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Understanding why we preserve some things and discard others in the context of interaction design
This paper takes up the problem of understanding why the authors preserve some things passionately and discard others without thought, and describes the theoretical implications and findings of the personal inventories work in terms of implications for the design of digital artifice in a manner that is more durable.
The Frustrations and Benefits of Mobile Device Usage in the Home when Co-Present with Family Members
- Erick Oduor, Carman Neustaedter, Pourang Irani
- PsychologyConference on Designing Interactive Systems
- 4 June 2016
A diary and interview study is conducted to understand how people use mobile devices in the presence of others at home, and how this shapes their behavior and household dynamics, and suggest several opportunities for redesigning mobile device software to mitigate emergent frustrations.
Energy aware dwelling: a critical survey of interaction design for eco-visualizations
This paper provides a critical survey of several noteworthy EVs and classifies them in terms of scale and contexts of use and describes feedback types and use-contexts for classifying EVs and strategies for designing effective EVs.
"Mate, we don't need a chip to tell us the soil's dry": opportunities for designing interactive systems to support urban food production
- William Odom
- SociologyConference on Designing Interactive Systems
- 16 August 2010
Findings from ethnographic fieldwork and a participatory design workshop conducted with members of urban agriculture communities found members heavily resisted technological augmentation of their agricultural practices, but suggested several novel ways in which interactive systems could be leveraged to help achieve their goals and potentially engender more sustainable ways of living.
From Research Prototype to Research Product
- William Odom, Ron Wakkary, Youn-kyung Lim, Audrey Desjardins, B. Hengeveld, R. Banks
- 7 May 2016
The research product is proposed as an extension and evolution of the research prototype to support generative inquiries in this emerging research area of HCI.
Designing for slowness, anticipation and re-visitation: a long term field study of the photobox
Photobox, a domestic technology that prints four or five randomly selected photos from the owner's Flickr collection at random intervals each month, is described, to explore how the slow pace at which it operates could support experiences of anticipation and re-visitation of the past.
Teenagers and their virtual possessions: design opportunities and issues
A study with 21 teenagers exploring the perceived value of their virtual possessions, and the comparative similarities and differences with their material things, finds findings are interpreted to detail design and research opportunities and issues in this emerging space.
Material speculation: actual artifacts for critical inquiry
- Ron Wakkary, William Odom, Sabrina Hauser, Garnet Hertz, Henry Lin
- ArtAarhus Conference on Critical Alternatives
- 17 August 2015
A complementary concept -- material speculation -- is proposed that utilizes actual and situated design artifacts in the everyday as a site of critical inquiry in human-computer interaction and design techniques.
Passing on & putting to rest: understanding bereavement in the context of interactive technologies
A way of slicing through several perspectives in the social sciences to see clearly a set of salient issues related to bereavement is offered, to provide a way of conceptualizing how the HCI community could begin to approach such issues.
A fieldwork of the future with user enactments
- William Odom, J. Zimmerman, Scott Davidoff, J. Forlizzi, A. Dey, Min Kyung Lee
- ArtDIS '12
- 11 June 2012
This paper reflects on repeated use of User Enactments over the past five years to unpack lessons learned and further specify how and when to use it, and reflects on how UE can function as a boundary object and implications for future work.