ambientROOM: integrating ambient media with architectural space
CHI 98 Cconference Summary on Human Factors in Computing Systems
The notification collage: posting information to public and personal displays
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Investigating information systems with action research
Communications of the AIS
Where the action is: the foundations of embodied interaction
Where the action is: the foundations of embodied interaction
Heuristic evaluation of ambient displays
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
HUC '99 Proceedings of the 1st international symposium on Handheld and Ubiquitous Computing
A model for notification systems evaluation—assessing user goals for multitasking activity
ACM Transactions on Computer-Human Interaction (TOCHI)
A toolkit for managing user attention in peripheral displays
Proceedings of the 17th annual ACM symposium on User interface software and technology
Emerging research methods for understanding mobile technology use
OZCHI '05 Proceedings of the 17th Australia conference on Computer-Human Interaction: Citizens Online: Considerations for Today and the Future
A taxonomy of ambient information systems: four patterns of design
Proceedings of the working conference on Advanced visual interfaces
Re-space-ing place: "place" and "space" ten years on
CSCW '06 Proceedings of the 2006 20th anniversary conference on Computer supported cooperative work
Yesterday’s tomorrows: notes on ubiquitous computing’s dominant vision
Personal and Ubiquitous Computing
Beyond the user: use and non-use in HCI
OZCHI '09 Proceedings of the 21st Annual Conference of the Australian Computer-Human Interaction Special Interest Group: Design: Open 24/7
Ubiquitous Computing Fundamentals
Ubiquitous Computing Fundamentals
Ubiquitous Computing Fundamentals
Ubiquitous Computing Fundamentals
Between aesthetics and utility: designing ambient information visualizations
INFOVIS'03 Proceedings of the Ninth annual IEEE conference on Information visualization
Design science in information systems research
MIS Quarterly
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The emergence of mobile and ubiquitous computing technology has created what is often referred to as the hybrid space -- a virtual layer of digital information and interaction opportunities that sit on top of and augment the physical environment. Embodied media materialise digital information as observable and sometimes interactive parts of the physical environment. The aim of this work is to explore ways to enhance people's situated real world experience, and to find out what the role and impact of embodied media in achieving this goal can be. The Edge, an initiative of the State Library of Queensland in Brisbane, Australia, and case study of this thesis, envisions to be a physical place for people to meet, explore, experience, learn and teach each other creative practices in various areas related to digital technology and arts. Guided by an Action Research approach, this work applies Lefebvre's triad of space (1991) to investigate the Edge as a social space from a conceived, perceived and lived point of view. Based on its creators' vision and goals on the conceived level, different embodied media are iteratively designed, implemented and evaluated towards shaping and amplifying the Edge's visitor experience on the perceived and lived level.