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We aim to make sense of a perplexing human experience (fun) as it occurs in a recently discovered place for sociotechnical study (the home). Our toolkit includes technology probes...
Sonja Pedell, Tim Miller, Frank Vetere, Leon Sterl...
Abstract: Best Practices in Longitudinal Research This workshop will identify best practices for longitudinal research through an in-depth exploration of methods and metrics for c...
In this paper, I propose that visualization should escape the traditional constraint of the screen and embrace the physical environment to realize more tangible interactions for m...
This paper discusses observations of visitor interactions around a museum installation, focusing on how physical setup and shape of two variants of the installation, a telescope-l...
This project realized a multi-touch interactive table designed for 4 people use at the same time, which integrates USB, Bluetooth, and email functionality to serve as an on-site i...
Traditional email clients are built with a “one-touch” model in mind that assumes an immediate action is performed once an email is read. However, some emails require a follow...
Personal firewalls are an important aspect of security for home computer users, but little attention has been given to their usability. We conducted semi-structured interviews to ...
Fahimeh Raja, Kirstie Hawkey, Konstantin Beznosov,...
Half the world’s population is expected to live in urban areas by 2020. The high human density and changes in peoples’ consumption habits result in an everincreasing amount of...
Many people do not read easily. They may have an impairment such as a visual problem. They may be reading in stressful conditions or poor light, or perhaps they are reading in a s...
New forms of social affective applications are emerging, bringing with them challenges in design and evaluation. We report on one such application, conveying wellbeing for both pe...