Designing for slowness, anticipation and re-visitation: a long term field study of the photobox

  title={Designing for slowness, anticipation and re-visitation: a long term field study of the photobox},
  author={William Odom and Abigail Sellen and Richard Banks and David S. Kirk and Tim Regan and Mark Selby and Jodi Forlizzi and John Zimmerman},
  journal={Proceedings of the SIGCHI Conference on Human Factors in Computing Systems},
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 re-visitation of the past. Findings reveal changes in attitude toward the device, from frustration to eventual acceptance. Participants drew… 

Figures from this paper

Investigating Slowness as a Frame to Design Longer-Term Experiences with Personal Data: A Field Study of Olly
Olly, a domestic music player that enables people to re-experience digital music they listened to in the past, became highly integrated in participants lives with sustained engagement over time and provoked reflections on the temporalities of personal data and technology.
DayClo: An Everyday Table Clock Providing Interaction with Personal Schedule Data for Self-reflection
DayClo, an interactive clock visualizing schedule data for supporting users to reflect and self-track themselves in their daily lives, suggests new opportunities for designing everyday objects as a medium of delivering and fostering spontaneous interaction with personal data for self-reflection.
Slide2Remember: an Interactive Wall Frame Enriching Reminiscence Experiences by Providing Re-encounters of Taken Photos and Heard Music in a Similar Period
The abundance of easily captured digital media and storing everything "just in case" has made it difficult for people to revisit them and have a rich reminiscence experience. To reinstate this value,
Understanding Long-Term Interactions with a Slow Technology: an Investigation of Experiences with FutureMe
A qualitative study with 31 participants was conducted to understand their long-term experiences with FutureMe-a slow technology that has been in use for over twelve years by more than one million people and reveals that, despite its simplicity, FutureMe produced a range of outcomes-from profound reminiscence to unsettling encounters.
Postulater: the design and evaluation of a time-delayed media sharing system
A new tool is created that supports time-delayed photo and video sharing that balances the need to send messages 'into the future' with complex human emotions that such practices can create and is designed in a cautionary way.
MemoryReel: A Purpose-designed Device for Recording Digitally Connected Special Moments for Later Recall and Reminiscence
The design rationale together with the analysis of the exploratory user study findings provides insights on the dimensions and strategies of a design space for digital memories and long-distance relationships, with an emphasis on reminiscence support.
Everyday Life Reflection: Exploring Media Interaction with Balance, Cogito & Dott
This paper explores media-supported reflection through the design and deployment of three concepts, and finds that the open-ended systems primarily supported reflection during the creation of media and that the use depended on opportunity and triggers.
Investigating Genres and Perspectives in HCI Research on the Home
Seven genres of domestic technology research in HCI are presented and two complementary perspectives about how to investigate the domestic experience in future research are offered: the material perspective and the first person perspective.
Designing for Night-Time Reflection: How to Support Night-Time Reflection Through Non-Digital Means
This research expands on Fleck and Fitzpatrick's framework for designing to support reflection by exploring how their design techniques extend to a night-time (i.e., while settling down to sleep) context and develops a list of factors to consider.
Admixed Portrait: Design to Understand Facebook Portrayals in New Parenthood
A design-led study of the photographic representation of self and family on Facebook during and after becoming parents for the first time, which reveals how their online 'photowork' related to self-expression and social functioning.


Photobox: on the design of a slow technology
The design and implementation of Photobox is described, a device intended to be used over many years, which occasionally prints a randomly selected photo from the owner's Flickr collection inside of a wooden chest, with implications for research and practice in the slow technology design space.
Slow technology: critical reflection and future directions
This workshop aims to advance the Slow Technology design program by exploring the various practical, methodological and theoretical motivations, challenges, and approaches implicated in doing research and design in this growing space.
Experiences With Designing Tools for Everyday Reminiscing
P Pensieve is described, a tool to support everyday, spontaneous, individual reminiscing through memory triggers—e-mailed reminders that contain snippets from content one has previously created in social media or generic questions that encourage people to reflect on their past.
User experience over time: an initial framework
An in-depth, five-week ethnographic study that followed 6 individuals during an actual purchase of the Apple iPhone found prolonged use to be motivated by different qualities than the ones that provided positive initial experiences.
Slow Technology – Designing for Reflection
The aim of this paper is to develop a design philosophy for slow technology, to discuss general design principles and to revisit some basic issues in interaction design from a more philosophical point of view.
Funology: from usability to enjoyment
Theories and Concepts.- to Section 1.- Let's Make Things Engaging.- The Engineering of Experience.- The Thing and I: Understanding the Relationship Between User and Product.- Making Sense of
Slow design for meaningful interactions
The main finding from the case study is that the Slow Design principles can be used to create more 'mindful' interactions that stimulate positive user involvement.
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.
Technology probes: inspiring design for and with families
We describe a new method for use in the process of co-designing technologies with users called technology probes. Technology probes are simple, flexible, adaptable technologies with three
From Snapshots to Social Media - The Changing Picture of Domestic Photography
From Snapshots to Social Media describes the history and future of domestic photography as mediated by technological change, and argues that this digital era is the third major chapter in the 170 year history of the area; following the portrait and Kodak eras of the past.