Designing information technology in the postmodern age: from method to metaphor
Designing information technology in the postmodern age: from method to metaphor
Windows and Mirrors: Interaction Design, Digital Art, and the Myth of Transparency
Windows and Mirrors: Interaction Design, Digital Art, and the Myth of Transparency
Re-space-ing place: "place" and "space" ten years on
CSCW '06 Proceedings of the 2006 20th anniversary conference on Computer supported cooperative work
Making there: methods to uncover egocentric experience in a dialogic of natural places
OZCHI '06 Proceedings of the 18th Australia conference on Computer-Human Interaction: Design: Activities, Artefacts and Environments
Destination space: experiential spatiality and stories
Proceedings of the 2006 international conference on Game research and development
The territory is the map: exploring the use of landmarks in situ to inform mobile guide design
INTERACT'05 Proceedings of the 2005 IFIP TC13 international conference on Human-Computer Interaction
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This paper describes the rationale and subsequent development stages of a work in progress: a graffiti toolkit for rich spatial 3D environments and an actual world mnemonic collection enterprise using mobile technologies. The driving concept for the design of the toolkit is enabling participants to tell their own stories within the virtually represented landscapes of rich 3D spatial worlds, minimising the autocracy of software conditioning and recognising that such stories belong within a place, context. It is inspired by work which explores the possibilities of visualisation engines to transmit intangible culture. The use of graffiti as a means to give voice to those outside the official writing and recording of culture dates back to antiquity. As a practice, making marks on objects and the world holds the undercurrent of claiming the intangible or otherwise unreachable, a memory or voice which has no other platform. This project is informed by the social context of meaning and intangible culture and the manner in which interface design conditions the nature of stories. It takes the reader on a walk which connects the design of spatial worlds with the representation of landscapes through painting and maps in order to find ways to exploit "views from elsewhere" and enable connections between a lived sense of place with the navigable representations constructed within the screen.