Working with “constant interruption”: CSCW and the small office
CSCW '94 Proceedings of the 1994 ACM conference on Computer supported cooperative work
interactions
Technology probes: inspiring design for and with families
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Perpetual contact: mobile communication, private talk, public performance
Perpetual contact: mobile communication, private talk, public performance
Blogging as social activity, or, would you let 900 million people read your diary?
CSCW '04 Proceedings of the 2004 ACM conference on Computer supported cooperative work
Supporting the shared experience of spectators through mobile group media
GROUP '05 Proceedings of the 2005 international ACM SIGGROUP conference on Supporting group work
Grounding experience: relating theory and method to evaluate the user experience of smartphones
EACE '05 Proceedings of the 2005 annual conference on European association of cognitive ergonomics
Negotiating presence-in-absence: contact, content and context
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
iSocialize: investigating awareness cues for a mobile social awareness application
OZCHI '06 Proceedings of the 18th Australia conference on Computer-Human Interaction: Design: Activities, Artefacts and Environments
Cultural theory and real world design: Dystopian and Utopian Outcomes
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Theme issue on social interaction and mundane technologies
Personal and Ubiquitous Computing
Avatars, characters, players and users: multiple identities at/in play
Proceedings of the 24th Australian Computer-Human Interaction Conference
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A series of mobile phone prototypes, called The Swarm, have been developed in response to the user needs identified in a 3-year empirical study of young people's use of mobile phones. The prototypes take cues from user led innovation and provide multiple avatars that allow individuals to define and manage their own virtual identity. This paper briefly maps the evolution of the prototypes and then describes how the pre-defined, colour-coded avatars in the latest version are being given greater context and personalization through the use of digital images. This not only gives `serendipity a nudge' by allowing groups to come together more easily, but also provides contextual information that can reduce gratuitous contact.