proceedings of OZCHI'09, the CHISIG Annual Conference on Human-Computer Interaction 2009-11-23 p.309-312
Keywords: agent-oriented modelling, domestic domain, fieldwork, probes, quality goals
ACM Digital Library Link
Summary: We aim to make sense of a perplexing human experience (fun) as it occurs in a recently discovered place for socio-technical study (the home). Our toolkit includes technology probes, associated fieldwork and models from software engineering. We describe how we interleave the probes and models. As the work will please neither modeling nor fieldwork purists, we enunciate the benefits of our ambidextrous approach.
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