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Eco-visualizations (EVs) are any kind of interactive device targeted at revealing energy use in order to promote sustainable behaviours or foster positive attitudes towards sustainable practices. There are some interesting, informative, highly creative, and delightful EVs now available. This paper provides a critical survey of several noteworthy EVs and(More)
This paper describes the design and interprets the results of a survey of 435 undergraduate students concerning the attitudes of this mainly millennial population towards sustainability <i>apropos</i> of the material effects of information technologies. This survey follows from earlier work on notions of Sustainable Interaction Design (SID)---that is the(More)
While it can be a delicate and emotionally-laden topic, new technological trends compel us to confront a range of problems and issues about death and bereavement. This area presents complex challenges and the associated literature is extensive. In this paper we offer a way of slicing through several perspectives in the social sciences to see clearly a set(More)
Legacy is the meaningful and complex way in which information, values, and possessions are passed on to others. As digital systems and information become meaningfully parts of people's everyday and social relationships, it is essential to develop new insights about how technology intersects with legacy and inheritance practices. We designed three(More)
This paper takes up the problem of understanding why we preserve some things passionately and discard others without thought. We briefly report on the theoretical literature relating to this question, both in terms of existing literature in HCI, as well as in terms of related literatures that can advance the understanding for the HCI community. We use this(More)
People are amassing larger and more diverse collections of digital things. The emergence of Cloud computing has enabled people to move their personal files to online places, and create new digital things through online services. However, little is known about how this shift might shape people's orientations toward their digital things. To investigate, we(More)
We describe the design, implementation and deployment of Photobox, a domestic technology that prints four or five randomly selected photos from the owner's Flickr collection at random intervals each month. We deployed Photobox in three homes for fourteen months, to explore how the slow pace at which it operates could support experiences of anticipation and(More)
This study explores people's relationships with digital and non-digital objects in the home--with an eye toward the ways in which products improve rather than deteriorate over time--and how this knowledge might inform the design of more enduring and sustainable interactive products. We report our research in progress and provide a collection of initial(More)
The home and domestic experiences have been studied from multiple points of view and disciplines, with an array of methodologies in the past twenty-five years in HCI. Given the attention to the home and the volume of research, what further areas of research might there be? Based on a critical analysis of 121 works on the topic, we present seven genres of(More)
loved one, with an eye toward key tensions that emerged in and through these exchanges. We found that people's experiences highlighted some important concerns for the design community as we collectively begin to consider designing interactions with digital materials over much longer periods of time [2]. A series of complications emerged for people during(More)