Lead users: a source of novel product concepts
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Rapid evolutionary development: requirements, prototyping & software creation
Rapid evolutionary development: requirements, prototyping & software creation
Situated evaluation for cooperative systems
CSCW '94 Proceedings of the 1994 ACM conference on Computer supported cooperative work
Technomethodology: paradoxes and possibilities
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
HCI, natural science and design: a framework for triangulation across disciplines
DIS '97 Proceedings of the 2nd conference on Designing interactive systems: processes, practices, methods, and techniques
The design collaboratorium: a place for usability design
ACM Transactions on Computer-Human Interaction (TOCHI)
Discovery and Integration of Mobile Communications in Everyday Life
Personal and Ubiquitous Computing
Iterative User-Interface Design
Computer
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Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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The Mobile Connection: The Cell Phone's Impact on Society
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Taking technomethodology seriously: hybrid change in the ethnomethodology-design relationship
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Personal, Portable, Pedestrian: Mobile Phones in Japanese Life
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The Inside Text: Social, Cultural and Design Perspectives on SMS (The Computer Supported Cooperative Work Series)
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DIS '06 Proceedings of the 6th conference on Designing Interactive systems
Unfolding understandings: co-designing UbiComp In Situ, over time
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Making things work: dimensions of configurability as appropriation work
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HomeNote: supporting situated messaging in the home
CSCW '06 Proceedings of the 2006 20th anniversary conference on Computer supported cooperative work
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ECSCW'93 Proceedings of the third conference on European Conference on Computer-Supported Cooperative Work
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Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Cross-channel mobile social software: an empirical study
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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Proceedings of the 7th ACM conference on Designing interactive systems
Resilience in the face of innovation: Household trials with BubbleBoard
International Journal of Human-Computer Studies
Exploring awareness related messaging through two situated-display-based systems
Human-Computer Interaction
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INTERACT '09 Proceedings of the 12th IFIP TC 13 International Conference on Human-Computer Interaction: Part II
The efficacy of prototyping under time constraints
Proceedings of the seventh ACM conference on Creativity and cognition
Proceedings of the 11th Biennial Participatory Design Conference
Proceedings of the 22nd Conference of the Computer-Human Interaction Special Interest Group of Australia on Computer-Human Interaction
Iterative design within a local community communication fabric
Proceedings of the 22nd Conference of the Computer-Human Interaction Special Interest Group of Australia on Computer-Human Interaction
Tensions in developing a secure collective information practice - the case of agile ridesharing
INTERACT'11 Proceedings of the 13th IFIP TC 13 international conference on Human-computer interaction - Volume Part II
Reframing the design of context-aware computing
BCS-HCI '11 Proceedings of the 25th BCS Conference on Human-Computer Interaction
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The value of things: cultural context in the design of digital materiality
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Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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One of the major challenges in the design of social technologies is the evaluation of their qualities of use and how they are appropriated over time. While the field of HCI abounds in short-term exploratory design and studies of use, relatively little attention has focused on the continuous development of prototypes longitudinally and studies of their emergent use. We ground the exploration and analysis of use in the everyday world, embracing contingency and open-ended use, through the use of a continuously-available exploratory prototype. Through examining use longitudinally, clearer insight can be gained of realistic, non-novelty usage and appropriation into everyday use. This paper sketches out a framework for design that puts a premium on immediate use and evolving the design in response to use and user feedback. While such design practices with continuously developing systems are common in the design of social technologies, they are little documented. We describe our approach and reflect upon its key characteristics, based on our experiences from two case studies. We also present five major patterns of long-term usage which we found useful for design.