Scenario-based design: envisioning work and technology in system development
Scenario-based design: envisioning work and technology in system development
Touch me, hit me and I know how you feel: a design approach to emotionally rich interaction
DIS '00 Proceedings of the 3rd conference on Designing interactive systems: processes, practices, methods, and techniques
Interaction relabelling and extreme characters: methods for exploring aesthetic interactions
DIS '00 Proceedings of the 3rd conference on Designing interactive systems: processes, practices, methods, and techniques
DIS '00 Proceedings of the 3rd conference on Designing interactive systems: processes, practices, methods, and techniques
DPPI '03 Proceedings of the 2003 international conference on Designing pleasurable products and interfaces
About Face 2.0: The Essentials of Interaction Design
About Face 2.0: The Essentials of Interaction Design
Supporting routine decision-making with a next-generation alarm clock
Personal and Ubiquitous Computing
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Research through design as a method for interaction design research in HCI
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Rapidly exploring application design through speed dating
UbiComp '07 Proceedings of the 9th international conference on Ubiquitous computing
Principles of smart home control
UbiComp'06 Proceedings of the 8th international conference on Ubiquitous Computing
Designing for the self: making products that help people become the person they desire to be
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Opportunities for computing technologies to support healthy sleep behaviors
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Exploring interaction strategies in the context of sleep
INTERACT'11 Proceedings of the 13th IFIP TC 13 international conference on Human-computer interaction - Volume Part III
Already up? using mobile phones to track & share sleep behavior
International Journal of Human-Computer Studies
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This paper documents a first attempt at "designing for the self", an approach to designing products intended to help people move closer to their idealized sense of self as they perform a specific role through the interaction with a product. This work follows a research through design approach, applying theory from consumer behavior research to address the needs of dual-income parents with young children. The clock, called the reverse alarm clock attempts to meet the goal of "Design for the Self" in four ways. First, the clock communicates information about time in a form children can understand, and so help children learn to become more responsible. Second, it gives parents more control over their lives by allowing them in absentia to relatively control the expression of time to their children. Third, the interaction with the clock has been placed within the intimate bedtime ritual parents and children share. Fourth, by keeping young children from waking their parents in the middle of the night, the clock increases parents' emotional reserve to deal with the morning rush. This paper details the design process and evaluation of the reverse alarm clock and provides our insights on designing for the self through the reflection of our process.