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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)
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)
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)
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)
The diverse ways in which technologies are modified and appropriated into local contexts are an important theme in CSCW research. Today, translocal processes such as the formation of international corporations and the movement of people and ideas across nation states increasingly shape these local contexts of technology use and design. We draw from prior(More)
Design and evaluation of user-generated media production and sharing in Human-Computer Interaction (HCI) often focus on formal and informal media sharing, such as communication within social networks, automatic notifications of activities, and the exchange of digital artifacts. However, conceptual tools for understanding how people relate to the audiences(More)
3 Intel Labs In this article, we present and articulate the analytical lens of multisited design to illuminate transnational connections between sites of design, and aid in the translation of knowledge between designers and ethnographers. This position emerges from the authors' respective engagements in ethno-graphic research and design engagements with a(More)
Cultures of making, customization and repair have gained recent visibility within the CSCW literature due to the alternative framings of design and use they present. This panel brings together scholars across human-computer interaction, interaction design, information studies, and science and technology studies to examine the forms of social organization(More)