In the age of the smart machine: the future of work and power
In the age of the smart machine: the future of work and power
Ambiguity as a resource for design
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the 4th decennial conference on Critical computing: between sense and sensibility
A game design methodology to incorporate social activist themes
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Sustainable interaction design: invention & disposal, renewal & reuse
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Some remarks on the relationship between the semantic and the pragmatic web
Proceedings of the 3rd International Conference on the Pragmatic Web: Innovating the Interactive Society
The Panopticon reaches within: how digital technology turns us inside out
Identity in the Information Society
The computer for the 21st Century
IEEE Pervasive Computing
Identity, performativity, and HCI
CHI '12 Extended Abstracts on Human Factors in Computing Systems
Designing (for) desire: a critical study of technosexuality in HCI
Proceedings of the 7th Nordic Conference on Human-Computer Interaction: Making Sense Through Design
Epilogue: Where the action was, wasn't, should have been, and might yet be
ACM Transactions on Computer-Human Interaction (TOCHI) - Special issue on the theory and practice of embodied interaction in HCI and interaction design
Personal and Ubiquitous Computing
"A great and troubling beauty": cognitive speculation and ubiquitous computing
Personal and Ubiquitous Computing
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As digital technologies are woven more closely into identity formation, society needs ways to keep tools flexible to many versions of self-presentation and avoid perpetuating the political status quo through conservative and apolitical designing. This paper explores one route, drawing on Queer Theory to look at resistance to computer formalisation of identity through queering. Several case studies explore how we might apply the oblique route to design of a range of technologies that help users define themselves. In particular, forgetting, obscuring, cheating and eluding are activities held up to counter computer strengths and offer a more flexible vision of interaction design for the future.