Context and consciousness: activity theory and human-computer interaction
Context and consciousness: activity theory and human-computer interaction
Activity theory as a potential framework for human-computer interaction research
Context and consciousness
Contextual design: defining customer-centered systems
Contextual design: defining customer-centered systems
The Interactive Workspaces Project: Experiences with Ubiquitous Computing Rooms
IEEE Pervasive Computing
Building the ubiquitous computing user experience
CHI '01 Extended Abstracts on Human Factors in Computing Systems
Designing for serendipity: supporting end-user configuration of ubiquitous computing environments
DIS '02 Proceedings of the 4th conference on Designing interactive systems: processes, practices, methods, and techniques
Digital Ground: Architecture, Pervasive Computing, and Environmental Knowing
Digital Ground: Architecture, Pervasive Computing, and Environmental Knowing
Mobile kits and laptop trays: managing multiple devices in mobile information work
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Designing for totality of mobile and non-mobile interaction: a case study
CHI '07 Extended Abstracts on Human Factors in Computing Systems
X-Gov Planning: How to Apply Cross Media to Government Services
ICDS '08 Proceedings of the Second International Conference on Digital Society
Cross-platform service user experience: a field study and an initial framework
Proceedings of the 12th international conference on Human computer interaction with mobile devices and services
Lost in transition: issues in designing crossmedia applications and services
Proceedings of the 29th ACM international conference on Design of communication
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Many interactive systems today span across a range of interoperable IT artifacts, forming crossmedia systems. They aim at providing pervasive and synergistic support for human activities. This paper reports a three-month-long qualitative field study exploring the use of a crossmedia fitness system to support physical training. The main concern is how the system --- through the configuration of its components --- supports the primary activity. Users' primary motivation, elaborateness of their activities, internalization or externalization of their actions and their perceived threshold toward using distinct IT artifacts determined the utilization of the system and each of its components. Compositional aspects of the system, such as its hierarchical structure, distribution of functionality and functional modularity influenced its ability to support different ways of training. The article contributes by shedding light on aspects that influence the synergistic use of IT artifacts and by proposing implications for designing crossmedia systems.