Silvia Lindtner

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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)
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)
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 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)
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)
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)
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)
This paper tells a story of DIY (do it yourself) making that does not neatly fit more familiar narratives of making: as individual empowerment, as a democratizing force, and as technoscientific innovation. Drawing on ethnographic research with a collective of elderly electronic hackers in China, we provide insights into the socio-technical and(More)
Feedback on resource consumption is often explored as a way to raise awareness and saving resources. This paper reports findings from a user study of a feedback system deployed in a Chinese university dormitory with a prepaid electricity system, a context different from the more common domestic setting in the West explored in prior research. With this work,(More)