City of bits: space, place, and the infobahn
City of bits: space, place, and the infobahn
Interaction and outeraction: instant messaging in action
CSCW '00 Proceedings of the 2000 ACM conference on Computer supported cooperative work
Sorting things out: classification and its consequences
Sorting things out: classification and its consequences
Where the action is: the foundations of embodied interaction
Where the action is: the foundations of embodied interaction
Interaction Design
Digital Ground: Architecture, Pervasive Computing, and Environmental Knowing
Digital Ground: Architecture, Pervasive Computing, and Environmental Knowing
Technology as Experience
When second wave HCI meets third wave challenges
Proceedings of the 4th Nordic conference on Human-computer interaction: changing roles
Trends in augmented reality tracking, interaction and display: A review of ten years of ISMAR
ISMAR '08 Proceedings of the 7th IEEE/ACM International Symposium on Mixed and Augmented Reality
What should we expect from research through design?
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Methodology for materiality: interaction design research through a material lens
Personal and Ubiquitous Computing
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Digital technologies increasingly form the backdrop for our lives, and both provide and shape possibilities for interaction. This is a function similar to that of architecture in the physical world. For this reason we suggest that it could be productive to view and critique interactive digital technologies as one might physical architecture: in terms of the possibilities they provide for action, visibility, and interaction. We begin by pointing to the many architectural metaphors that are already common in HCI, and then move on to demonstrate how an architectural perspective can make visible less obvious interactive spaces. Finally, we argue that the potential benefits of this perspective are that it can allow us to see where interactive spaces have been constructed (intentionally or not); think about how particular artifacts and systems interface with each other and with the whole of embodied experience; and link specific design decisions to potential social dynamics.