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A sedentary lifestyle is a contributing factor to chronic diseases, and it is often correlated with obesity. To promote an increase in physical activity, we created a social computer game, Fish'n'Steps, which links a player's daily foot step count to the growth and activity of an animated virtual character, a fish in a fish tank. As further encouragement,(More)
In this paper, we discuss how a flourishing scene of DIY makers is turning visions of tangible and ubiquitous computing into products. Drawing on long-term multi-sited ethnographic research and active participation in DIY making, we provide insights into the social, material, and economic processes that undergird this transition from prototypes to products.(More)
Integrated presentation of total emissions on catchment scale is prerequisite for many tasks in integrated management of point and diffuse sources of pollution. This paper will focus on emissions of nutrients from municipal point sources. Based on calculations of discharges of N, P from households into wastewater and on the detailed evaluation of data from(More)
HCI research has both endorsed "making" for its innovation and democratization capacity and critiqued its underlying technosolutionism, i.e., the idea that technology provides solutions to complex social problems. This paper offers a reflexive-interventionist approach that simultaneously takes seriously the critiques of making's claims as technosolutionist(More)
This workshop will bring together an interdisciplinary group of scholars to explore the role of ubiquitous computing, the use of information and communication technologies and the politics of technological design in transnational practices. The ultimate goal of this workshop is to investigate the implications for the design and development of ubiquitous(More)
System design for seniors often focuses on the decline of their biological capabilities and social connectedness. This approach has been challenged as too simplistic to capture what it really means to be senior. This paper presents a qualitative study of 17 seniors in urban China (age ranging from 50s to 70s), who have adopted and incorporated ICT into(More)
HCI shapes in important ways dominant notions of what counts as innovation and where (good) design is located. In this paper, we argue for the continuous expansion of the body of critical and reflexive work that asks both researcher and designer to reflect on their values of design in the world. Drawing from ethnographic research in Accra, Ghana and(More)
This paper investigates the costs of wastewater treatment (including sludge management) within the Danube catchment countries A, CZ, SK, HU, SL, RO, BG and UA. TK is considered as well. Additionally, the paper compares the total costs of wastewater management (including sewage) with the incomes in the different countries. The annual costs of wastewater(More)
We analyze online gaming as a site of collaboration in a digital-physical hybrid. We ground our analysis in findings from an ethnographic study of the online game World of Warcraft in China. We examine the interplay of collaborative practices across the physical environment of China's Internet cafes and the virtual game space of World of Warcraft. Our(More)
Making has transformed from a fringe and hobbyist practice into a professionalizing field and an emerging industry. Enthusiasts laud its potential to democratize technology, improve the workforce, empower consumers, encourage citizen science, and contribute to the global economy. Yet critics counter that in the West, making often remains a hobby for the(More)