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What do young people want from information and communication technology? Why do they adopt some technologies but reject others? What roles do mobile technologies play in their lives as they move from childhood toward the adult world? Working from a social constructionist perspective, and on the basis of an extensive empirical research process, we are(More)
Intimacy is a crucial element of domestic life, and many interactive technologies designed for other purposes have been appropriated for use within intimate relationships. However, there is a deficit in current understandings of how technologies are used within intimate relationships, and how to design technologies to support intimate acts. In this paper we(More)
Have you ever observed the following situation? A computer system is built to satisfy well-specified requirements. The requirements clearly describe the task to be supported, and the system satisfies them. Despite all this care and attention, the system is universally condemned by management and users. Why does this happen? Surprisingly often, the task(More)
When designing a usability evaluation, choices must be made regarding methods and techniques for data collection and analysis. Mobile guides raise new concerns and challenges to established usability evaluation approaches. Not only are they typically closely related to objects and activities in the user's immediate surroundings, they are often used while(More)
This paper explores playfulness between grandparents and grandchildren, especially when they are separated by distance, and investigates ideas to bridge this separation. We present the result of a three stage investigation; the first an observational study of co-located intergenerational play groups, the second a cultural probes study of distributed(More)
Intimacy is a crucial element of domestic life that has received insufficient attention from Human-Computer Interaction (HCI) researchers despite their rapidly growing interest in the design of interactive technologies for domestic use. Intimate acts differ from other activities, and there are unexplored opportunities to develop interactive technologies to(More)
Past research has suggested that Csikszentmihalyi's flow theory describes a state that should be supportive of a student's learning. This article reports on research that uses the constructs of flow to explore learning in an online environment. An experiment was carried out in which students worked through a learning sequence in the physics domain that had(More)
As urban environments become increasingly hybridized, mixing the social, built, and digital in interesting ways, designing for computing in the city presents new challenges—how do we understand such hybridization, and then respond to it as designers? Here we synthesize earlier work in human-computer interaction, sociology and architecture in(More)
This paper presents a multidisciplinary approach to engineering socio-technical design. The paper addresses technological design for social interactions that are non-instrumental, and thereby sometimes contradictory or surprising and difficult to model. Through cooperative analysis of cultural probe data and development of agent-oriented software(More)