Understanding computers and cognition
Understanding computers and cognition
Plans and situated actions: the problem of human-machine communication
Plans and situated actions: the problem of human-machine communication
Ambiguity as a resource for design
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Wan2tlk?: everyday text messaging
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Hyper-coordination via mobile phones in Norway
Perpetual contact
Spatial Cognition, An Interdisciplinary Approach to Representing and Processing Spatial Knowledge
Spatial Cognition, An Interdisciplinary Approach to Representing and Processing Spatial Knowledge
Spatial and Temporal Structures in Cognitive Processes
Foundations of Computer Science: Potential - Theory - Cognition, to Wilfried Brauer on the occasion of his sixtieth birthday
Elements of Good Route Directions in Familiar and Unfamiliar Environments
COSIT '99 Proceedings of the International Conference on Spatial Information Theory: Cognitive and Computational Foundations of Geographic Information Science
When and Why Are Visual Landmarks Used in Giving Directions?
COSIT 2001 Proceedings of the International Conference on Spatial Information Theory: Foundations of Geographic Information Science
Enriching Wayfinding Instructions with Local Landmarks
GIScience '02 Proceedings of the Second International Conference on Geographic Information Science
Challenge: ubiquitous location-aware computing and the "place lab" initiative
Proceedings of the 1st ACM international workshop on Wireless mobile applications and services on WLAN hotspots
Pedestrian navigation aids: information requirements and design implications
Personal and Ubiquitous Computing
ECSCW'03 Proceedings of the eighth conference on European Conference on Computer Supported Cooperative Work
Seeking a foundation for context-aware computing
Human-Computer Interaction
"Make it through with another point of view": landmarks to wayfind in gameworld
Proceedings of the second Australasian conference on Interactive entertainment
Exploring terra incognita: wayfinding devices for games
IE '07 Proceedings of the 4th Australasian conference on Interactive entertainment
Through the looking glass: game worlds as representations and views from elsewhere
IE '07 Proceedings of the 4th Australasian conference on Interactive entertainment
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People have difficulties interacting with external representations designed to guide navigating physical environments. We derive theory to inform design by probing users’ experience and use of their “internal” representations in a temporally evolving wayfinding activity in situ. Interactions with environmental landmarks are explored by analyzing spatial concepts in SMSs used by a group collaborating to wayfind to an unfamiliar rendezvous. Results show differences between landmarks provoking actions and contributing to abstract concepts; and, effects of direct or induced perspective in situ. Design recommendations account for orientation dependence and use of ambiguity in user-world-representation mappings. These include tactics to enable users’ to induce perspectives appropriately: with accuracy for recognising landmarks along routes and agility to situate landmark use in naturally evolving wayfinding goals.